<!---Create Party Stats ------------------------------->
<<set $cast = {}>>
<<set $party = []>>
<<set $camp = []>>
<<set $graveyard = {}>>
<<set $missing = {}>>
<!----------- ADD CAST MEMBERS --------------->
<<include cast-Licorice>>
<<include cast-Lucas>>
<<include cast-Dangelo>>
<<include cast-Oscar>>
<<include cast-Imani>>
<<include cast-Kaitos>>
<<include cast-Rhea>>
<<include cast-Vicky>>
<<include cast-Ancha>>
<<include cast-Itaja>>
<<include cast-Lamonte>>
<<include cast-Elijah>>
<<run setup.initRelationship()>><<set $repute = {
}>><!-- stat intialization -->
<<include statInit>>
<! ---Create Quincy Stats ----------------------------->
<<set $qStats = {
relic:false,
skills: {haretouch: setup.skillKey.hare.init, empathy: setup.skillKey.emp.init, etiquette: setup.skillKey.etiq.init, deception: setup.skillKey.dec.init, physical: setup.skillKey.phys.init},
exp:0,
deaths:2,
level:0,
} >>
<<set $romance to {
who: false
}>>
<<set $bond to false>>
<!-- quincy stuff -->
<<set $traits to {}>>
<<include "repInit">>
<!--- append party initialization --->
<<set $party = []>>
<<include partyInit>><<set _char = {
alias:"High Sybil Sadaltajir"
}>>
<<set $cast["ancha"] = _char>><<set _char = {
title:"Duke",
flags:{},
}>>
<<set $cast["dangelo"] = _char>><<set _char = {
title:"Master",
flags:{},
}>>
<<set $cast["elijah"] = _char>><<set _char = {
flags:{},
}>>
<<set $cast["imani"] = _char>><<nobr>><<set _char = {
title: "Master",
flags:{},
}>>
<<set $cast["itaja"] = _char>><</nobr>><<nobr>><<set _char = {
title: "Viscount",
flags:{},
}>>
<<set $cast["kaitos"] = _char>><</nobr>><<nobr>><<set _char = {
title: "Lord",
alias:"Lord Urdagan",
flags:{},
}>>
<<set $cast["lamonte"] = _char>><</nobr>><<set $licorice to "Licorice">>
<<set $salmiak = "Salmiak">>
<<set _char = {
flags:{},
}>>
<<set $lStats to {base:0,eye:0}>>
<<set $cast["licorice"] = _char>><<set _char = {
title: "Prince",
flags:{},
}>>
<<set $cast["lucas"] = _char>><<set _char = {
title:"Prince",
flags:{},
}>>
<<set $cast["oscar"] = _char>><<nobr>><<set _char = {
title: "Duchess",
flags:{},
}>>
<<set $cast["rhea"] = _char>><</nobr>><<set _char = {
flags:{},
}>>
<<set $cast["vicky"] = _char>><!---- map info -------><!---- map info ------->
<<set $map = {
mods:[],
lastLoc:"morbre"
}>>
<<include "locInit">><<nobr>><ul class='mainMenuOpt' id="mainMenu">
<li id="menuYou">
<<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'dice'>></span></span><span class='text'>YOU</span></span>" "YOU">><</link>>
</li>
<li id="menuParty">
<<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'party'>></span></span><span class='text'>PARTY</span></span>" "PARTY">><</link>>
</li>
<li class='mainMenuOpt' id="menuQuests"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'king'>></span></span><span class='text'>TRAVEL LOG</span></span>" "QUEST LOG">><</link>></li>
<li class='mainMenuOpt' id="menuInventory"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'item'>></span></span><span class='text'>INVENTORY</span></span>" "INVENTORY">><</link>></li>
<<if !setup.flag(11) && !setup.debug>>
<li class='mainMenuOpt disabled' id="menuCodex"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'appendix'>></span></span><span class='text'>CODEX</span></span>">><</link>></li>
<<else>>
<li class='mainMenuOpt' id="menuCodex"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'appendix'>></span></span><span class='text'>CODEX</span></span>" "CODEX">><<set $codexView to {cat:"index", entry:""}>><</link>></li>
<</if>>
<<if Object.keys($appendix).length >= 1>>
<li class='mainMenuOpt' id="menuAppendix"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'quill'>></span></span><span class='text'>VIGNETTES</span></span>" "APPENDIX">><</link>></li>
<</if>>
<<if setup.debug == true>>
<li class='mainMenuOpt'><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'cross'>></span></span><span class='text'>DEBUG</span></span>">><<script>>
Dialog.setup("DEBUG");
Dialog.wiki(Story.get("DEBUG").processText());
Dialog.open();<</script>><</link>></li>
<</if>>
<<if tags().includes('menu') or tags().includes('appendix')>>
<li class="menuReturn"><<set _returnTitle to "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'end'>></span></span><span class='text'>Return</span></span>">>
<<link _returnTitle $return>>
<</link>>
</li>
<</if>>
<li class="menuSaves"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'saveL'>></span></span><span class='text'>SAVES</span></span>">><<script>>
Dialog.setup("SAVE & LOAD");
Dialog.wiki(Story.get("SAVEMENU").processText());
Dialog.open();<</script>><</link>></li>
<li class="menuSettings"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'law'>></span></span><span class='text'>SETTINGS</span></span>">><<script>>UI.settings()<</script>><</link>></li>
<li class="menuManual"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'hunch'>></span></span><span class='text'>MANUAL</span></span>">><<script>>
Dialog.setup("INSTRUCTION MANUAL");
Dialog.wiki(Story.get("MANUAL HUB").processText());
Dialog.open();<</script>><</link>></li>
<li class="menuRestart"><<link "<span class='button-inner'><span class='icon-holder'><span class='icon'><<icon 'restart'>></span></span><span class='text'>RESTART</span></span>">><<script>>UI.restart()<</script>><</link>></li>
<<if setup.debug>><li class="menuForwardBack"><<link "←">><<script>>Engine.backward()<</script>><</link>> <<link "→">><<script>>Engine.forward()<</script>><</link>></li><</if>>
</ul><</nobr>><div class='mobile-submenu' >
<span title='Party' id='submenuYou'>
<<button "<<icon 'dice'>>" "YOU">><</button>>
</span>
<span title='Party' id='submenuParty'>
<<button "<<icon 'party'>>" "PARTY">><</button>>
</span>
<span title='Travel Log' id='submenuQuests'>
<<button "<<icon 'king'>>" "QUEST LOG">><</button>>
</span>
<span title='Inventory' id='submenuInventory'>
<<button "<<icon 'item'>> " "INVENTORY">><</button>>
</span>
<span title='Codex' id='submenuCodex'>
<<button "<<icon 'appendix'>>" "CODEX">><</button>>
</span>
<<if Object.keys($appendix).length >= 1>>
<span title='Vignettes' id='submenuAppendix'>
<<button "<<icon 'quill'>>" "APPENDIX">><</button>>
</span>
<</if>>
</div><<menutitle "Inventory" "item">>
<<inventoryMenu>><</inventoryMenu>><<menutitle "Travel Log" "king">>
<div id = 'travel-log' class='menu-layout'>
<<travelLog>><</travelLog>>
</div><<questView>><</questView>><<menutitle "Travel Log" "king" "Synopsis">><div id = 'synopsis' class='menu-layout'>
<<print setup.drawSynopsisLayout()>>
</div><<menutitle "Party" "party">>
<<selectParty>><</selectParty>><div class='ui-summary-holder'>
<<statBuy "menu">>
</div><<menutitle "You" "dice">>
<div class='menu-layout you'>
<div class='layout-container'>
<div class='quincy-you-grid'>
<<print setup.drawYouPage()>>
</div>
</div>
</div><<menutitle "Codex" "appendix">>
<<codexMain>><</codexMain>><<loadCodexEntry>><</loadCodexEntry>>
<<showCodex>><</showCodex>><<print setup.drawCodexAll()>><<print setup.drawCodexUnread()>><<drawListFactions>><</drawListFactions>><<drawListPeople>><</drawListPeople>><<drawListLocation>><</drawListLocation>><<drawListCulture>><</drawListCulture>><<drawListHistory>><</drawListHistory>><<drawListArcana>><</drawListArcana>><<drawListBestiary>><</drawListBestiary>><div class='search-grid'>
<div class='search-ui'>
<label>Search: <<textbox "_codexSearch" "" autofocus>></label>
<<button 'go'>>
<<script>>
setup.searchDex(State.temporary.codexSearch);
<</script>>
<</button>>
</div>
<div class='search-results'>
<div class='menu-scroll'>
<div id='search-results'></div>
</div>
</div>
</div><<menutitle "Vignettes" "appendix">>
<div class='menu-layout'><div class='layout-container'><div class='appendix-menu menu-grid'>
<div class='appendix-info'>
<div class='q-module'>
<div class='q-frame'></div>
<div class='q-content'>
<div class='appendix-show-grid'>
<div class='app-subgrid'>
<div class='app-image-holder'><div id='app-img'><div id='app-port'></div><div class='port-overlay'></div><div class='port-frame'></div></div></div>
<div class='appendix-summary'>
<div class='app-header'><div class='title'><span class='text-clip'><h1><span id='appendix-title'></span></h1></span></div><div class='subtitle'><span class='text-clip'><div id='appendix-subtitle'></div></span></div></div>
<div id='appendix-status'></div>
<div class='text-scroll'><div class='text font-variable'><div id='appendix-description'></div></div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class='menu-list' id='appendix-scroll'>
<<showAppendix>><</showAppendix>>
</div>
</div></div></div>
<<set _tempAppendix to $currentAppendix>>
<<print setup.onLoadScript("setup.eventAppendix();")>><<nobr>>
<div class='menuSubreturn'><<if tags().includes('menu') || tags().includes('appendix')>>
<<if setup.canReturn()>>
<<set _subMenuLabel to ""+ setup.icon.left + "<span class='btn-label'> Back to previous Menu Page</span>">><span title='Back to previous Menu Page'><<button _subMenuLabel>>
<<script>>setup.backMenu();<</script>><</button>>
</span><</if>><</if>></div>
<div class='menuGameReturn'><<if tags().includes('menu') or tags().includes('appendix')>>
<<set _returnTitle to ""+ setup.icon.end + "<span class='btn-label'> Return to Game</span>">>
<span title='Return to Game'><<button _returnTitle>><<script>>Engine.play(State.variables.return)<</script>><</button>></span>
<</if>></div>
<</nobr>><div class='menuSubreturn'><<if tags().includes('menu') || tags().includes('appendix')>>
<<if setup.canReturn()>>
<<set _subMenuLabel to ""+ setup.icon.left + "<span class='btn-label'> Back to previous Menu Page</span>">><span title='Back to previous Menu Page'><<button _subMenuLabel>><<script>>setup.backMenu();<</script>><</button>></span><</if>><<else>><div></div><</if>></div>
<div class='menuGameReturn'><<if tags().includes('menu') or tags().includes('appendix')>>
<<set _returnTitle to ""+ setup.icon.end + "<span class='btn-label'> Return to Game</span>">>
<span title='Return to Game'><<button _returnTitle>><<script>>Engine.play(State.variables.return)<</script>><</button>></span>
<</if>></div><div class='loc-banner-container'>
<div id='locHeadNew'><div class='locBanner'><div id='locData'>
<<if Array.isArray($displayLoc.name)>>
<span class='title'><<icon "decorL">> $displayLoc.name[0] <<icon "decorR">></span>
<span class='title subtitle'>$displayLoc.name[1]</span>
<<else>>
<span class='title'><<icon "decorL">> $displayLoc.name <<icon "decorR">></span>
<</if>>
<div class='subtitle'>$displayLoc.date.year <<icon "decor">> $displayLoc.date.season</div></div></div></div>
</div><div id='locInfoHolder'>
<div class='locInfoHeader'>
<div class='loc-header-holder'>
<span class='text-clip'>
<<if setup.getProvData($displayLoc.pos) == false>>
<span class='accent'><<icon "rook">></span>
<<else>>
<<print setup.affiliation[setup.getProvData($displayLoc.pos).state]>>
<</if>>
<<if Array.isArray($displayLoc.name)>>
$displayLoc.name[0], $displayLoc.name[1]
<<else>>
$displayLoc.name
<</if>>
<<icon "decor">>
$displayLoc.date.year
<<icon "decor">>
<<switch $currentLoc.date.season>><<case "fall">>autumn<<case "eWinter">>late winter<<default>>$displayLoc.date.season<</switch>>
</span>
</div>
</div></div><span class='headerSkillButton glossary' title='glossary'>
<<set _inventoryHeaderBtn to "<span class='glossary'>"+setup.icon.appendixP+"</span>">>
<<button _inventoryHeaderBtn>>>
<<script>>
Dialog.setup("Glossary");
Dialog.wiki(Story.get("Glossary").processText());
Dialog.open();
<</script>>
<</button>>
</span>
<span class='headerSkillButton' title='character summary'>
<<set _inventoryHeaderBtn to "<span class='summary'>"+setup.icon.party+"</span><span class='money-display g'>"+setup.icon.g+"<span class='btn-label'><span class='text-clip'><b>$g</b></span></span></span>">>
<<button _inventoryHeaderBtn>>>
<<script>>
Dialog.setup("Your Current Situation");
Dialog.wiki(Story.get("QuincyStatSummary").processText());
Dialog.open();
<</script>>
<</button>>
</span><div id='stat-summary-window'></div>
<<script>>
$(document).on(':dialogopened', function (ev) {
setup.printQuincySummary();
});
<</script>><<print setup.drawGlossary()>><<instructions>><div class='save-notice'>
<strong>NOTICE: </strong> Game saves are stored in your <i>browser's cache</i>.<br><i>Save to Disk</i> in order to better preserve your saves.
</div>
<div id="save-menu">
<<include "SAVEMENU FILES">>
</div>
<div class='save-buttons'>
<div class='save-and-load'>
<<button "<<icon 'quill'>> Save to Disk...">>
<<run Save.export()>>
<</button>>
<span class='load'><<button "<<icon 'saveL'>> Load from Disk...">>
<<script>>
var input = document.createElement('input');
input.type = 'file';
input.onchange = function(e){
Save.import(e);
};
input.click();
<</script>>
<</button>></span>
</div>
<span class='delete'><<button "<<icon 'saveD'>> Delete All">>
<<script>>
if (confirm("Are you sure you want to delete your saves? This cannot be undone.")) {
Save.clear();
setup.refreshSaves();
} else {
}
<</script>>
<</button>></span>
</div><<if Save.autosave.has()>>
<<print setup.drawSaveSlot("autosave")>>
<</if>>
<<print setup.drawSaveSlot(0)>>
<<print setup.drawSaveSlot(1)>>
<<print setup.drawSaveSlot(2)>><<set $inventory = {
blackpledge:true,
}>>
<<set $inventoryTrash = {
}>>
<<set $inventoryStored = {
}>><<set $objectives to {story:[]}>>
<!------ DECISION STORAGE ----------------------------------------------------------->
<<set $flags to {
a1:{
s1:{
e1:[]
}
},
a2:{}
}>><<set $skillChecks = [0,0,0,0,0,0,0]>>
<<set $skillGates = [0,0,0,0,0,0,0]>>
<<set $modifiers = {buffs:{},debuffs:{}}>>
<!--- general stuff --->
<<set $statPool to 0>>
<<set $statPoolTotal to 0>>
<<set $qSkillTemp = {haretouch: setup.skillKey.hare.init, empathy: setup.skillKey.emp.init, etiquette: setup.skillKey.etiq.init, deception: setup.skillKey.dec.init, physical: setup.skillKey.phys.init}>><!---------------- tone change ----------------------------->
<<widget 'tone'>>
<<run setup.toneChange($args[0],$args[1],$args[2])>>
<</widget>>
<<widget 'toneGain'>>
<<run setup.toneChange($args[0],$args[1],1)>>
<</widget>>
<<widget 'toneLoss'>>
<<run setup.toneChange($args[0],$args[1],-1)>>
<</widget>>
<!---------------- rep give ----------------------------->
<<widget 'repute'>>
<<script>>jQuery(this.output).wiki(setup.rankUpRep(State.variables.args[0]));<</script>>
<</widget>>
<!---------------- rep change ----------------------------->
<<widget 'idealTracker'>>
<<script>>jQuery(this.output).wiki(setup.modRep(State.variables.args[0]));<</script>>
<</widget>>
<!-------------- rapport -------------------------------->
<<widget 'rapport'>>
<<once>>
<<set $cast[$args[0]].relationship.rapport.count += 1>>
<</once>>
<</widget>>
<<widget 'friend'>>
<<once>>
<<set $cast[$args[0]].relationship.rapport.count += 1>>
<<set $cast[$args[0]].relationship.rapport.pos += 1>>
<</once>>
<</widget>>
<<widget 'enemy'>>
<<once>>
<<set $cast[$args[0]].relationship.rapport.count += 1>>
<<set $cast[$args[0]].relationship.rapport.neg += 1>>
<</once>>
<</widget>>
<!---------------- grudges ----------------------------->
<<widget 'grudge'>>
<<grudgeHandler $args[0] "set" $args[1]>><</grudgeHandler>>
<</widget>>
<<widget 'resolveGrudge'>>
<<grudgeHandler $args[0] "unset" $args[1]>><</grudgeHandler>>
<</widget>>
<<widget 'purgeGrudge'>>
<<grudgeHandler "licorice" "purge">><</grudgeHandler>>
<</widget>>
<!---------award reputation------------------------------------->
<<widget 'chooseRep'>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("fake") || args[2] == "fake"){
packet.push("fake");
}
}
State.temporary.checkPacket = packet;
var tooltip = setup.icon[setup.repKey[args[0]].icon];
var text="establish ideal: "+setup.repKey[args[0]].name.toLowerCase();
tooltip += " <span class='check-text'>"+text+"</span>";
State.temporary.checkLink.text = "<span class='skillCheck' title='"+text+"'>"+tooltip +"</span> " + State.temporary.checkLink.text;
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && $args[0] != "end">>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<</link>>
<</if>>
<</widget>>
<!----- reputation option --------------->
<<widget 'ideal' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("fake") || args[2] == "fake"){
packet.push("fake");
}
}
State.temporary.checkPacket = packet;
var tooltip = setup.icon[setup.repKey[args[0]].icon];
var text="IDEAL: "+setup.repKey[args[0]].name.toLowerCase();
tooltip += " <span class='check-text'>"+"IDEAL: <b>"+setup.repKey[args[0]].name.toLowerCase()+"</b>"+"</span>";
State.temporary.checkLink.text = "<span class='skillCheck' title='"+text+"'>"+tooltip +"</span> " + State.temporary.checkLink.text;
<</script>>
<<if setup.hasRep($args[0])>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && $args[0] != "end">>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
_contents
<</link>>
<</if>>
<</if>>
<</widget>>
<!-- Choose Bond -->
<<widget 'chooseBond' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("fake") || args[2] == "fake"){
packet.push("fake");
}
}
State.temporary.checkPacket = packet;
var tooltip = setup.icon.party;
var tool2 = " <span class='check-text'>"+"FORGO BOND: <b>SOLITARY</b>"+"</span>";
var text="FORGO BOND: SOLITARY";
if (args[0] != undefined && args[0] != false){
text="CHOOSE BOND: "+setup.sanitizeText(setup.getCastData(args[0]).nameShort);
tool2 = " <span class='check-text'>"+"CHOOSE BOND: <b>"+setup.getCastData(args[0]).nameShort.toLowerCase()+"</b>"+"</span>";
}
tooltip += tool2;
State.temporary.checkLink.text = "<span class='skillCheck' title='"+text+"'>"+tooltip +"</span> " + State.temporary.checkLink.text;
<</script>>
<<link _checkLink.text _checkLink.link>>
<<if $args[0] != $bond>>
<<if !Array.isArray($pastBonds)>>
<<set $pastBonds to []>>
<</if>>
<<run $pastBonds.push($bond)>>
<</if>>
<<set $bond to $args[0]>>
<</link>>
<</widget>>
<<widget 'chosenBond'>>
<<print setup.drawBondAlert(true)>>
<</widget>>
<<widget 'endBond'>>
<<set _drawBondEnd to false>>
<<if $bond == $args[0]>>
<<set _drawBondEnd to true>>
<<once>>
<<if !Array.isArray($pastBonds)>>
<<set $pastBonds to []>>
<</if>>
<<run $pastBonds.push($bond)>>
<<set $bond to false>>
<</once>>
<<elseif visited() >= 2 && setup.lastBond() == $args[0]>>
<<set _drawBondEnd to true>>
<</if>>
<<if _drawBondEnd>>
<<print setup.drawBondAlert(false,$args[0])>>
<</if>>
<</widget>>
<<widget 'startRomance'>>
<<once>>
<<set $romance to {who:$args[0],status:true}>>
<<set $cFlags[$args[0]].romanced to true>>
<</once>>
<<print setup.drawRomanceAlert(true)>>
<</widget>>
<<widget 'endRomance'>>
<<once>>
<<set $romance.status to false>>
<</once>>
<<print setup.drawRomanceAlert(false,$args[0])>>
<</widget>>
<<widget 'clearRomance'>>
<<once>>
<<set $romance to false>>
<</once>>
<</widget>>
<<widget 'bondImg'>>
<<set _tempB to $args[0]>>
<<if _tempB == undefined>>
<<set _tempB to $bond>>
<</if>>
<<if _tempB == false || _tempB == undefined>>
<<img "bonds" "bond_none.png" "A Northern-styled depiction of a dark-faced wolf, representing Quincy, standing alone." `["modeNeutral","img-small"]`>>
<<else>>
<<switch _tempB>>
<<case "lucas">>
<<img "bonds" "bond_lucas.png" "A Northern-styled depiction of a dark-faced wolf, representing Quincy, standing beside a silver manticore, representing Lucas." `["modeNeutral","img-small"]`>>
<<case "imani">>
<<img "bonds" "bond_imani.png" "A Northern-styled depiction of a dark-faced wolf, representing Quincy, standing beside a black and red rook, representing Imani." `["modeNeutral","img-small"]`>>
<</switch>>
<</if>>
<</widget>><<widget 'appendix'>>
<<appendixHandler>><</appendixHandler>>
<</widget>>
<<widget 'appendixAdd'>>
<<once>>
<<set _appNum to Object.keys($appendix).length>>
<<set $appendix[$args[0]] to {completed:0}>>
<</once>>
<<print setup.drawAppendixAlert($args[0])>>
<</widget>>
<<widget 'a-trait'>>
<<script>>
var args = State.temporary.args;
var trait = args[0];
var icon = "decor";
var name = "Error";
if (setup.traitKey.hasOwnProperty(trait)){
icon = setup.traitKey[trait].icon;
name = setup.traitKey[trait].name;
} else if (setup.castTraits.hasOwnProperty(trait)){
icon = setup.castTraits[trait].icon;
name = setup.castTraits[trait].name;
}
State.temporary.checkLink = {};
State.temporary.checkLink.text = "<span class='act-holder' title='TRAIT: "+name+"'><span class='icon-holder'><span class='icon'><<icon '"+icon+"'>></span></span></span><span class='text'><span class='action-label'>TRAIT: <b>"+name+"</b></span>"+args[1]+"</span>";
if (args[2] != undefined){
State.temporary.checkLink.link = args[2];
}
<</script>>
<<if $args[2] == undefined>>
@@.link-disabled.special-link;<<print _checkLink.text>>@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'a-ideal'>>
<<script>>
var args = State.temporary.args;
var trait = args[0];
var icon = "decor";
var name = "Error";
if (setup.repKey.hasOwnProperty(trait)){
icon = setup.repKey[trait].icon;
name = setup.repKey[trait].name;
}
State.temporary.checkLink.text = "<span class='act-holder' title='IDEAL: "+name+"'><span class='icon-holder'><span class='icon'><<icon '"+icon+"'>></span></span></span><span class='text'><span class='action-label'>IDEAL: <b>"+name+"</b></span>"+args[1]+"</span>";
if (args[2] != undefined){
State.temporary.checkLink.link = args[2];
}
<</script>>
<<if $args[2] == undefined>>
@@.link-disabled.special-link;<<print _checkLink.text>>@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'a-check'>>
<<script>>
var args = State.temporary.args;
var trait = args[0];
var icon = "decor";
var name = "Error";
if (setup.skillKey.hasOwnProperty(trait)){
icon = setup.skillKey[trait].icon;
name = setup.skillKey[trait].name;
} else if (setup.castSkills.hasOwnProperty(trait)){
icon = setup.castSkills[trait].icon;
name = setup.castSkills[trait].name;
}
var rollLabel = setup.capitalize(name);
var tooltip = "ROLL: "+rollLabel;
State.temporary.checkLink = {};
State.temporary.checkLink.text = "<span class='act-holder' title='"+tooltip+"'><span class='icon-holder gambit'><span class='icon'><span class='gambit-dice'>"+setup.icon.dice+"</span><span class='gambit-stat'>"+icon+"</span></span></span></span><span class='text'><span class='action-label'>ROLL: <b>"+rollLabel+"</b></span>"+args[1]+"</span>";
if (args[2] != undefined){
State.temporary.checkLink.link = args[2];
}
<</script>>
<<if $args[2] == undefined>>
@@.link-disabled.special-link;<<print _checkLink.text>>@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'a-gate'>>
<<script>>
var args = State.temporary.args;
var trait = args[0];
var icon = "decor";
var name = "Error";
if (setup.skillKey.hasOwnProperty(trait)){
icon = setup.skillKey[trait].icon;
name = setup.skillKey[trait].name;
} else if (setup.castSkills.hasOwnProperty(trait)){
icon = setup.castSkills[trait].icon;
name = setup.castSkills[trait].name;
}
var tooltip = "SKILL: "+setup.capitalize(name);
State.temporary.checkLink = {};
State.temporary.checkLink.text = "<span class='act-holder' title='"+tooltip+"'><span class='icon-holder'><span class='icon'>"+icon+"</span></span></span><span class='text'><span class='action-label'>SKILL: <b>"+name+"</b></span>"+args[1]+"</span>";
if (args[2] != undefined){
State.temporary.checkLink.link = args[2];
}
<</script>>
<<if $args[2] == undefined>>
@@.link-disabled.special-link;<<print _checkLink.text>>@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'fake' container>>
<span class='link-disabled'>_contents</span>
<</widget>><<widget "addBuff">>
<<once>>
<<print setup.addBuff($args[0],$args[1])>>
<</once>>
<</widget>>
<<widget "addDebuff">>
<<once>>
<<print setup.addDebuff($args[0],$args[1])>>
<</once>>
<</widget>>
<<widget "clearBuffs">>
<<once>>
<<set $modifiers = {buffs:{},debuffs:{}}>>
<</once>>
<</widget>><<widget 'campName'>>
<<set $campData.name to $args[0]>>
<</widget>>
<<widget 'getMail'>>
<<if !$mailbox.includes($args[0]) && !$outbox.hasOwnProperty($args[0])>>
<<run $mailbox.push($args[0])>>
<</if>>
<</widget>>
<<widget 'campImg'>>
<<set $campData.img to $args[0]>>
<</widget>>
<<widget 'rapport'>>
<<once>>
<<set $cast[$args[0]].relationships.rapport.count++>>
<</once>>
<</widget>>
<<widget 'rapportPos'>>
<<once>>
<<set $cast[$args[0]].relationships.rapport.pos++>>
<</once>>
<</widget>>
<<widget 'rapportNeg'>>
<<once>>
<<set $cast[$args[0]].relationships.rapport.neg++>>
<</once>>
<</widget>>
<<widget 'mailRead'>>
<<set $mailbox to $mailbox.filter((entry)=> entry != $mailId)>>
<<set $outbox[$mailId] to false>>
<</widget>>
<<widget 'mailOptions'>>
<<set _tempSendPassage = "MAIL: Send "+setup.mailKey[$mailId].name.toString()>>
<<set _tempReplyPassage = "MAIL: Reply "+setup.mailKey[$mailId].name.toString()>>
<<if setup.canAnswer() && Story.has(_tempSendPassage) && Story.has(_tempReplyPassage)>>
<<if passage() == _tempSendPassage>>
@@.next;<<link "Return to your letters." "MAIL HUB">>
<<sendLetter>>
<<run delete $tempLetter>>
<</link>>@@
<<else>>
<<choose>>
<<if passage() == _tempReplyPassage>>
<<print "<<decide true [[*Send this letter.*|"+_tempSendPassage+"]] \"Send\">><</decide>>">>
<<else>>
<<print "<<decide true [[*Draft a response.*|"+_tempReplyPassage+"]] \"Respond\">><</decide>>">>
<</if>>
<<decide false [[*Discard this letter.*|MAIL HUB]] "Discard">><<mailRead>><<run delete $tempLetter>><</decide>>
<<link "@@.talk-action;Return to your letters.@@" "MAIL HUB">><<run delete $tempLetter>><</link>>
<</choose>>
<</if>>
<<else>>
@@.next;<<link "Return to your letters." "MAIL HUB">>
<<mailRead>>
<</link>>@@
<</if>>
<</widget>>
<<widget 'viewOriginalLetter'>>
<span class='letter-button' title='review letter'><<button "<<icon 'save'>>">>
<<script>>
State.temporary.oldLetter = "MAIL: "+setup.mailKey[State.variables.mailId].name;
Dialog.setup("Original Letter");
Dialog.wiki(Story.get(State.temporary.oldLetter).processText());
Dialog.open();
<</script>>
<</button>></span>
<</widget>>
<<widget 'sendLetter'>>
<<set $mailbox to $mailbox.filter((entry)=> entry != $mailId)>>
<<set $outbox[$mailId] to $letterTemp>>
<</widget>><<widget 'killCast'>>
<<set _codexCPath to "people."+$args[0].toLowerCase()>>
<<editCodexStatus _codexCPath "dead" >>
<<set $cast[$args[0]].status to "dead">>
<<silently>>
<<campRemove $args[0]>><</campRemove>>
<</silently>>
<</widget>>
<<widget 'disappearCast'>>
<<set _codexCPath to "people."+$args[0].toLowerCase()>>
<<editCodexStatus _codexCPath "?" >>
<<set $cast[$args[0]].status to "?">>
<<campRemove $args[0]>><</campRemove>>
<</widget>>
<<widget 'reviveCast'>>
<<set _codexCPath to "people."+$args[0].toLowerCase()>>
<<editCodexStatus _codexCPath "alive" >>
<<set $cast[$args[0]].status to "alive">>
<<if $cast[$args[0]].age.hasOwnProperty("lastSeen")>>
<<run delete $cast[$args[0]].age.lastSeen>>
<</if>>
<</widget>><<widget 'addCodex'>>
<<codexAdd $args[0]>><</codexAdd>>
<</widget>>
<<widget 'editCodexName'>>
<<codexEdit $args[0] "name" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexFullName'>>
<<codexEdit $args[0] "infoBlock.fullName" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexSurname'>>
<<codexEdit $args[0] "surname" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexSubcat'>>
<<codexEdit $args[0] "subcat" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexImage'>>
<<codexEdit $args[0] "image" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexTitle'>>
<<codexEdit $args[0] "infoBlock.title" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexHeritage'>>
<<codexEdit $args[0] "infoBlock.heritage" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexAffiliation'>>
<<codexEdit $args[0] "infoBlock.affiliation" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexClass'>>
<<codexEdit $args[0] "infoBlock.class" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexMeurType'>>
<<codexEdit $args[0] "infoBlock.meurType" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexStatus'>>
<<codexEdit $args[0] "status" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexAge'>>
<<codexEdit $args[0] "infoBlock.age" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexHeight'>>
<<codexEdit $args[0] "infoBlock.height" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexSection'>>
<<codexEdit $args[0] "sections" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexFamily'>>
<<codexEdit $args[0] "family" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexHaretouch'>>
<<codexEdit $args[0] "infoBlock.haretouched" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexBond'>>
<<codexEdit $args[0] "infoBlock.bonded" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexKeeper'>>
<<codexEdit $args[0] "infoBlock.keeper" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexDiet'>>
<<codexEdit $args[0] "infoBlock.diet" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexTerms'>>
<<codexEdit $args[0] "terms" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexDomestication'>>
<<codexEdit $args[0] "infoBlock.domestication" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexUse'>>
<<codexEdit $args[0] "infoBlock.use" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexRange'>>
<<codexEdit $args[0] "infoBlock.range" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexAllegiance'>>
<<codexEdit $args[0] "allegiance" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexSymbol'>>
<<codexEdit $args[0] "infoBlock.symbol" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexFounded'>>
<<codexEdit $args[0] "infoBlock.founded" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexEnded'>>
<<codexEdit $args[0] "infoBlock.ended" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexGovernment'>>
<<codexEdit $args[0] "infoBlock.governance" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexTerritory'>>
<<codexEdit $args[0] "infoBlock.territory" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexStates'>>
<<codexEdit $args[0] "states" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexKeyPeople'>>
<<codexEdit $args[0] "keyPeople" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexHead'>>
<<codexEdit $args[0] "infoBlock.head" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexType'>>
<<codexEdit $args[0] "type" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexMotto'>>
<<codexEdit $args[0] "infoBlock.motto" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexStateOf'>>
<<codexEdit $args[0] "stateOf" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexPopulation'>>
<<codexEdit $args[0] "infoBlock.population" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexEconomy'>>
<<codexEdit $args[0] "infoBlock.economy" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexClimate'>>
<<codexEdit $args[0] "infoBlock.climate" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexOccupiedBy'>>
<<codexEdit $args[0] "occupiedBy" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexDemonym'>>
<<codexEdit $args[0] "infoBlock.demonym" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexPurpose'>>
<<codexEdit $args[0] "infoBlock.purpose" $args[1]>><</codexEdit>>
<</widget>>
<<widget 'editCodexFigure'>>
<<codexEditFigureM $args[0] "figures" $args[1] $args[2]>><</codexEditFigureM>>
<</widget>>
<<widget 'editCodexAddFigure'>>
<<codexEditAddFigureM $args[0] "figures" $args[1] $args[2]>><</codexEditAddFigureM>>
<</widget>><<widget 'totalArticles'>><<nobr>>
<<script>>
var total = Object.keys(setup.getCodexEntries("factions")).length;
total += Object.keys(setup.getCodexEntries("people")).length;
total += Object.keys(setup.getCodexEntries("arcana")).length;
total += Object.keys(setup.getCodexEntries("culture")).length;
total += Object.keys(setup.getCodexEntries("locations")).length;
total += Object.keys(setup.getCodexEntries("biota")).length;
total += Object.keys(setup.getCodexEntries("history")).length;
State.temporary.articleTotal = total;
<</script>>
_articleTotal
<</nobr>><</widget>><<widget 'cLink'>><<codexLink $args[0] $args[1] $args[2]>><</codexLink>><</widget>><<widget 'debateSetup'>>
<<run setup.debateSetup($args[0])>>
<</widget>>
<<widget 'debate'>>
<<run setup.debateRefresh($args[0],$args[1])>>
<<debateUpdater>><</debateUpdater>>
<</widget>>
<<widget 'tacticButton' container>>
<<switch $args[0]>>
<<case "pathos">>
<<set _tempBtnInfo to [setup.icon.emp,"Pathos","appeal to morality"]>>
<<case "logos">>
<<set _tempBtnInfo to [setup.icon.etiq,"Logos","appeal to reason"]>>
<<case "kairos">>
<<set _tempBtnInfo to [setup.icon.dec,"Kairos","appeal to opportunity"]>>
<<case "ethos">>
<<set _tempBtnInfo to [setup.icon.phys,"Ethos","appeal to credibility"]>>
<<case "item">>
<<set _tempBtnInfo to [setup.icon.item,"Present","cite evidence"]>>
<<case "hold">>
<<set _tempBtnInfo to [setup.icon.check,"Hold","remain firm"]>>
<<case "renege">>
<<set _tempBtnInfo to [setup.icon.cross,"Renege","withdraw claim"]>>
<<default>>
<<set _tempBtnInfo to [setup.icon.hare,"???","appeal to curiosity"]>>
<</switch>>
<<if $args[1] != undefined && $args[0] != "item" && $args[1] != false>>
<<set _tempBtnInfo[2] to $args[1]>>
<</if>>
<<set _tempBtnInfo to "<span class='icon-holder'><span class='icon'>"+_tempBtnInfo[0]+"</span></span><span class='title'>"+_tempBtnInfo[1]+"</span><span class='subtitle'>"+_tempBtnInfo[2]+"</span>">>
<<if $args[0] == "hold">>
<span class='hold act-holder'>
<<button _tempBtnInfo>>
_contents
<</button>>
</span>
<<elseif $args[0] == "renege">>
<span class='renege act-holder'>
<<button _tempBtnInfo>>
_contents
<</button>>
</span>
<<elseif $args[0] == "item">>
<<if Object.keys($debate.items).length >= 1>>
<span class=' act-holder'>
<<button _tempBtnInfo>>
<<set $debate.item to undefined>>
<<set _passLink to _contents>>
<<run setup.openCustomAlert("Present Evidence","PRESENT ITEM",true)>>
<</button>>
</span>
<</if>>
<<else>>
<span class=' act-holder'>
<<button _tempBtnInfo>>
<<set $debate.tactic to $args[0]>>
_contents
<</button>>
</span>
<</if>>
<</widget>>
<<widget 'debateLink' container>>
<<switch $args[0]>>
<<case "decide">>
<<set _tempBtnInfo to [setup.icon.law,"Select Stance",""]>>
<<case "pathos">>
<<set _tempBtnInfo to [setup.icon.emp,"Pathos","Gambit: "]>>
<<case "logos">>
<<set _tempBtnInfo to [setup.icon.etiq,"Logos","Gambit: "]>>
<<case "kairos">>
<<set _tempBtnInfo to [setup.icon.dec,"Kairos","Gambit: "]>>
<<case "ethos">>
<<set _tempBtnInfo to [setup.icon.phys,"Ethos","Gambit: "]>>
<<case "greed">>
<<set _tempBtnInfo to [setup.icon.g,"Greed","Gambit: "]>>
<<case "lie">>
<<set _tempBtnInfo to [setup.icon.dec,"Lie","Gambit: "]>>
<<case "item">>
<<set _tempBtnInfo to [setup.icon.item,"Present","Present Evidence"]>>
<<case "hold">>
<<set _tempBtnInfo to [setup.icon.check,"Hold",""]>>
<<case "renege">>
<<set _tempBtnInfo to [setup.icon.cross,"Renege",""]>>
<<default>>
<<set _tempBtnInfo to [setup.icon.hare,"Non Sequitur","Gambit: "]>>
<</switch>>
<<if $args[2] != undefined && $args[0] != "item" && $args[2] != false>>
<<set _tempBtnInfo[2] to $args[2]>>
<</if>>
<<if $args[0] == "decide">>
<<set _tempBtnInfo to "<span class='act-holder' title='select stance'><span class='icon-holder'><span class='icon'>"+_tempBtnInfo[0]+"</span></span></span><span class='text'><span class='action-label'>"+_tempBtnInfo[2]+_tempBtnInfo[1]+"</span>"+$args[1]+"</span>">>
<<elseif $args[0] == "hold">>
<<set _tempBtnInfo to "<span class='act-holder hold' title='hold'><span class='icon-holder'><span class='icon'>"+_tempBtnInfo[0]+"</span></span></span><span class='text'><span class='action-label'>"+_tempBtnInfo[2]+_tempBtnInfo[1]+"</span>"+$args[1]+"</span>">>
<<elseif $args[0] == "renege">>
<<set _tempBtnInfo to "<span class=' act-holder renege' title='renege'><span class='icon-holder'><span class='icon'>"+_tempBtnInfo[0]+"</span></span></span><span class='text'><span class='action-label'>"+_tempBtnInfo[2]+_tempBtnInfo[1]+"</span>"+$args[1]+"</span>">>
<<elseif $args[0] == "lie" || $args[0] == "greed">>
<<set _tempBtnInfo to "<span class='act-holder' title='GAMBIT: "+_tempBtnInfo[1]+"'><span class='icon-holder gambit lie'><span class='icon'><span class='gambit-dice'>"+setup.icon.dice+"</span><span class='gambit-stat'>"+_tempBtnInfo[0]+"</span></span></span></span><span class='text'><span class='action-label'>"+_tempBtnInfo[2]+"<b>"+_tempBtnInfo[1]+"</b></span>"+$args[1]+"</span>">>
<<elseif $args[0] == "item">>
<<set _tempBtnInfo to "<span class='act-holder' title='PRESENT EVIDENCE'><span class='icon-holder gambit inventory'><span class='icon'><span class='gambit-dice'>"+_tempBtnInfo[0]+"</span><span class='gambit-stat'>"+setup.icon.hunch+"</span></span></span></span><span class='text'><span class='action-label'>"+_tempBtnInfo[2]+"</span>"+$args[1]+"</span>">>
<<else>>
<<set _tempBtnInfo to "<span class='act-holder' title='GAMBIT: "+_tempBtnInfo[1]+"'><span class='icon-holder gambit'><span class='icon'><span class='gambit-dice'>"+setup.icon.dice+"</span><span class='gambit-stat'>"+_tempBtnInfo[0]+"</span></span></span></span><span class='text'><span class='action-label'>"+_tempBtnInfo[2]+"<b>"+_tempBtnInfo[1]+"</b></span>"+$args[1]+"</span>">>
<</if>>
<<if $args[0] == "item">>
<<if Object.keys($debate.items).length >= 1>>
<span class='special-link'>
<<link _tempBtnInfo>>
<<set $debate.item to undefined>>
<<set _passLink to _contents>>
<<run setup.openCustomAlert("Present Evidence","PRESENT ITEM",true)>>
<</link>>
</span>
<</if>>
<<else>>
<span class='special-link'>
<<link _tempBtnInfo>>
_contents
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'gambitButton' container>>
<<switch $args[0]>>
<<case "pathos">>
<<set _tempBtnInfo to [setup.icon.emp,"Pathos","emotional ploy"]>>
<<case "logos">>
<<set _tempBtnInfo to [setup.icon.etiq,"Logos","debate rationale"]>>
<<case "kairos">>
<<set _tempBtnInfo to [setup.icon.dec,"Kairos","tempt ego"]>>
<<case "ethos">>
<<set _tempBtnInfo to [setup.icon.phys,"Ethos","invoke reputation"]>>
<<case "greed">>
<<set _tempBtnInfo to [setup.icon.g,"Greed","tempt avarice"]>>
<<case "lie">>
<<set _tempBtnInfo to [setup.icon.dec,"Lie","spin falsehood"]>>
<<default>>
<<set _tempBtnInfo to [setup.icon.hare,"???","non sequitur"]>>
<</switch>>
<<if $args[1] != undefined>>
<<set _tempBtnInfo[2] to $args[1]>>
<</if>>
<<set _tempBtnInfo to "<span class='icon-holder gambit'><span class='gambit-dice'>"+setup.icon.dice+"</span><span class='icon'>"+_tempBtnInfo[0]+"</span></span><span class='title subtitle'>"+setup.icon.decorL+" Gambit "+setup.icon.decorR+"</span><span class='title'>"+_tempBtnInfo[1]+"</span><span class='subtitle'>RISK: "+_tempBtnInfo[2]+"</span>">>
<<if $args[0] == "lie" || $args[0] == "greed">>
<span class='gambit lie act-holder'>
<<button _tempBtnInfo>>
_contents
<</button>>
</span>
<<else>>
<span class='gambit act-holder'>
<<button _tempBtnInfo>>
_contents
<</button>>
</span>
<</if>>
<</widget>>
<<widget "beginDebate">>
<<set _debateForward to $args[0]>>
<<set _debateForwardText to $args[1]>>
<<set _beginDebateTemp to "<span title='proceed'>"+$args[1]+" "+setup.icon.law+"</span>">>
<<if $debate.tactic == false>>
@@.next;_beginDebateTemp@@
<<else>>
@@.next;
<<link _beginDebateTemp>>
<<if $debate.tactic != false>>
<<goto _debateForward >>
<<else>>
<<run setup.debateIsReady()>>
<</if>>
<</link>>
@@
<</if>>
<</widget>>
<<widget 'smallInventory'>>
<div class='item-pick-grid'>
<div class='item-picker-focus'>
<div class='item-picker-content' id='item-display'>
<div class='item-title-holder'><div class='text-clip'><span id='item-title'>- - - - - -</span></div></div>
<div class='mobile-grid'><div class='img-holder'><div id='item-img' class='inventory-item'></div></div>
<div>
<div class='type-holder'><div id='item-type'><div><strong>Type:</strong></div><div>- - -</div></div></div><div>
<div class='text'><div id='item-text'></div></div><div id='item-obtained'><div><strong>Obtained:</strong></div><div>- - -</div></div>
</div></div></div></div></div>
<div class='picker-container'><div class='title'><span class='accent'>Your Inventory...</span></div><div class='picker-interface'><div class='item-picker-holder'><div class='item-picker-scroll'><div class='item-picker' id='unpicked'><<if $args[0] == "debate">><<drawItemList "debate" false true true>><</drawItemList>><<else>><<drawItemList false false true true>><</drawItemList>><</if>></div></div></div>
</div>
</div></div>
<<if $args[0] == "debate">>
<div id='debate-item-select-btn'>
<<button "<span class=''></span><span class='title'>Select an Item</span>">>
<</button>>
</div>
<</div>>
<<script>>
State.temporary.eventPicker = true;
$(document).on(':dialogopened', function (ev) {
setup.eventDebateItemPicker();
});
<</script>>
<</widget>>
<<widget 'debatePrep'>>
<div class='debate-setup'>
<<if $args[0] != false && $prepIntuition != undefined && $prepIntuition != false>>
<div class='act-menu-header tails'><<icon "decorL">> Intuition <<icon "decorR">></div>
<div class='debate-intuition'>
<<print setup.renderIntuition($prepIntuition)>>
</div>
<</if>>
<<print setup.stanceSelect($args[0])>>
</div>
<</widget>>
<<widget 'prepIntuition'>>
<<set _intKeys to Object.keys($args[0])>>
<<for _i to 0; _i < _intKeys.length; _i++>>
<<passiveCheck _i `[_intKeys[_i], $args[0][_intKeys[_i]]]`>>
<</for>>
<<set $prepIntuition to $args[1]>>
<</widget>>
<<widget 'presentItems'>>
<<set _presentList to $debate.items>>
<div class='debate-item-present'>
<<for _i to 0; _i < _presentList.length; _i++>>
<<set _tempItem to setup.getItemData(_presentList[_i])>>
<<set _tempItemDesc to "<p>"+_tempItem.desc+"</p>">>
<<if Array.isArray(_tempItem.desc)>>
<<set _tempitemDesc to "<p>">>
<<for _j to 0; _j < _tempItem.desc.length; _j++>>
<<set _tempitemDesc += _tempItem.desc[j]+" ">>
<</for>>
<<set _tempitemDesc += "</p>">>
<</if>>
<<set _itemBtn to "<span class='item-holder'>"+setup.drawItem(_presentList[_i],false,"noInfo")+"</span><div><span class='present-label-holder'><span class='present-label'><span class='text-clip'>"+_tempItem.name+"</span></span></span><div class='present-description'><<print _tempItemDesc>></div>">>
<<button _itemBtn>>
<<set $debate.item to _presentList[_i]>>
_passLink
<<run Dialog.close()>>
<</button>>
<</for>>
</div>
<</widget>>
<<widget "debateImpasse">>
<div class='reveal debate-consensus impasse'>
<<set _consensusTitle to "<span class='title'><h1>"+setup.icon.decorL+" Impasse "+setup.icon.decorR+"</h1></span><div class='subtitle'>$args[0]</div><div class='continue'>- click to continue -</div>">>
<<button _consensusTitle>>
<<goto $args[1]>>
<</button>>
</div>
<<set $debateOutcome to "impasse">>
<</widget>>
<<widget "debateWin">>
<div class='reveal debate-consensus win'>
<<set _consensusTitle to "<span class='title'><h1>"+setup.icon.decorL+" Success "+setup.icon.decorR+"</h1></span><div class='subtitle'>$args[0]</div><div class='continue'>- click to continue -</div>">>
<<button _consensusTitle>>
<<goto $args[1]>>
<</button>>
<<set $debateOutcome to "win">>
</div>
<</widget>>
<<widget "debateFail">>
<div class='reveal debate-consensus fail'>
<<set _consensusTitle to "<span class='title'><h1>"+setup.icon.decorL+" Failure "+setup.icon.decorR+"</h1></span><div class='subtitle'>$args[0]</div><div class='continue'>- click to continue -</div>">>
<<button _consensusTitle>>
<<goto $args[1]>>
<</button>>
</div>
<<set $debateOutcome to "loss">>
<</widget>>
<<widget 'endDebate'>>
<<run delete $tempIntuition>>
<<script>>
var rt = document.getElementById("debate-arena");
if (rt != null){
document.getElementById("debate-window").innerHTML = "";
}
<</script>>
<<set $debate to undefined>>
<</widget>><div class='debate-setup'>
<<debateItems _debateItemCap true>>
<<debateStart>>
</div><div class='debate-setup'>
<<presentItems>>
</div><<widget 'dinner'>>
<div class='passage-item text'>
<div class='dinner-module'>
<div class='dinner-content'>
<div class='title'><<print $dinner.title>></div>
<div class='subtitle'><<if $dinner.score < 0>>@@.alertR;Repugnant@@<<elseif $dinner.score < 3>>@@.alertY;Rude@@<<elseif $dinner.score > 11>>@@.alertG;Amicable@@<<elseif $dinner.score > 8>>Acceptable<<else>>Inoffensive<</if>>
<<switch $args[0]>>
<<case "tunsukh">> <<icon "decor">> <<if $dinner.active>>@@.accent;Speaking@@<<else>>@@.fade;Silent@@<</if>>
<</switch>>
</div>
</div>
</div>
</div>
<</widget>><<widget 'statBuy'>>
<<if $args[0] != undefined>>
<<set _takeExp to true>>
<</if>>
<<drawExp>>
<<script>>$(document).one(":passagedisplay", function (event) {
setup.statBuyAppendLabels();
});<</script>>
<div id='menuPExp'>
<<levelUp false>><</levelUp>><div id='levelUpButtonHolder'><<button 'Level Up' 'PARTY'>><<script>>setup.commitStatBuy();
if (Dialog.isOpen()) {
Dialog.close();
}
<</script>><</button>></div>
<</widget>>
<<widget 'gainExp'>>
<<gainExpM $args[0]>><</gainExpM>>
<</widget>>
<<widget 'drawExp'>>
<<script>>
var returnStr = "<div class='display-exp'>";
returnStr += setup.drawExpBar(true,0);
returnStr += "</div>";
$(this.output).wiki(returnStr);
<</script>>
<</widget>>
<<widget 'endEpisodeLevelUp'>>
<<if $statPoolTotal > 0>>
<<set $leveling to {nextEp: $args[0],nextPass:$args[1]}>>
@@.next;<<link "Continue." "Level Up Detour">>
<</link>>@@
<<else>>
<<set _tempNext to "Proceed to "+$args[0]+" <<icon 'right'>>">>
@@.next;<<link _tempNext $args[1]>>
<</link>>@@
<</if>>
<</widget>><<widget 'changeState'>>
<<once>>
<<if $args[0] != undefined>>
<<set $actTracker.state = $args[0]>>
<<else>>
<<set $actTracker.state++>>
<</if>>
<</once>>
<</widget>>
<<widget 'flag'>>
<<once>>
<<run setup.checkFlagHolder()>>
<<run setup.pushFlag($args[0])>>
<</once>>
<</widget>>
<<widget 'deathCounter'>>
<<once>><<set $qStats.deaths++>><</once>>
<span class='death-notice'>
<<if $qStats.deaths == 1>>
<<print setup.drawAlert("a-end","seal-black","<strong>YOU DIED</strong> <div class='notice'>Death has claimed you $qStats.deaths time.</div>")>>
<<else>>
<<print setup.drawAlert("a-end","seal-black","<strong>YOU DIED</strong> <div class='notice'>Death has claimed you $qStats.deaths times.</div>")>>
<</if>>
</span>
<</widget>>
<<widget 'cFlag'>>
<<once>>
<<if !$cFlags[$args[0]].hasOwnProperty($args[1])>>
<<set $cFlags[$args[0]][$args[1]] to 0>>
<</if>>
<<if $args[2] != undefined>>
<<set $cFlags[$args[0]][$args[1]] to $args[2]>>
<<else>>
<<set $cFlags[$args[0]][$args[1]]++>>
<</if>>
<</once>>
<</widget>><<widget 'instructions'>>
<<set _instructData to [
{
icon:setup.icon.end,
title:"How to Play",
text:"''Make decisions.''<br>Live with the consequences.<br>Seize opportunity if you dare.<br><br>Not all choices are made equal.<br>What you reap may not be apparent as you sow.<br>Good intentions will not always be enough to absolve you."
},
{
icon:setup.icon.shameless,
title:"Traits and Ideals",
text:"''Traits'' and ''Ideals'' influence your actions,<br>which in turn shape your traits and ideals.<br>Both influence prose, dialogue,<br>and the options available when making decisions.<br><br>Traits decide what you are.<br>Ideals reflect what you believe.<br>An ideal may be challenged,<br>but you cannot change what you are."
},
{
icon:setup.icon.hare,
title:"Skills",
text:"''Skills'' unlock certain opportunities<br>and determine how you fare during ''skill checks''.<br><br>Whether you choose to sharpen your natural talents,<br>or mitigate your innate flaws,<br>you may invest your skill points as you please.<br>Improving your skills is a rare and valuable opportunity."},
{
icon:setup.icon.party,
title:"Bonds & Comradery",
text:"Your companions will form<br>their own opinions of you.<br>Curry their favor or don't.<br><br>The ''Party menu'' provides a general summary of how your comrades feel,<br>but it does not detail nuance."},
{
icon:setup.icon.item,
title:"Inventory",
text:"You will come across ''items'' of note on your journey.<br>Some you may take with you,<br>while others only linger in your memory.<br>Both may be cited in conversation.<br><br>Occasionally, a man may give you a token of his ''oath''.<br>These valuable medals can be redeemed for personal or political favors."},
{
icon:setup.icon.appendix,
title:"Recalling Progress",
text:"The ''Travel Log'' tracks your current objectives,<br>and the ''Synopsis'' within tracks major events within the story.<br><br>As you learn more about the world,<br>your knowledge is gathered in the ''Codex''.<br>Vocabulary terms which may be archaic or unfamiliar are displayed in the ''Glossary'' for your convenience."},
{
icon:setup.icon.law,
title:"Settings",
text:"Options such as font size, font face, and line height<br>can be found in the ''Settings menu''.<br>You may also alter the behavior of the choice menu,<br>the autosave function, and animations."},
{
icon:setup.icon.quill,
title:"Saving & Loading",
text:"The ''Save menu'' allows you to record your playthrough.<br>While autosave is enabled by default,<br>one should ''Save to Disk'' regularly in order to prevent loss of progress."}
]>>
<<set _instructionTab to 1>>
<<set _instructionTotal to _instructData.length>>
<div class='instruction-holder'>
<h2><span id='instruction-header'>
<<print _instructData[0].title>>
</span></h2>
<div class='instruction-main'>
<div id='instruction-icon'>
<<print _instructData[0].icon>>
</div>
<div class='instruction-body-holder'>
<div id='instruction-body'>
<<print _instructData[0].text>>
</div></div>
</div>
<div class='instruction-nav'>
<div id='instruction-left' class='inactive'><<button '<<icon "left">>'>>
<<if _instructionTab > 1>>
<<set _instructionTab-->>
<<replace "#instruction-header">><<print _instructData[_instructionTab - 1].title>><</replace>>
<<replace "#instruction-icon">><<print _instructData[_instructionTab - 1].icon>><</replace>>
<<replace "#instruction-body">><<print _instructData[_instructionTab - 1].text>><</replace>>
<</if>>
<<if _instructionTab <= 1>>
<<addclass "#instruction-left" "inactive">>
<<removeclass "#instruction-right" "inactive">>
<<else>>
<<removeclass "#instruction-left" "inactive">>
<<removeclass "#instruction-right" "inactive">>
<</if>>
<<replace "#instruct-num">>_instructionTab<</replace>>
<</button>></div>
<div class='instruction-progress'><span>
''<span id='instruct-num'>_instructionTab</span>'' of ''_instructionTotal''</span>
</div>
<div id='instruction-right'><<button '<<icon "right">>'>>
<<if _instructionTab < _instructionTotal>>
<<set _instructionTab++>>
<<replace "#instruction-header">><<print _instructData[_instructionTab - 1].title>><</replace>>
<<replace "#instruction-icon">><<print _instructData[_instructionTab - 1].icon>><</replace>>
<<replace "#instruction-body">><<print _instructData[_instructionTab - 1].text>><</replace>>
<</if>>
<<if _instructionTab >= _instructionTotal>>
<<addclass "#instruction-right" "inactive">>
<<else>>
<<removeclass "#instruction-right" "inactive">>
<<removeclass "#instruction-left" "inactive">>
<</if>>
<<replace "#instruct-num">>_instructionTab<</replace>>
<</button>></div>
</div>
</div>
<</widget>><<widget 'itemAdd'>>
<<addItem $args[0] $args[1] $args[2] $args[3]>><</addItem>>
<</widget>>
<<widget 'itemUpdate'>>
<<updateItem $args[0] $args[1] $args[2]>><</updateItem>>
<</widget>>
<<widget 'itemRemove'>>
<<removeItem $args[0]>><</removeItem>>
<</widget>>
<<widget 'itemClearTrash'>>
<<if visited() == 1>>
<<set $inventoryTrash to {}>>
<</if>>
<</widget>>
<<widget 'itemShow'>>
<<script>>
var txt = setup.drawShowItem(State.temporary.args[0]);
jQuery(this.output).wiki(txt);
<</script>>
<</widget>>
<!---- inventory ------------------------------>
<<widget 'present' container>>
<<script>>
var args = State.temporary.args;
State.temporary.checkLink = args[1];
if (State.variables.inventory.hasOwnProperty(args[0])){
State.temporary.drawItemLink = true;
} else {
State.temporary.drawItemLink = false;
}
var tooltip = "";
var outputTxt = "";
if (State.variables.inventory.hasOwnProperty(args[0])){
tooltip = "PRESENT: "+setup.getItemData(args[0]).name;
var itemIco = setup.icon.saveL;
if (setup.getItemData(args[0]).type == "observations"){
itemIco = setup.icon.hunch;
} else if (setup.getItemData(args[0]).type == "notes"){
itemIco = setup.icon.quill;
} else if (setup.getItemData(args[0]).type == "oaths"){
itemIco = setup.icon.party;
}
outputTxt = "<span class='act-holder' title='"+setup.sanitizeText(tooltip)+"'><span class='icon-holder gambit inventory'><span class='icon'><span class='gambit-dice'>"+setup.icon.item+"</span><span class='gambit-stat'>"+itemIco+"</span></span></span></span><span class='text'><span class='action-label item'>PRESENT: <b>"+setup.getItemData(args[0]).name+"</b></span>";
if (typeof args[2] === 'string' || args[2] instanceof String && args[2] != false){
outputTxt += args[2];
} else if (args[1].hasOwnProperty("text")){
outputTxt += args[1].text;
} else {
outputTxt += "*Present "+setup.getItemData(args[0]).name+"*";
}
outputTxt += "</span>";
}
State.temporary.checkLink.text = outputTxt;
var packet = [];
if (args[3] == "repeat"){
packet.push("repeat");
} else if (Array.isArray(args[2]) && args[2].includes("repeat")){
packet.push("repeat");
}
State.temporary.checkPacket = packet;
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
<<set _drawItemLink to false>>
<</if>>
<<if _drawItemLink>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<script>>
State.variables.presentItem = State.temporary.args[0];
<</script>>
_contents
<</link>>
</span>
<</if>>
<</widget>>
<!-------------- draw img ------------------->
<<widget 'itemImg'>>
<<insertImg "item" $args[0] $args[1] $args[2]>><</insertImg>>
<</widget>><<widget 'locLinks'>>
<<print setup.locLinks($args[0],$args[1])>>
<</widget>>
<<widget 'locLinkStub' container>>
<div class='passage-item text'>
<div class='camp-loc-grid'>
<div class='camp-loc-img-holder'>
<<print "<div class='camp-img' style='--img:url(\""+setup.Path + "locationboard/"+$args[0]+".png\")'></div>">>
</div>
<div class='camp-text-holder'>
_contents
</div>
</div>
</div>
<</widget>>
<<widget 'lastLoc'>>
<<once>>
<<set $map.lastLoc to $args[0]>>
<</once>>
<</widget>>
<<widget 'drawMap'>>
<<set $map.current to passage()>>
<<print setup.drawNavMap($args[0],$args[1])>>
<</widget>><<widget 'not'>>
<<script>>
var notP = State.variables.args[0];
var tempParty = State.variables.party;
tempParty = tempParty.filter((entry) => entry != notP && entry != "licorice" && setup.getCastData(entry) != false);
State.temporary.notPMember = setup.getCastData(tempParty[0]).nameShort;
<</script>>
_notPMember
<</widget>>
<<widget 'partyNames'>>
<<print setup.partyNames($args[0],true)>>
<</widget>>
<<widget 'addParty'>>
<<partyAdd $args[0]>><</partyAdd>>
<</widget>>
<<widget 'removeParty'>>
<<partyRemove $args[0]>><</partyRemove>>
<</widget>>
<<widget 'addCamp'>>
<<campAdd $args[0]>><</campAdd>>
<</widget>>
<<widget 'removeCamp'>>
<<campRemove $args[0]>><</campRemove>>
<</widget>><<widget 'clock'>>
<<script>>
var args = State.variables.args;
var remain = args[0] - args[1];
var degree = 360 * (((args[1]/args[0]) * 100) * 0.01);
var secDegree = 0;
if (remain == args[0]){
secDegree = 34;
}
else if (remain > (args[0] * 0.5)){
secDegree = degree + 32;
if (secDegree >= 350){
secDegree = 350;
}
} else if (remain > (args[0] * 0.34)){
secDegree = degree - 32;
if (secDegree <= 0){
secDegree = 16;
}
} else {
secDegree = degree + 36;
}
var clock = "<div class='passage-item player-alert reveal'><div class='clock-grid'>";
clock += "<div class='clock-holder'><div class='clock-body'></div><div class='clock-face'>";
clock += "<div class='hand' style='--rotate:rotate("+degree+"deg);--sRotate:rotate("+secDegree+"deg);'></div>";
clock += "</div></div>";
if (remain <= 1){
clock += "<div><div class='text'><span><strong class='alertR'>"+remain+"</strong> action remains</span></div></div>";
} else if (remain == 2){
clock += "<div><div class='text'><span><strong class='alertY'>"+remain+"</strong> actions remain</span></div></div>";
} else {
clock += "<div><div class='text'><span><strong class='accent'>"+remain+"</strong> actions remain</span></div></div>";
}
clock += "</div></div>";
State.temporary.clockDisplay = clock;
<</script>>
<<print _clockDisplay>>
<</widget>><<widget 'addTask'>>
<<print setup.addTask($args[0],$args[1])>>
<</widget>>
<<widget 'updateTask'>>
<<print setup.replaceTask($args[0],$args[1])>>
<</widget>>
<<widget 'removeTask'>>
<<run setup.removeTask($args[0],$args[1])>>
<</widget>>
<<widget 'clearStoryTasks'>>
<<run setup.clearStoryQuests()>>
<</widget>>
<<widget 'clearAllTasks'>>
<<run setup.clearStoryQuests(true)>>
<</widget>>
<<widget 'endQuest'>>
<<print setup.endQuest($args[0],$args[1])>>
<</widget>>
<<widget 'displayTask'>>
<<print setup.displayTask($args[0],$args[1])>>
<</widget>><<widget 'skillCheck'>>
<<skillCheckM $args[0] $args[1]>><</skillCheckM>>
<</widget>>
<<widget 'skillCheckFixed'>>
<<skillCheckM $args[0] $args[1] true>><</skillCheckM>>
<</widget>>
<<widget 'skillGateFixed'>>
<<skillGateM $args[0] $args[1] true>><</skillGateM>>
<</widget>>
<<widget 'skillGate'>>
<<skillGateM $args[0] $args[1]>><</skillGateM>>
<</widget>>
<<widget 'passiveCheck'>>
<<run setup.skillCheck($args[1],$args[0],true)>>
<</widget>>
<<widget 'passiveGate'>>
<<run setup.passiveGate($args[0],$args[1])>>
<</widget>>
<<widget 'check' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] == "repeat"){
packet.push("repeat");
} else if (Array.isArray(args[2]) && args[2].includes("repeat")){
packet.push("repeat");
}
var rollLabel = setup.capitalize(setup.skillKey[args[0][0]].name);
var tooltip = "ROLL: "+rollLabel;
State.temporary.checkLink.text = "<span class='act-holder' title='"+tooltip+"'><span class='icon-holder gambit'><span class='icon'><span class='gambit-dice'>"+setup.icon.dice+"</span><span class='gambit-stat'>"+setup.skillKey[args[0][0]].icon+"</span></span></span></span><span class='text'><span class='action-label'>ROLL: <b>"+rollLabel+"</b></span>"+State.temporary.checkLink.text+"</span>";
State.temporary.checkPacket = packet;
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.contains("noLink")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<script>>
var skill = State.temporary.args[0];
setup.skillCheck(skill,"dialog",false);
<</script>>
_contents
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'gate' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] == "repeat"){
packet.push("repeat");
}
if (args[2] == "hide" && setup.skillGateP(args[0]).outcome != true){
packet.push("hide");
}
if (args[2] == "fake"){
packet.push("fake");
}
var tooltip = "SKILL: "+setup.capitalize(setup.skillKey[args[0][0]].name);
State.temporary.checkLink.text = "<span class='act-holder' title='"+tooltip+"'><span class='icon-holder'><span class='icon'>"+setup.skillKey[args[0][0]].icon+"</span></span></span><span class='text'><span class='action-label'>SKILL: <b>"+setup.skillKey[args[0][0]].name+"</b></span>"+State.temporary.checkLink.text+"</span>";
State.temporary.checkPacket = packet;
<</script>>
<<if !_checkPacket.contains("hide")>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && !_checkPacket.contains("fake")>>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.contains("noLink") || setup.skillGateP($args[0]).outcome != true>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<script>>
var skill = State.temporary.args[0];
setup.skillGate(skill);
<</script>>
_contents
<</link>>
</span>
<</if>><</if>>
<</widget>><<widget "storyteller">>
<<script>>
var args = State.temporary.args;
var img = "<div class='storyteller-spacer'></div><div class='storyteller-holder'><div class='storyteller-image' style='--img:url(\"";
img += setup.Path + "storytime/";
if (settings.snout){
img += "snout/";
}
img += args[0];
img += "\");'></div></div>";
State.temporary.storytellerImg = img;
<</script>>
<<print _storytellerImg>>
<</widget>><<widget 'story'>>
<<synopsisAdd "story" $args[0] $args[1]>><</synopsisAdd>>
<</widget>>
<<widget 'faction'>>
<<synopsisAdd "faction" $args[0] $args[1]>><</synopsisAdd>>
<</widget>>
<<widget 'romance'>>
<<synopsisAdd "romance" $args[0] $args[1]>><</synopsisAdd>>
<</widget>>
<<widget 'decision'>>
<<synopsisAdd "decision" $args[0] $args[1]>><</synopsisAdd>>
<</widget>><<widget 'timeskip'>>
<<run setup.timeSkip($args[0],$args[1])>>
<</widget>><<widget 'traitAdd'>>
<<run setup.giveTrait($args[0])>>
<<set _newTraitIcon to setup.traitKey[$args[0]].icon>>
<<set _newTraitText to "<strong>EMERGENT TRAIT "+setup.icon.decor+"</strong> "+setup.traitKey[$args[0]].name+"<div class='notice'>Due to your actions, you have manifested the trait \""+setup.traitKey[$args[0]].name+".\"</div>">>
<<print setup.drawAlert(_newTraitIcon,"",_newTraitText)>>
<</widget>>
<<widget 'traitRemove'>>
<<run setup.removeTrait($args[0])>>
<</widget>>
<<widget 'chosenTrait'>>
<<traitAdd $response>>
<</widget>>
<<widget 'chooseTrait' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
var trait = setup.traitKey[args[0]].name;
if (trait == false || trait == undefined || trait == null){
packet.push("ABORT");
}
State.temporary.checkPacket = packet;
var traitIcon = "";
if (setup.traitKey.hasOwnProperty(args[0])){
traitIcon = setup.icon[setup.traitKey[args[0]].icon];
}
State.temporary.checkLink.text = "<span class='skillCheck' title='choose trait: "+trait+"'>"+traitIcon+" <span class='check-text'>Choose Trait: "+trait +"</span></span> " + State.temporary.checkLink.text;
<</script>>
<<link _checkLink.text _checkLink.link>>
<<set $response to $args[0]>>
_contents
<</link>>
<</widget>>
<<widget 'trait' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("fake") || args[2] == "fake"){
packet.push("fake");
}
}
var trait = false;
if (Array.isArray(args[0])){
for (let i = 0; i < args[0].length;i++){
trait = setup.traitKey[args[0][i]].name;
}
} else {
if (setup.hasTrait(args[0]) == true){
trait = setup.traitKey[args[0]].name;
}
}
if (trait == false || trait == undefined || trait == null){
packet.push("ABORT");
}
State.temporary.checkPacket = packet;
var traitIcon = "";
if (setup.traitKey.hasOwnProperty(args[0])){
traitIcon = setup.icon[setup.traitKey[args[0]].icon];
}
State.temporary.checkLink.text = "<span class='act-holder' title='TRAIT: "+trait+"'><span class='icon-holder'><span class='icon'>"+traitIcon+"</span></span></span><span class='text'><span class='action-label'>TRAIT: <b>"+trait+"</b></span>"+State.temporary.checkLink.text+"</span>";
<</script>>
<<if !_checkPacket.includes("ABORT")>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<if Array.isArray($args[0])>>
<<set $response to $args[0][0]>>
<<else>>
<<set $response to $args[0]>>
<</if>>
_contents
<</link>>
</span>
<</if>>
<</if>>
<</widget>><!--- death pic ----------------->
<<widget 'whitehare'>>
<div class='introImgSingle glow'>
<<introImg `["whitehare_1.png","whitehare_2.png","whitehare_3.png"]` "The white hare, again.">>
</div>
<</widget>>
<!--- snoutmode --------------------------------------------->
<<widget 'snout'>><<if settings.snout == true>>$args[1]<<else>>$args[0]<</if>><</widget>>
<!------ icons --------------------------------------------->
<<widget 'icon'>>
<<if setup.icon.hasOwnProperty($args[0])>><<print setup.icon[$args[0]]>><</if>>
<</widget>>
<<widget 'factionIcon'>>
<<if setup.affiliation.hasOwnProperty($args[0])>><<print setup.affiliation[$args[0]]>><</if>>
<</widget>>
<<widget 'alert'>>
<<print setup.drawCustomAlert($args[0],$args[1])>>
<</widget>>
<<widget 'seal'>>
<<script>>
var args = State.variables.args;
var returnStr = "<div class='sealHolder "+ args[1]+"'><div class='seal'><div class='sealInner'><div class='sealIcon'>";
if (setup.icon.hasOwnProperty(args[0])){
returnStr += setup.icon[args[0]];
} else {
returnStr += "<i>"+args[0]+"</i>";
}
returnStr += "</div></div></div></div>";
$(this.output).wiki(returnStr);
<</script>>
<</widget>>
<<widget 'menutitle'>>
<div class='menu-header'><div class='header-icon'><div class='header-icon-diamond'></div><<icon $args[1]>></div><div class='header-flex'><div class='header-clip'><h1>$args[0]<<if $args[2] != null && $args[2] != undefined>> <<icon "decor">> <span class='subtitle'>$args[2]</span><</if>></h1></div></div></div>
<</widget>>
<!------- insert Illustrations----------->
<<widget 'img'>>
<<insertImg $args[0] $args[1] $args[2] $args[3]>><</insertImg>>
<</widget>>
<!------- insert Illustrations----------->
<<widget 'imgAnimate'>>
<<insertImg $args[0] $args[1] $args[2] $args[3] true>><</insertImg>>
<</widget>>
<!------- one time link ------------->
<<widget 'onceLink' container>>
<<if !hasVisited($args[1])>>
<<link $args[0] $args[1]>>
_contents
<</link>>
<</if>>
<</widget>>
<!------- locchange----------->
<<widget 'location'>>
<<timed 0.2s>>
<<addclass "#display-area" "show">>
<</timed>>
<<if _locationBoard == false || _locationBoard == undefined>>
<<run delete $displayLoc.board>>
<</if>>
<<run setup.changeLocation($args[0],$args[1],$args[2],$args[3])>>
<<run setup.changeLocation2($args[0],$args[1],$args[2],$args[3])>>
<</widget>>
<<widget 'location2'>>
<<run setup.changeLocation($args[0],$args[1],$args[2],$args[3])>>
<<addclass "#display-area" "newLoc">>
<<timed 0.5s>>
<<run setup.changeLocation2($args[0],$args[1],$args[2],$args[3])>>
<<removeclass "#display-area" "hide">>
<</timed>>
<</widget>>
<!----loc board---------------------->
<<widget 'locationBoardSetup'>>
<<set _locationBoard to $args[0]>>
<<if $args[1] == true>>
<<set _locationBlurb to true>>
<</if>>
<</widget>>
<<widget 'updateLocationBoard'>>
<<run setup.updateLocBoard()>>
<<if $args[0] != undefined>>
<<run setup.drawLocationBoard($args[0])>>
<<else>>
<<run setup.drawLocationBoard()>>
<</if>>
<</widget>>
<<widget 'locationDetails'>>
<<print setup.drawLocationFeatures()>>
<</widget>>
<<widget 'locationDesc' container>>
<<text>>
_contents
<</text>>
<</widget>>
<<widget 'processTxt' container>>
<<print setup.paragraphCleaner(_contents)>>
<</widget>>
<!------- gainGuilder ----------->
<<widget 'g'>>
<<if visited() == 1 && !isNaN($args[0])>>
<<set $g += $args[0]>>
<<if $g > 9999>>
<<set $g to 9999>>
<<elseif $g <= -1>>
<<set $g to 0>>
<</if>>
<</if>>
<<if $args[0] == undefined || $args[0] == null>>
<<script>>
if (State.variables.savedCost == undefined){
State.variables.savedCost = 0;
}
<</script>>
<<print setup.drawMoneyAlert($savedCost)>>
<<else>>
<<print setup.drawMoneyAlert($args[0])>>
<</if>>
<</widget>>
<!---- timebreak ----------------------------------->
<<widget 'timebreak'>>
<<print setup.timeBreak($args[0],$args[1])>>
<</widget>>
<!---- null choice ----------------------------------->
<<widget 'never'>>
@@.link-disabled;$args[0]@@
<</widget>>
<!---- bargain ------------------------------>
<<widget 'buy' container>>
<<set _tempBuy to $args[0]>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("noLink") || args[2] == "noLink"){
packet.push("noLink");
}
if (args[2].includes("noCost") || args[2] == "noCost"){
packet.push("noCost");
}
if (args[2].includes("always") || args[2] == "always"){
packet.push("always");
}
}
State.temporary.checkPacket = packet;
var tooltip = "Bargain: "+State.temporary.tempBuy+"G";
State.temporary.checkLink.text = "<span class='act-holder' title='"+tooltip+"'><span class='icon-holder'><span class='icon'>"+setup.icon.g+"</span></span></span><span class='text'><span class='action-label'>BARGAIN: <b>"+State.temporary.tempBuy+"</b>G</span>"+State.temporary.checkLink.text+"</span>";
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.contains("noLink")>>
@@.link-disabled;_checkLink.text@@
<<elseif !_checkPacket.contains("always") && $g < _tempBuy>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<script>>
if (!State.temporary.checkPacket.contains("noCost")){
State.variables.g -= State.temporary.tempBuy;
}
State.variables.savedCost = State.temporary.tempBuy * -1;
<</script>>
_contents
<</link>>
</span>
<</if>>
<</widget>>
<!---- decisions ------------------------------>
<<widget 'decide' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (args[2] != undefined && args[2].hasOwnProperty("link")){
State.temporary.checkLink.text = args[2].text;
State.temporary.checkLink.link = args[2].link;
} else if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
State.temporary.checkPacket = packet;
var tooltip = "";
var text="";
State.temporary.setResponse = "a";
switch(args[0]){
case true:
case "yes":
tooltip = "<span class='alertG'>"+setup.icon.yes+"</span>";
text = "Accept";
break;
case false:
case "no":
tooltip = "<span class='alertR'>"+setup.icon.no+"</span>";
text = "Reject";
break;
case "b":
tooltip = "<span class='silver'>"+setup.icon.decideB+"</span>";
text = "Major Decision";
break;
case "c":
tooltip = "<span class='alertG'>"+setup.icon.decideC+"</span>";
text = "Major Decision";
break;
case "d":
tooltip = "<span class='alertR'>"+setup.icon.decideD+"</span>";
text = "Major Decision";
break;
default:
tooltip = "<span class='alertY'>"+setup.icon.decideA+"</span>";
text = "Major Decision";
}
var temp = "<span class='act-holder' title='"+text+"'><span class='icon-holder'><span class='icon'>"+tooltip+"</span></span></span><span class='text'>";
if (args[2] != undefined){
temp += "<span class='action-label'><b>"+args[2]+"</b></span>"+State.temporary.checkLink.text+"</span>";
} else {
temp += "<span class='action-label'>"+text+"</span>"+State.temporary.checkLink.text+"</span>";
}
State.temporary.checkLink.text = temp;
<</script>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<set $response to $args[0]>>
_contents
<</link>>
</span>
<</widget>>
<<widget 'special'>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("fake") || args[2] == "fake"){
packet.push("fake");
}
}
State.temporary.checkPacket = packet;
var tooltip = "";
var text="";
switch(args[0]){
case "end":
tooltip = setup.icon.end;
text = "Proceed";
break;
case "major":
tooltip = setup.icon.law;
text = "Major Decision";
break;
case "romance":
tooltip = "<span class='pink'>"+setup.icon.romance+"</span>";
text = "Amorous Intent";
break;
case "romanceF":
tooltip = setup.icon.romanceF;
text = "Amorous Intent";
break;
case "party":
tooltip = setup.icon.party;
text = "Consult Party";
break;
case "hunch":
tooltip = setup.icon.hunch;
text = "Hunch";
break;
case "timer":
tooltip = setup.icon.timer;
text = "timed event";
break;
default:
tooltip = setup.icon.end;
text = "Proceed";
}
State.temporary.checkLink.text = "<span class='act-holder' title='"+text+"'><span class='icon-holder'><span class='icon'>"+tooltip+"</span></span></span><span class='text'><span class='action-label'>"+text+"</span>"+State.temporary.checkLink.text+"</span>";
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && $args[0] != "end">>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<</link>>
</span>
<</if>>
<</widget>>
<<widget 'specialC' container>>
<<set _tempArgs to [$args[0],$args[1],$args[2]]>>
<<script>>
var args = State.temporary.args;
var packet = [];
State.temporary.checkLink = {link: "",text:""};
if (typeof args[1] === 'string' || args[1] instanceof String ){
packet.push("noLink");
State.temporary.checkLink.text = args[1];
} else if (!args[1].hasOwnProperty("link")){
packet.push("noLink");
State.temporary.checkLink.text = args[1].text;
} else {
State.temporary.checkLink.text = args[1].text;
State.temporary.checkLink.link = args[1].link;
}
if (args[2] != null){
if (args[2].includes("repeat") || args[2] == "repeat"){
packet.push("repeat");
}
if (args[2].includes("fake") || args[2] == "fake"){
packet.push("fake");
}
}
State.temporary.checkPacket = packet;
var tooltip = "";
var text="";
switch(args[0]){
case "end":
tooltip = setup.icon.end;
text = "Proceed";
break;
case "major":
tooltip = setup.icon.law;
text = "Major Decision";
break;
case "romance":
tooltip = "<span class='pink'>"+setup.icon.romance+"</span>";
text = "Amorous Intent";
break;
case "romanceF":
tooltip = setup.icon.romanceF;
text = "Amorous Intent";
break;
case "party":
tooltip = setup.icon.party;
text = "Consult Party";
break;
case "hunch":
tooltip = setup.icon.hunch;
text = "Hunch";
break;
case "timer":
tooltip = setup.icon.timer;
text = "timed event";
break;
default:
tooltip = setup.icon.end;
text = "Proceed";
}
State.temporary.checkLink.text = "<span class='act-holder' title='"+text+"'><span class='icon-holder'><span class='icon'>"+tooltip+"</span></span></span><span class='text'><span class='action-label'>"+text+"</span>"+State.temporary.checkLink.text+"</span>";
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && $args[0] != "end">>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
_contents
<</link>>
</span>
<</if>>
<</widget>>
<!---------------- introImg ----------------------------->
<<widget 'introImg'>>
<<set _tempArg to [$args[0],$args[1]]>>
<<script>>
var args = State.temporary.tempArg;
var url = setup.Path + "insert_illustrations/intro/";
var img = "<div aria-role='img' aria-label='"+args[1]+"' class='introImg animatedImg' style='background-image:var(--anim1); --anim1:url("+url+args[0][0]+"); --anim2:url("+url+args[0][1]+"); --anim3:url("+url+args[0][2]+");'></div>";
jQuery(this.output).wiki(img);
<</script>>
<</widget>>
<<widget 'introImgLic'>>
<<set _tempArg to [$args[0],$args[1]]>>
<<script>>
var args = State.temporary.tempArg;
var url = setup.Path + "insert_illustrations/intro/";
var img = "<div aria-role='img' aria-label='"+args[1]+"' class='introImg animatedImg' style='background-image:var(--anim1); --anim1:url("+url+args[0][0]+"); --anim2:url("+url+args[0][1]+"); --anim3:url("+url+args[0][2]+");'>";
img += "<div class='img-layer lic-holder'>";
img += "<div class='img-layer introImg animatedImg licorice licorice-body' id='lic-body' style='background-image:var(--anim1); --anim1:url("+url+"intro_twins_licbody1.png"+"); --anim2:url("+url+"intro_twins_licbody2.png"+"); --anim3:url("+url+"intro_twins_licbody3.png"+");'></div>";
img += "<div class='img-layer introImg animatedImg licorice licorice-sheen' id='lic-sheen' style='background-image:var(--anim1); --anim1:url("+url+"intro_twins_licsheen1.png"+"); --anim2:url("+url+"intro_twins_licsheen2.png"+"); --anim3:url("+url+"intro_twins_licsheen3.png"+");'></div>";
img += "<div class='img-layer introImg animatedImg licorice licorice-eye' id='lic-eye' style='background-image:var(--anim1); --anim1:url("+url+"intro_twins_liceye1.png"+"); --anim2:url("+url+"intro_twins_liceye2.png"+"); --anim3:url("+url+"intro_twins_liceye3.png"+");'></div>";
img += "</div>";
img += "</div>";
jQuery(this.output).wiki(img);
<</script>>
<</widget>>
<!------------- atlantean -------------------------------->
<<widget 'atlantean'>><<if _atlanteanTxt == undefined>>
<<set _atlanteanTxt to []>>
<</if>><<print setup.atlanteanWords($args[0],$args[1],$args[2])>><</widget>>
<!--------------------- titlecard ---------------------->
<<widget "titlecard">>
<div class='title-card'>
<div class='title-card-img'></div>
<div class='title-card-content'>
<<if $args[0] == undefined>>
<span class='subtitle'>Act <<print setup.roman($actTracker.act)>> <<icon "decor">> Season <<print setup.roman($actTracker.season)>></span>
<h1><<print setup.getEpisodeName()>></h1>
<<else>>
<span class='subtitle'>Act <<print setup.roman($actTracker.act)>> <<icon "decor">> Season <<print setup.roman($actTracker.season)>> <<icon "decor">> Episode <<print setup.roman($actTracker.episode)>></span>
<h1>$args[0]</h1>
<</if>>
<<if $args[1] != undefined>>
<div class='title-card-text'>
$args[1]
</div>
<</if>>
</div>
</div>
<</widget>>
<!----end episode titlecard------------------------->
<<widget "tbc">>
<div class='title-card end-episode'>
<div class='title-card-img'></div>
<div class='title-card-content'>
<span class='subtitle'>$args[0]</span>
<h1>To be continued...</h1>
<<if $args[1] != undefined>>
<div class='title-card-text'>
$args[1]
</div>
<</if>>
</div>
</div>
<</widget>>
<!----episode bookend------------------------->
<<widget "episodeEnd">>
<div class='title-card end-episode'>
<div class='title-card-img'></div>
<div class='title-card-content'>
<span class='subtitle'><<icon "decorL">> $args[0] <<icon "decorR">></span>
<<if $args[1] != undefined>>
<div class='title-card-text'>
$args[1]
</div>
<</if>>
</div>
</div>
<</widget>><<include "demo landing">><<goto "DevHub Center">><<set $codexLock to setup.starterLock>>
<<set $codexUnread to []>>
<<set $codexUnread to $codexUnread.concat($codexLock)>>
<<set $codexView to {cat:"",entry:""}>>
<<set $codexSortPeople to "default">>
<<set $showCodexMap to false>><<set $appendix to {
}>><<set _appLoc to {
pos:"barghur",
date:{year: 1781, season: "Late Winter"}
}>>
<<switch _locControl>>
<<case "a">>
<<set _appLoc.name to ["Kitchens", "Barghur Estate"]>>
<<set _appLoc.board to [
{img:"settle/kitchen.png"},
{img:"place/barghur_interior.png"},
{img:"barrels.png"}
]>>
<<case "b">>
<<set _appLoc.name to ["Groundskeeper's Cottage","Barghur Estate"]>>
<<set _appLoc.board to [
{img:"settle/cottage_interior.png",text:"In a shady corner of the estate, you and Papa share an old cottage. During the summer, vines grow up the gaps in the stones and cover it in little white blossoms. But in the winter, it looks dour as the kennels your father scrubs each morning."},
{img:"object/stove.png",text:"The cottage is yet another one of those things Papa insists you should be \"grateful for.\" Not everyone has a home attached to the red meur heating pipes, and not every servant of the Barghur Estate is afforded such privacy."},
{img:"object/bottles_empty.png",text:"But personally, you would give all the \"privacy\" in the world to have one of the neat little bunks with the side table in the servant's quarters."}
]>>
<<case "c">>
<<set _appLoc.name to ["South Fence","Barghur Estate"]>>
<<set _appLoc.board to [
{img:"place/barghur_grounds.png"},
{img:"morbre.png"},
{img:"morbre-barghurestate.png"}
]>>
<<case "d">>
<<set _appLoc.name to ["The Old City Wall","Morbre"]>>
<<set _appLoc.board to [
{img:"object/stone_wall.png",text:"To keep out the invaders, the old dead men built a tall wall. Even though the war is over, nobody has ever bothered to take it down."},
{img:"object/gate_iron.png",text:"In each compass direction, the wall opens up to a great big iron gatehouse guarded by King's Army men with puffed chests and serious faces. Maybe they still fear another war some day. They take very seriously their job of guarding what the adults say is the only way in and out of Morbre."},
{img:"object/wall_hole.png",text:"...But they only say that because they don't know where to look."}
]>>
<<default>>
<<set _appLoc.name to ["Outskirt Woods","Barghur Sovereignty"]>>
<<set _appLoc.board to [
{img:"forest4.png"},
{img:"land/taiga2.png"},
{img:"object/plants_boreal.png"}
]>>
<</switch>><<set _locControl to "a">>
<<include "JOSEPH: loc">>
<<location "barghur" `["Kitchens","Barghur Estate"]` `{year:1781,season:"eWinter"}`>>
<<speak "missAmara.neutral" "Miss Amara" >> For Elysium's sake, //keep stirring!// You'll burn the soup. Goat's milk doesn't grow on trees. <</speak>>
<<img "v_joseph" "stew.png" "The stew you toil over." `["modeNeutral"]`>>
<<text>>
You are trying. Standing on your very tip-toes, the old stool wobbles and threatens to send you into the fire each time you pass the wooden spoon around the far end of the big pot. You stir faster and faster, until Patience gives a satisfied nod of her needle-like <<snout "nose" "snout">> and turns away.
``It has been two months since Papa brought you to the kitchens and delivered the awful news you'd be spending every day here. The kitchen help made a big fuss of congratulating you. They insisted you ought be grateful for the honor of serving His Grace and His family, but so many weeks in and you've yet to see what is so great about being a "scullery maid." It seems to involve an awful lot of peeling potatoes and scrubbing sticky things off the floors and nearly getting your skirt singed right off your behind in the pursuit of crafting pasty, gloppy soups.
``The soup has begun to boil, and before you can slow your arms down, some of the contents slop out into the hearth, where it immediately begins to bubble and emit a bad smell.
<</text>>
<<speak "missAmara.angry" "Miss Amara" >> Imani! <</speak>>
<<text>>
You cringe.
``Miss Amara is the head kitchen maid. You can only assume the process of earning said position involves something akin to lining up the maids and seeing who can shout the loudest, or has the ugliest, jowliest face, or was nominated "worst to be around," for those the only notable things about Miss Amara — aside from her uncanny ability to sense when you'd done something wrong. She scents your mistakes like a hare after a font.
``The other maids clear out of her way as she makes a straight line toward you.
<</text>>
<<speak "missAmara.angry" "Miss Amara" >> @@.intense;Damn it, girl!@@ I gave you one simple task. *She thrusts a rag into your hands.* <</speak>>
<<speak "missAmara.angry" "Miss Amara" >> Can't listen worth a damn moose's hoof. Not even a "sorry." <</speak>>
<<text>>
//I hear just fine,// you think, //I just have nothing to say to you.//
``You try your best to mop up the soup, but the rag is thin and full of holes. It only succeeds in turning the soup into a paste on the hearthstones.
<</text>>
<<speak "missAmara.angry" "Miss Amara" >> Don't know what in the Architect's name was going through His Grace's mind when he hired a haretouched little wretch to work here. Of all the little girls out there... <</speak>>
<<speak "maidNorth2.neutral" "Patience" >> She's new... *Hums Patience. Her voice matches her name.* Some take to the work quicker than others. <</speak>>
<<speak "missAmara.angry" "Miss Amara" >> I just don't see how it could take any sensible soul two months to learn to work a spoon. <</speak>>
<<text>>
They are interrupted by a soft throat clearing from one of the junior maids.
<</text>>
<<speak "maidNorth.neutral" "Junior Maid" >> Miss Amara? *She squeaks, peering out the ajar kitchen doors before shutting them.* His Grace is on his way! <</speak>>
<<speak "missAmara.neutral" "Miss Amara" >> *She hisses her teeth.* Architect-damn. Of course he comes at the perfect time to see the kitchen in a state of mess. <</speak>>
<<speak "missAmara.angry" "Miss Amara" >> Leave the rag there, girl, and get in place. <</speak>>
<<text>>
It is a scramble to abandon their various cuttings, seasonings, and stirrings as all the maids arrange themselves in an orderly line to greet the Archduke. You take your place: at the very end of the line, behind a junior maid whose name you haven't learned. The lowliest girl in the kitchens.
<</text>>
@@.next;[[Watch the door intently.|JOSEPH: dadburger kitchen]]@@
<<appendix>><<set _locControl to "a">>
<<include "JOSEPH: loc">>
<<text>>
The door creaks open, and in steps Archduke Barghur. He is a large man, with a large moustache and a large stomach that seems to grow rounder each year and a long beard that seems to lengthen at the same rate. Only one arm pokes out from his embroidered cape to hold the wood door ajar. At the end glimmers one of those sparkling white gloves which turn their wearer from a //"Jerome"// or //"Jasmine"// into a //"Your Glove."// The other maids stand even stiffer.
<</text>>
<<speak "deion.neutral" >> Just where is that soup? Suleiman's getting impatient. <</speak>>
<<speak "deion.smile" >> He'll never let it be if I can't make a Midland-styled chowder to his tastes. Another thread in the story of how I brought this kingdom to ruin, or what have you. *He chortles.* <</speak>>
<<speak "missAmara.neutral" "Miss Amara" >> *Her throat forces a laugh, but the rest of her remains stiff as a broom handle.* <</speak>>
<<speak "deion.neutral" >> Er. *His eyes flicker about the fixed smiles of his kitchen staff.* Well... no need to stand about for my benefit. Get back to it! <</speak>>
<<text>>
They scatter like cats tossed with a pail of water back to their stations. You've never understood why they fuss any time His Grace walks in. He may have the eyes of an angry moose, but he doesn't shout anywhere near as often as Miss Amara does.
``You return to your holey rag. The spilled cream soup has been baked by the fire into a brown crust that no longer answers to wiping. It hardly budges even when attacked with the stiff-bristled fireplace brush.
<</text>>
<<speak "deion.neutral" >> I suppose this is the young lady in charge of my soup? <</speak>>
<<text>>
A shadow falls over you, and you look up to find the Archduke's dark eyes glittering from beneath his wide-brimmed hat. You rest yourself back onto your knees, leaving the brush among the crackly chips of dried floor-soup.
<</text>>
<<qSpeak "imani.veryYoung.neutral" >> Only stirred, sir. <</qSpeak>>
<<speak "missAmara.neutral" "Miss Amara" >> Your Grace. *She is there in an instant, her voice raised to a new simpering, ear-grating pitch.* She spilled some, but only a little! It shouldn't be burnt... I hope. But! I will see to it that, if the soup isn't to your liking, I will correct the issue personally and immediately. <</speak>>
<<text>>
But the Archduke is busy helping himself. He brings the wooden spoon to his whiskered face and takes a loud slurp, and after a gentle smacking of his lips, announces:
<</text>>
<<speak "deion.neutral" >> Nonsense, Amara. She's done a fine job. If this doesn't meet Suleiman's standards, then I don't think Saint Alistair descending himself from Elysium with a platter of roast unicorn could. <</speak>>
<<speak "deion.smile" >> *He turns towards you. The edges of his moustache curl up.* Would you be so kind as to bring me my favorite, Miss Khatar? <</speak>>
@@.next;[[You nod.|JOSEPH: dadburger kitchen 2]]@@
<<appendix>><<set _locControl to "a">>
<<include "JOSEPH: loc">>
<<text>>
You hand the Archduke his "favorite": a helping of black bread with butter, served alongside a cup of hare's milk. The inky black drink looks just as out of place in its crystal glass as the hard, grainy bread on the polished walnut plate.
``But for whatever reason, this common fare pleases him. It always does. You take your customary seat in the wobbly stool you were earlier standing on to mix the soup and kick your feet. They nearly touch the ground now. They didn't at the end of summer.
``Archduke Barghur's visits are something to look forward to, for as long as it take His Grace to finish his bread, nobody can ask you to feed the offal to the estate dogs, or scream at you for misplacing this thing or spilling that, or call you "girl." Right now, you are:
<</text>>
<<speak "deion.neutral" >> //Miss Khatar.// How has your tutor been treating you? Learning your letters well? <</speak>>
<<choose "imani.veryYoung.neutral" "Imani">>
<<fake>>He smells like moldering cabbage.<</fake>>
<<fake>>He says it's embarrassing to teach "foundling girls."<</fake>>
<<link "@@.talk-action;Nod.@@" "JOSEPH: dadburger kitchen 3">><</link>>
<</choose>>
<<appendix>><<set _locControl to "a">>
<<include "JOSEPH: loc">>
<<qSpeak "imani.veryYoung.neutral" >> *You nod.* <</qSpeak>>
<<speak "deion.smile" >> That's good. Keep at it, and some day you'll end up with a secretary hand! That's a useful skill to have, as a young woman. <</speak>>
<<text>>
He speaks with his mouth half-full, those beautiful white gloves of his dotted with crumbs and smears of butter. You are told the difference between a Nobleman and a commoner is that one does meur, and the other does not. But that is not all: for example, the Noblemen must wear more colors than the commoner, and eat neatly.
``The Archduke doesn't abide by the last one, though. You've always liked that about him.
<</text>>
<<speak "deion.smile" >> And how about the kitchens? You must be coming around by now, it's been two months. Do you like it here? <</speak>>
<<choose "imani.veryYoung.neutral" "Imani">>
<<fake>>I'd like it a whole lot better if you stuck Miss Amara in the orc pen.<</fake>>
<<fake>>It's horrid. I'd rather be crawling through brambles.<</fake>>
<<link "@@.talk-action;Nod.@@" "JOSEPH: dadburger kitchen 4">><</link>>
<</choose>>
<<appendix>><<set _locControl to "a">>
<<include "JOSEPH: loc">>
<<qSpeak "imani.veryYoung.neutral" >> *You nod.* <</qSpeak>>
<<speak "deion.neutral" >> Good. That makes //me// happy to hear. <</speak>>
<<speak "deion.smile" >> Thank you for the meal, Miss Khatar. It was pleasant to have a talk with you. <</speak>>
<<text>>
He hands you back his plate and chalice. You keep a firm hold of them. You don't know what Miss Amara would do if you ever broke one of the "formal glasses," and you don't intend to find out.
``The Archduke checks the time on a gold pocketwatch, squinting over his spectacles at the ticking hands.
<</text>>
<<speak "deion.neutral" >> Ah. It's about time for lunch for the rest of the staff. *He projects his voice.* Serve up that chowder, misses, and take your own meals. <</speak>>
<<text>>
These are the first words he says that any of the maids are happy to hear. You spring up from your stool. Spending an hour anywhere on the estate would be preferable to taking your lunch with Miss Amara.
<</text>>
<<speak "deion.smile" >> Miss Khatar, you're dismissed for the afternoon. The tutor will be in soon. Why don't you take your father his plate? <</speak>>
<<text>>
...Anywhere on the estate except //there,// that is. You offer a curtsy best you can for with your hands laden with dishes, and go to exchange them at the sinks for a pair of chipped pewter plates of hard, black bread and weeping hare cheese.
<</text>>
<<speak "missAmara.angry" "Miss Amara" >> @@.whisper; You know, when I started here, the new girls would work from sun-up to down. Archduke Reuban ran a tight estate. Back then they weren't so insolent...@@ <</speak>>
@@.next;[[Continue.|JOSEPH: real dad open]]@@
<<appendix>><<set _locControl to "b">>
<<include "JOSEPH: loc">>
<<location "barghur" `["Groundskeeper's Cottage","Barghur Estate"]` `{year:1781,season:"eWinter"}`>>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
For all your complaints of the kitchens and of Miss Amara's wrinkled old face, you'd rather be there with her than here with Papa.
<</processTxt>>
<</locationDesc>>
@@.next;[[Greet your father.|JOSEPH: real dad 1]]@@
<<appendix>><<set _locControl to "b">>
<<include "JOSEPH: loc">>
<<text>>
The wooden door creaks shut behind you. The Barghur estate vanishes behind it. The mansion and its Archduke may as well be kingdoms away, now, along with the sun and the sky and everything else decent.
``Papa slouches in the dirty old arm chair, arms thrown over the sides, feet resting by the fire. He must have just gotten in from his duties. His <<snout "palms are still blue" "nose is still dusted with snow">>, and his scarf, hat, and gloves lay in an untidy mess of wool and leather on the floor beside him.
``You hand him his plate. He takes it without looking up. His jaws are wide. He swallows half the loaf in one bite.
``The fire has nearly gone to ember in the hearth. Papa mustn't've tended it when he got in. You add some brush and logs and work the bellows, watching your breath get fainter as the cottage warms.
``For all the fuss he makes of that red meur pipe, it doesn't seem to do much.
<</text>>
<<speak "embry.neutral" "Papa" >> 'Mani, can you put on some bone tea? <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> Mm. <</qSpeak>>
<<speak "embry.neutral" "Papa" >> And build that fire right. Use the big logs. I'm not getting up out of this chair until it's time to break the ice on the horse's water this evening. Spent six damn hours clearing last night's snowfall from the entry road. <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> Mm. <</qSpeak>>
<<speak "embry.neutral" "Papa" >> And if you could put my gloves over the red meur pipe so they'll dry. Leather's nearly worn through. *He scoffs.* You'd think Deion'd be gracious enough to give his groundskeeper enough guilders to afford a nice pair of gloves. <</speak>>
<<qSpeak "imani.veryYoung.lookaway" >> But Papa, he gave you some last Mare Carne. The red pair. <</qSpeak>>
<<speak "embry.scowl" "Papa" >> Threw 'em in the fire. I'd rather take a moose home from the Plait Festival than take Deion's charity. <</speak>>
<<speak "embry.angry" "Papa" >> We don't need his pity. We need guilders. <</speak>>
@@.next;[[Do as you're told.|JOSEPH: real dad 2]] @@
<<appendix>><<set _locControl to "b">>
<<include "JOSEPH: loc">>
<<text>>
Papa's beloved red meur pipe is a tube of copper that snakes up from beneath the floorboards and runs along the wall for a few feet before curling back down like a big metal worm. A series of little holes blow hot air out. It's not enough to keep the room warm, but it does fine by gloves and scarves. Always leaves them smelling a little funny, though.
``You place your father's boots in the corner beside the pipe. They're certainly nicer than those worn by the maids in the kitchen. They don't get flying ptarmigans embroidered on the sides of their boots, and certainly not in shimmering silver thread.
``...His gloves are in a sorry state, however. The leather has grown cold and soggy. As you're placing the pair over the pipe, a rough bit snags the thin hide and it tears like wet paper.
<</text>>
<<qSpeak "imani.veryYoung.lookaway" >> Papa... *You turn around with the shredded remains of the glove in hand.* <</qSpeak>>
<<speak "embry.angry" "Papa">> @@.yell;Architect damn!@@ *He stamps his foot, causing the last crumble of his hare cheese to fall to the floor.* @@.intense;I needed those to last until the end of winter!@@ <</speak>>
<<text>>
With a great huff like the guard dogs he tends, he heaves himself from his chair, cursing beneath his breath. He snatches the ruined glove from your hand and tosses it into the flames with another curse so foul you'd be struck were you to ever repeat it.
<</text>>
<<speak "embry.scowl" "Papa">> Need a new pair... there goes my Friday rum. *He fishes around in his leather bag that hangs above his bed.* Here, 'Mani. <</speak>>
<<text>>
He extends a hand. Between two fingers, he clutches a fat, gold guilder.
<</text>>
<<speak "embry.neutral" "Papa">> Take this and go into Morbre for me. Grab me a pair of hide gloves. The good kind. <</speak>>
<<text>>
You take the coin. It is heavy in your palm. The embossed face of Queen Amalthea catches the light of the fire, her expression relaxed and regal. You have had pennies before - once, at Mare Carne, the Archduke gifted you //five!// But, if your maths are correct, //this is as much as a hundred pennies.//
<</text>>
<<qSpeak "imani.veryYoung.surprised" >> Can I take a penny from it for some nomad candies? <</qSpeak>>
<<speak "embry.scowl" "Papa">> *He grunts. His attention has shifted back to the fire.* <</speak>>
<<text>>
You must be quick to make it to the shops and still be home in time for your lessons. You heap your own cheese upon your half-loaf and fold it in two; you will have to eat on the way. Not that you mind, of course. You'd rather eat in the snow than eat in here.
``You cast one last look at your father. He has sunken back into his armchair. He waves you off, so you pull the door shut behind you, leaving him in the gloom of the cottage.
<</text>>
@@.next;[[Continue.|JOSEPH: suspicious Quincy]]@@
<<appendix>><<set _locControl to "c">>
<<include "JOSEPH: loc">>
<<location "barghur" `["South Fence","Barghur Estate"]` `{year:1781,season:"eWinter"}`>>
<<text>>
The estate's south gate is a long ways from the cottage. The proper path winds all over the grounds. So long as you are too quick and too clever to be caught, the improper path is the better one. You know the route well: you head straight through the farmyard, past the stables, and climb the east fence.
``The only trouble with this way is last night's weather. The snow was only ankle-high around the cottage, but as you move through the grounds, it creeps up to your knees, then your waist, until you are holding your lunch aloft so as not to wet it in the shoulder-deep snow. It will be easier once you climb the fence. On the other side is one of Morbre's main streets. A lot of heating pipes run through there. Most of the snow will have melted, and what won't be melted will be tamped flat by hare and horse traffic.
``Cramming the last of your bread into your mouth, you push through the snow with all your might. You are a mole now, digging your way to your destination with heavy digging claws.
``Then it catches your eye: a moving black speck among the white. Something - or rather, //someone,// makes their way through the tall drifts on the estate grounds. Every few steps, they stop to peer over their shoulder before continuing on.
<</text>>
@@.next;[[Get closer.|JOSEPH: suspicious Quincy 2]]@@
<<appendix>><<set _locControl to "c">>
<<include "JOSEPH: loc">>
<<if setup.hasTrait("shameless")>>
<<img "v_joseph" "joseph_quincyshoulder_maverick.png" "The young Duke Quintrell, peering back through the snow." `["img-small"]`>>
<<else>>
<<img "v_joseph" "joseph_quincyshoulder_pariah.png" "The young Duke Quintrell, peering back through the snow." `["img-small"]`>>
<</if>>
<<text>>
To your surprise, it's the young Duke. Odd.
``You've met Duke Quintrell maybe a handful of times. You know only a few things about him. He is quiet, like you; he is the same age as you, or very close; and - each time you've seen him - he has always been alone. He mustn't have any friends. Again, much like you.
``But //unlike// you, he always seemed to be a well-behaved little Duke - not the sort of boy who sneaks around the grounds or worries about being followed. You certainly hadn't thought him the kind to climb fences. But, sure enough, he tugs a hood up over his <<snout "close-shorn head" "little black ears">>, scrambles up the wrought iron columns, and disappears on the other side.
``The "right thing" would be to tell someone what you've seen. Your father's guilder weighs heavily in your pocket, too - he will suffer if he has to do his evening chores without gloves. He once lost a finger to the cold. He shows you the stub whenever he scolds you for playing too long in the snow. You've seen it many times, and you've a feeling you'll be seeing it again very soon.
``It is hard to entertain the "right thing" long. Two long months scrubbing dishes hasn't left much time for fun. You are simply too bored and too curious to turn away. Before you know it, you are scaling the fence and tracking the young Duke's footprints into the city beyond.
<</text>>
@@.next;[[Follow.|JOSEPH: morbin wall 1]]@@
<<appendix>><<set _locControl to "d">>
<<include "JOSEPH: loc">>
<<location "barghur" `["The Old City Wall","Morbre"]` `{year:1781,season:"eWinter"}`>>
<<locationDesc>>
<<processTxt>>
Long ago, before Vestur even existed, some very old and dead men fought a war.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|JOSEPH: morbin wall 2]]@@
<<appendix>><<set _locControl to "d">>
<<include "JOSEPH: loc">>
<<text>>
A short walk of the old border wall offers plenty of options for escape for a child who has deserted her chores. Look hard and close, and you'll find them: a loose bit of stonework here, a crack there... and if you don't, there are places where the stones stick out just enough to be climbed. It's a long way up and a scary way down, but so long as you are brave and pick a corner where no one will see, it can be done.
``The young Duke must know this. He walks along the wall with a quick step and a sense of purpose. Keeping his head down and his hood tucked past his face, he is invisible as you are. To the adults of Morbre, any child in a ratty hood is likely a miner's brat, or even worse: a foundling. Neither are worth their attention. You wonder if perhaps he dirtied his cloak with this in mind.
``Eventually, he stops in the shadow of an old watch tower. You have never seen a guard in the little round windows at its top. The depression where its door once stood has long been walled shut. Yet, the Duke has business here. He walks toward the walled doorway as if it weren't walled at all. With practiced ease, he finds a loose stone and rolls it aside, revealing a narrow gap where the rocks have fallen away. He vanishes inside. A lone hand extends from the shadows to roll the boulder back into place. When he is done, it is as though he were never there.
``The Morbran passersby trundle along with their shopping and livestock and cords of firewood. Not a soul noticed, save for you.
<</text>>
@@.next;[[Follow him in.|JOSEPH: morbin wall 3]]@@
<<appendix>><<set _locControl to "d">>
<<include "JOSEPH: loc">>
<<text>>
Once back in place, the rock Duke Quintrell moved looks like every other. You push and rattle a few likely stones, but none come loose from the watch tower door. You dally so long that an old woman begins to wonder what you are doing. She approaches with a squint of concern, but a simple plea of //"a penny, ma'am?"// convinces her you are nothing worthy of note.
``Once she is on her way, you return to your search. A few more nudges and the stone you seek rolls aside, revealing the fault in the wall where the Duke disappeared. It is just wide enough for you to squeeze through. The snow wets your front as you wiggle your way in. When you replace the stone behind you, the darkness becomes pitch black. It is only by walking on all fours that you are able to clamber up the steps, like a brave hare climbing a mountain in the dead of night.
``The staircase seems to go on forever. Your mitts grow gritty. You hear the sound of dirt against dirt every time you reach for another step. If the climb dirties your hands this much, your dress will surely be ruined. Papa will be angry with you. But, there is no turning back now. Slowly, the light drifting down through the cracks in the tower reveals the faint edges of the stairs. It grows brighter and brighter, until you emerge blind at the top of the tower.
``Your eyes adjust to find nothing special. Another weathered stone room, filled with snow drift from the big, glassless windows. This place has not been used for a very, very long time. You've never been so high up. The trees look like powder-dusted cones in the distance.
``And there, facing out from the city, is the Duke. He has yet to notice you.
<</text>>
<<speak "quincy.veryYoung.eager" `["flip"]` >> . . . <</speak>>
<<text>>
He sits on some chunk of stone that looks to have dropped from the ceiling, his hands in his lap, fascinated by some sight below. In spite of the dizzying height of the tower, you inch yourself forward to have a look for yourself.
<</text>>
<<img "v_joseph" "nomad_harecolors.png" "Hares of every color lead a caravan of snowshoes towards the city." `["modeNeutral"]`>>
<<text>>
A group of nomads stand at the gates in their strange capes and wide-brimmed hats. Behind them, a whole caravan of wooly snowshoes carries goods for trade. Usually, late winter traders bring only a hare or three; today, they bring so many snowshoes that they need a whole warren of hares to keep them in line.
``They are beautiful, the nomad hares - graceful and leggy with neat ears and strong haunches. They hardly look anything like those squat, stubborn mining hares in the commons. The light glitters on their inky fur like the sun on running water. Most shine a blue: dark like the night, cold like ice, or warm like the seas. Others shine green like the trees in spring, or purple like the wing of a Northern jay.
``They are utterly mesmerizing... and for once, not just to you.
``The young Duke chews his glove, eyes following a hail blue buck. //Did... did he come here to here to watch the hares?// But why?
<</text>>
<<choose "imani.veryYoung.surprised" "Imani">>
<<fake>>What are you staring at? Did you drop from your mother onto your head when you were born or something?<</fake>>
<<fake>>Stop pretending. You can't be like me, you're a Duke!<</fake>>
[[...You're haretouched?|JOSEPH: morbin wall 4]]
<</choose>>
<<appendix>><<set _locControl to "d">>
<<include "JOSEPH: loc">>
<<qSpeak "imani.veryYoung.surprised" >> Your Grace... you're haretouched? <</qSpeak>>
<<text>>
He leaps from his seat like a frightened cat, stumbling until his back is against the wall, clutching his rabbit fur cloak to his chest.
<</text>>
<<if setup.hasTrait("shameful")>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.intense;No!@@ I mean - @@.stutter;F-father says--@@ *He stammers.* Father says I cannot help it, and so it is not polite to discuss. <</speak>>
<<else>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.surprise;I-- ah--@@ *He stammers.* I, yes! <</speak>>
<</if>>
<<text>>
His breath comes in gasps. You take a step back to show you mean no threat. A moment later, his hand comes down from over his heart, and he trades wide eyes for a curious expression.
<</text>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> Wait... I know you. You're the kitchen girl with the <<snout "hair" "head spots">>. <</speak>>
<<speak "quincy.veryYoung.worried" `["flip"]` >> Did...did Father send you? <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> No. <</qSpeak>>
<<speak "quincy.veryYoung.worried" `["flip"]` >> ...Are you going to tell him? <</speak>>
<<qSpeak "imani.veryYoung.think" >> Prob'ly not. <</qSpeak>>
<<speak "quincy.veryYoung.worried" `["flip"]` >> Oh. *He relaxes some.* <</speak>>
<<text>>
On the ground below, the head nomad (you assume, because he has the biggest hat) has started a shouting match with the guard at the gate. Every now and then, a few scattered words make it up the wall and to your ears. //"An agreement." "Taxed." "The law says."//
``It sounds they will be stuck there for some time. All the better to watch a leviathan blue doe groom the head of a lichen green kit.
<</text>>
<<if setup.hasTrait("dense")>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> ...Hold on... <</speak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.surprise;You're haretouched as well!?@@ <</speak>>
<<else>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> So, you're haretouched as well, then... <</speak>>
<</if>>
<<qSpeak "imani.veryYoung.neutral" >> Obviously? *Papa said he "knew the moment you were born" and that "anyone with eyes could tell."* <</qSpeak>>
<<if setup.hasTrait("shameful")>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> Oh! I'm... I'm sorry. <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> *You snort.* Sorry for what? <</qSpeak>>
<<speak "quincy.veryYoung.worried" `["flip"]` >> That you're cursed. <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> That doesn't make any sense. *You grumble.* S'stupid. <</qSpeak>>
<<speak "quincy.veryYoung.troubled" `["flip"]` >> @@.stutter;I'm sorry!@@ I don't know what to say, I've never met... others. <</speak>>
<<else>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> Fascinating! I've never met anyone like me before. <</speak>>
<</if>>
<<qSpeak "imani.veryYoung.think" >> How? All y'gotta do is go to the hare commons. <</qSpeak>>
<<speak "quincy.veryYoung.troubled" `["flip"]` >> *He shakes his head.* I'm not allowed. Father forbade it. <</speak>>
<<text>>
No wonder he climbed all the way up here just to watch. If he cannot look at the hares in the hare commons, what other choice does he have?
<</text>>
<<qSpeak "imani.veryYoung.neutral" >> So you've never pet one? <</qSpeak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> Well, yes! <</speak>>
<<speak "quincy.veryYoung.troubled" `["flip"]` >> But not for a long time... *His face turns troubled again.* I haven't seen one up close in ages. <</speak>>
<<choose "imani.veryYoung.think" "Imani">>
<<fake>>We should get you home.<</fake>>
<<fake>>Maybe you could talk to your father.<</fake>>
<<a-trait "shameless" "Would you like to?" "JOSEPH: morbin wall 5">>
<</choose>>
<<appendix>><<set _locControl to "d">>
<<include "JOSEPH: loc">>
<<qSpeak "imani.veryYoung.think" >> We could go down for a look. <</qSpeak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.surprise;//What?//@@ <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> They're busy down there. They won't notice. <</qSpeak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> I don't know... I shouldn't. <</speak>>
<<qSpeak "imani.veryYoung.think" >> Should you be up here? *You question.* <</qSpeak>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> . . . *He shakes his head "no" and chews his glove again.* <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> So? <</qSpeak>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> *He thinks a moment further. And, in the end, he nods his head vigorously.* <</speak>>
@@.next;[[Continue.|JOSEPH: find bunny 1]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<location "barghur" `["Outskirt Woods","Barghur Sovereignty"]` `{year:1781,season:"eWinter"}`>>
<<speak "quincy.veryYoung.eager" `["flip"]` >> @@.whisper;And what is that color called?@@ <</speak>>
<<qSpeak "imani.veryYoung.think" >> @@.whisper;Umm... jay gray, I think. Lotsa mining hares that look like that.@@ <</qSpeak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.whisper;That's a foolish name. That doe's more //green// than gray. And Northern jays are //blue!//@@ <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> @@.whisper; There's //greener.// And jays are only blue in the spring. If you ever see a //real// green, like moss green, you'll understand why they call those ones gray. @@<</qSpeak>>
<<text>>
The doe in question twitches one ear toward the bush you and the young Duke have chosen as your hiding spot. The evergreen needles hide you from nomad and guard eyes alike. They are none the wiser.
``A hare, however, can smell much better than any man can see. She lowers her head, offering you a wonderful view of her snout and the way the the light turns the fur there a silvery green. You dearly wish you could reach out and touch it. The young Duke does, too. His hand is clasped tight against <<snout "his mouth" "the end of his snout">> as the two of you watch in awe of her wiggling nose and twitching whiskers.
<</text>>
<<speak "nomadF.neutral" "Nomad Woman" >> You can chase the squirrels later, Heth. *One of the nomads scolds.* <</speak>>
<<text>>
The woman tugs Heth's lead, and her head disappears from view. Not long after, the shaggy white body of a snowshoe meanders in front of the bush you hide in. //Stupid snowshoe!// You didn't climb all the way down the wall to see some big pawed goat. It looks like you and the Duke will have to move closer to the gate to watch the hares.
<</text>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> <sup>--new policy. It's to pay for the Morbre-Polaris road.</sup> <</speak>>
<<speak "nomadM.neutral" "Nomad Leader" >> <sup>And what do I care for this road? We only carry what guilders we need for the old fee. //As per the agreement.//</sup> <</speak>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> <sup>I'm only the messenger.</sup> <</speak>>
<<speak "nomadM.neutral" "Nomad Leader" >> <sup>We've a caravan full of wander food. You would waste it all for five guilders?</sup> <</speak>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> <sup>Have patience. There's nothing I can do until my partner's back with permission from the Archduke to waive your fee.</sup> <</speak>>
<<text>>
The nomads snort almost as much as their hares, who paw the ground with thinning patience. Carrying panniers and herding snowshoes is no fun at all, and they grow tired. A young parraya purple buck has bored of standing at his mother's side. Within the bounds of his lead, he drifts between members of his warren nibbling whatever tails and ankles his little mouth can reach.
<</text>>
<<speak "quincy.veryYoung.eager" `["flip"]` >> @@.whisper;Look at him! He's so small.@@ <</speak>>
<<qSpeak "imani.veryYoung.lookaway" >> @@.whisper;Probably a four week-er. Commons're full of em.@@<</qSpeak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.whisper;Are any of them up for bonding?@@ <</speak>>
<<qSpeak "imani.veryYoung.lookaway" >> @@.whisper;Never asked.@@ <</qSpeak>>
<<text>>
After all, how would you, as Papa put it, //"find enough cat livers or whatever to keep a kit fed? You were trouble enough."//
``The sound of hurried footsteps through slush sounds from inside the gate, and another man appears at the side of the guard, coughing and sputtering.
<</text>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> Slow down. Catch your breath. <</speak>>
<<speak "guardNorth1.neutral" "Huffing Guard" >> @@.stutter;His Grace said --@@ *He gasps.* @@.stutter;--said they can be let in.@@ They just gotta pay the fee in full on their way out. <</speak>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> See? All's well. <</speak>>
<<text>>
The Nomads, without even a "thank you," simply begin their silent file through the gatehouse... taking their hares with them. Heth, the young buck, and all the rest shimmer past you and disappear into the city. The young Duke's face falls.
``Such a sight could not last forever, though. The hares have places to be, and so do you. You will pay for being so late with Papa's gloves, not to mention the stain on your skirt. //And to leave the tutor waiting...// Perhaps it would be wiser to not take the penny for those nomad candies. You shift to get up.
<</text>>
<<speak "guardNorth1.neutral" "Huffing Guard" >> Pff. Inconsiderate hare thumpers, the lot of them. I ran across town for that. <</speak>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> You're telling me. The leader wouldn't let me alone the whole time. <</speak>>
<<speak "guardNorth1.neutral" "Huffing Guard" >> Oh - reminds me. Orders from the Northern throne: we need to keep an eye out for his pup. Kid's escaped his kennel again. <</speak>>
<<text>>
Duke Quintrell stiffens beside you.
<</text>>
<<speak "guardNorth1.neutral" "Huffing Guard" >> "All guards are to be on high alert for the young Duke Quintrell. Should he be found, his return to the estate must be prompt and immediate. The man to return the young Duke safe will be bestowed a small reward by the Archduke, personally." <</speak>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> //Again?// <</speak>>
<<text>>
Now he trembles; you can feel his elbow knocking into your side.
<</text>>
<<qSpeak "imani.veryYoung.surprised" >> @@.whisper;Your Grace?@@ <</qSpeak>>
<<speak "guardNorth1.neutral" "Huffing Guard" >> Yep. Would hate to be the young Duke right now. His Grace was 'ssentially giving off big plumes of smoke. In a rage. <</speak>>
<<text>>
And suddenly, the only thing left of the Duke is the quivering branches and depression in the snow left in his wake. He has shot off into the woods, like a rabbit pursued.
<</text>>
<<speak "guardNorth1.neutral" "Huffing Guard" >> What in Elysium was //that?!// <</speak>>
<<speak "guardNorth3.neutral" "Morbre Guard" >> Squirrel. One of those awful beasts was sniffin' there earlier looking for it... <</speak>>
@@.next;[[You are unsure what to do.|JOSEPH: find bunny 2]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<text>>
Your heart hammers so hard in your chest you feel as though it might explode through your ears. The two guards step back through the gate house. The metal screams as the steel lattice gate lowers back into place, leaving you in the snow alone.
``You could climb back over the wall, buy your father's gloves, and go home. You could pretend you never //encouraged the Archduke's son to leave the safety of the city's walls.// Except... Duke Quintrell would know the truth, and surely would tell it, once he was found. Why wouldn't he tattle on the girl who left him lost in the woods?
<</text>>
<<qSpeak "imani.veryYoung.surprised" >> . . . *It seems, for the worst, that he has become your responsibility.* <</qSpeak>>
<<text>>
Papa always told you to "let the young Dukes alone."
<</text>>
@@.next;[[For once, you wish you'd listened.|JOSEPH: find bunny 3]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<timebreak "day">>
<<text>>
The snow comes first as gentle flakes that coat your cape in a shimmering sprinkle. But before long, it turns to the sort of storm that blows so harsh that the snow rushes at you sideways, with sharp chunks of ice that sting the eye in the place of powder.
``"Women ain't hunters," but Papa showed you how to track game anyway. The little feet of ptarmigans leave faint tracks which are easy to lose, but Duke Quintrell does not. Even with the wind and the drift, you can still make out the troughs he's left behind.
``The moose wax on your boots can only keep them dry for so long. The cold begins to seep in. Your boots will be soggy within the hour. You are getting tired, but thankfully, the Duke must be too. His tracks grow wider, and clumsier, too.
``
<</text>>
@@.next;[[You push onward.|JOSEPH: find bunny 3.5]]@@<<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<text>>
You find him stopped at the trunk of a bare birch tree. He crouches, shivering, his arms withdrawn into his cloak and his draw-string hood pulled tight.
<</text>>
<<qSpeak "imani.veryYoung.surprised" >> @@.yell;Your Grace!@@ *You call to him.* <</qSpeak>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> //You...!// <</speak>>
<<text>>
The young Duke does not even know your name, but for the relief in his voice, it's as if he's seen his best friend. As if you had //chosen// to come rescue him...!
<</text>>
<<skillCheck "v" `{skill:"etiq",roll:7,outcome:false}`>>
<<text>>
It makes you //furious.//
<</text>>
<<qSpeak "imani.veryYoung.frustrated" >> @@.intense;W- you-- ''Why''--@@ <</qSpeak>>
<<text>>
The words pile in your mouth like a carriage jam. You are so tired and frustrated that you can hardly understand why, never mind the idea of speaking it.
<</text>>
<<speak "quincy.veryYoung.harrowed" `["flip"]` >> I don't know! They were looking for me - and, and Father... <</speak>>
<<qSpeak "imani.veryYoung.frustrated" >> @@.intense;Urgh!@@ ''Shoulda just went home.'' ``@@.yell;There'll be even ''bigger trouble'' when they find us frozen dead and stiff in this ''stupid storm!''@@ <</qSpeak>>
<<text>>
Your voice, out of your control, rises until the last words sound hoarse in your throat and drop some of the snow from the pines overhead. //You are shouting at a Noble.// You bite your cheek hard enough to taste iron.
``The Duke's eyes go wide, and for a moment you're afraid he might flee again. But he does not. He only fidgets with the fur lining his cloak.
<</text>>
<<speak "quincy.veryYoung.harrowed" `["flip"]` >> What do we do? <</speak>>
<<text>>
You run your tongue across the sore chunk you took from your own cheek as you think. //He is your responsibility, for now.//
<</text>>
<<qSpeak "imani.veryYoung.lookaway" >> We walk. <</qSpeak>>
@@.next;[[Continue.|JOSEPH: find bunny 4]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<img "v_joseph" "joseph_snowscene.png" "Quincy and Imani venture through the snow. Eventually, they are fortunate enough to come by their own tracks, which they follow back towards Morbre." `["img-max"]`>>
@@.next;[[Your feet ache.|JOSEPH: find bunny 4-1]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> . . . <</speak>>
<<text>>
Morbre is near. Even when the pines are too tall or too thick to see its walls, you can see the steam rising from the city over the tops of the trees. And yet, each step forward seems to slow the young Duke's next. Eventually, he falls so far behind you are forced to stop and wait for him to catch up. You pace, tap one numb foot against the other, and sigh as he waddles to meet you.
<</text>>
<<qSpeak "imani.veryYoung.lookaway" >> What is it, Your Grace? <</qSpeak>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> My feet... I need to sit down. <</speak>>
<<qSpeak "imani.veryYoung.frustrated" >> Can it not wait? We're almost there. <</qSpeak>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> *He gives a slow, miserable shake of the head.* <</speak>>
<<qSpeak "imani.veryYoung.frustrated" >> *You choke back a cry of frustration.* <</qSpeak>>
<<text>>
Looking about, you search for for a log, a stump, //something// - but if there is any such thing, it must be buried under the snowdrifts. And so, you are forced to wander off the trail in search of something that hasn't, all for the sake of the little Duke's precious little Noble feet.
<</text>>
@@.next;[[Continue.|JOSEPH: find bunny 4-1.5]]@@<<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<timebreak "day" "A few minutes later...">>
<<text>>
You realize too late that the Duke's troubles have nothing to do with his feet and everything to do with what awaits him at home. You haven't the will to fight him on this, however, as by the time you have noticed his feet //only ache around Morbre,// your feet ache //wherever you step.// You suppose this spot to sit and rest that you are looking for is for the both of you now.
``In the distance, you spot a dark shape which could be a rock or a felled tree. It's difficult to tell; you feel half-blind after wading through the storm. You take a step forward for a better look, but your foot misses the ground, and suddenly you find yourself tumbling down. It comes as such a shock that you don't even scream.
``You open your eyes to see dead grass and frozen mud. The snow has been cleared and heaped to the side so that the holly bush in front of you stays dry and the den beneath it hidden. Some animal must have made a home here... but whatever it was, you see no sign of it now. Even if there were a bear in there, you are so cold and tired you'd curl up right alongside it and fall asleep.
<</text>>
<<speak "quincy.veryYoung.surprised" `["flip"]` >> @@.surprise;Are you alright!?@@ <</speak>>
<<qSpeak "imani.veryYoung.neutral" >> Found shelter. *You grunt.* <</qSpeak>>
<<text>>
You drop back onto your knees to crawl into the den, out of the wind. It is warmer beneath the bush, more than you expected...
``...But that is because its occupants haven't left.
<</text>>
@@.next;[[Your two eyes meet four red ones.|JOSEPH: find bnunny 5]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<set _licDesc to "Two young hare kits, nested in the holly.">>
<<imgLayer "v_joseph" "joseph_kits.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer("v_joseph","joseph_kits_base.png",false,"body")>>
<<print setup.imgLayer("v_joseph","joseph_kits_sheen.png",false,"sheen")>>
<<print setup.imgLayer("v_joseph","joseph_kits_eye.png",false,"eye")>>
<<print setup.imgLayer("v_joseph","joseph_kits_lines.png",false)>>
<</imgLayer>>
<<text>>
''They are magnificent.''
``One doe, one buck. They lay with their knobbly kit legs tangled with one another, silky as a Noble lady's purse. Their ears, small and soft, lay pressed against their skulls; their clumsy, gangly bodies are no bigger than a dog's. You are not sure you've ever seen hares so young. //They must be the very last kits of the season!//
``But then, where is their mother...?
<</text>>
<<qSpeak "imani.veryYoung.lookaway" >> *Instinctively, you look over your shoulder...* <</qSpeak>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> *...but all you see behind you is the Duke asking himself the same question.* <</speak>>
<<text>>
A mother hare would not leave her kits alone, not so close to the city. //Something must have happened to her.//
``But, whatever their mother's fate might be, the kits know nothing of it. They aren't even old enough to take offense at the two humans who have crawled into their home uninvited. They pay you no mind as they snuggle close, waiting for her return. Their velvety little bodies almost glow in the light that trickles down from the holly leaves. The baby buck is a common midnight blue, but the little doe looks like no hare you have ever seen.
``What is such a <<if $lStats.base == 9>>stark<<else>>vivid<</if>> <<print setup.licoriceColor()>> even called? //Her fur shines <<switch $lStats.base>><<case 2>>bright like a robin's egg<<case 3>>deeper than the sea<<case 4>>indigo like a blueberry<<case 5>>like the morning sky glinting off ice<<case 6 7>>red like the wine poured at the estate's dinner table<<case 8>>like moonlight on snow<<case 9>>colorless, like black marble<<case 0 1 10>>like a rooster's tail<</switch>>...//
<</text>>
@@.next;[[She calls to you. Reach for her.|JOSEPH: find bnunny 6]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<if setup.hasTrait("packbonded")>>
<<text>>
Time and time again, your father has told you that you cannot have a hare. But this — //this// feels like a moment plucked right from the old stories. Like //fate.// That doe — //that spectacular, <<if $lStats.base == 9>>true-black<<else>><<print setup.licoriceColor()>><</if>> doe// — surely, she was ''meant'' for you.
``Breathless, you extend a hand — but you are too slow. Leaning past you with his arms outstretched, the young Duke slips his mitted hands beneath the kit's forelimbs. Before you can so much as protest, he is pulling her to his chest so that he cradles her shining head against his shoulder.
<</text>>
<<speak "quincy.veryYoung.enamoured" >> I've... I've never seen anything like her... *He gasps.* <</speak>>
<<text>>
He looks down at the little with adoration, oblivious to what he's done. A flash of anger strikes at you, so molten you forget the cold entirely.
<</text>>
<<choose "imani.veryYoung.furrow" "Imani">>
<<fake>>@@.talk-action;Fight him.@@<</fake>>
<<fake>>@@.talk-action;Grab her.@@<</fake>>
<<a-check "etiq" "I found them, I should get first pick!" "JOSEPH: find bnunny 6-packbond">>
<</choose>>
<<else>>
<<text>>
Time and time again, your father has told you that you cannot have a hare. But this - //this// feels like a moment plucked right from the old stories. Like //fate.// That doe - //that spectacular, <<if $lStats.base == 9>>true-black<<else>><<print setup.licoriceColor()>><</if>> doe// - surely, she was ''meant'' for you.
``Breathless, you extend a hand... only to find in horror that the young Duke reaches as well. For a moment, you fear he will grab her for himself - but in the last moment he hesitates, fingers stopped just short of her glossy little head. He withdraws his hands and folds them in his lap.
<</text>>
<<speak "quincy.veryYoung.lookaway" `["flip"]` >> ...That doe is colored different. Is she special? <</speak>>
<<qSpeak "imani.veryYoung.harrowed" >> @@.stutter;Yes.@@ I mean, //I think.// I've never seen one like her... <</qSpeak>>
<<text>>
For a time, neither of you know what to say. And so, you simply watch the kits, quiet and still as the pair wriggle in their nest.
<</text>>
<<speak "quincy.veryYoung.neutral" `["flip"]` >> Which one is yours? <</speak>>
<<qSpeak "imani.veryYoung.surprised" >> What? <</qSpeak>>
<<speak "quincy.veryYoung.neutral" `["flip"]` >> Well, you found them. *He mumbles.* Finders pick first... <</speak>>
<<text>>
He speaks quietly, but you hear no sourness in his voice. You can only assume he means it. You open your mouth to reply, but your words fail again.
``You know that you could take the little <<print setup.licoriceColor()>> doe, but something stays your hand. Instead, you simply sit beside the young Duke and watch the kits in silence for a moment longer. You've no reason to rush. The kit you pick today will be a friend to you forever, after all.
``The more you look, the less the doe's color feels to be of any great note. <<switch $lStats.base>><<case 2 3>>Both are beautiful shades of blue<<default>>Blue is just as fine a color as <<print setup.licoriceColor()>><</switch>>, and both shimmer so lovely in the dim light. It is beyond those coats where you find the real differences. //He is patient, with a pleasantly hefty body and the squarest ears you've ever seen; she is small and fierce, with bug eyes and a gawky little twig neck...//
``You reach your hand out once again. The young buck rises from his nest and stumbles forward to meet it. As his nose touches your palm, an incredible warmth spreads down your arm and into your toes. It's better than a hot cup of hare's milk on a winter evening. Better than sitting by the fire after a bath. You draw him close to your chest and hug him tight. He fits perfectly in your arms.
``The young Duke is just as happy with the doe.
<</text>>
@@.next;[[This is your baby.|JOSEPH: postbunny]]@@
<</if>>
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<skillCheck "v" `{skill:"etiq",roll:3,outcome:false}`>>
<<qSpeak "imani.veryYoung.furrow" >> I-- *This time, the words form a tangle so big that nothing will come out.* <</qSpeak>>
<<text>>
The doe squints lovingly as the young Duke presses her cheek against his. Your fingers dig into the frozen mud through your mitts. The unfairness of it all makes you sick with anger. How is it that even //here// - out in the forest in the mud with the hares - you are pushed aside, given last pick! You cannot even be cursed by yourself without some Noble coming along and stealing ''your'' baby, the kit you saw first!
``A soft squeaking rises from the nest. The buck, left without the warmth of his sister, begins to wriggle fretfully and cry for her. Your anger vanishes. In its place, a new feeling stirs, cold and heavy, like when you forget to do a chore, but much, much worse. The little buck's coat is no less silky than his sister's, and his ruby eyes just as bright. Yet, neither of you spared him so much as a glance...
<</text>>
<<qSpeak "imani.veryYoung.enamoured" >> @@.whisper;I'm here.@@ *You whisper.* @@.whisper;Didn't forget about you.@@ <</qSpeak>>
<<text>>
Dukes have different things than commoners. It's just the way things are, like how hares have venom and rabbits have antlers.
<</text>>
<<qSpeak "imani.veryYoung.enamoured" >> @@.whisper;It's alright. I'm not special either.@@ <</qSpeak>>
<<text>>
You offer the kit your hand. He stumbles forward to meet it. When his nose touches your palm, an incredible warmth spreads down your arm and into your toes. It's better than a hot cup of hare's milk on a winter evening. Better than sitting by the fire after a bath. You draw him close to your chest and hug him tight. His crying quiets. He fits perfectly in your arms.
<</text>>
@@.next;[[So then, this is your baby.|JOSEPH: postbunny]]@@
<<appendix>><<set _locControl to "e">>
<<include "JOSEPH: loc">>
<<set _licDesc to "Quincy and Imani, holding their hares in the face of the anger of their fathers.">>
<<imgLayer "v_joseph" "joseph_endpanel.png" _licDesc `["img-max"]`>>
<<print setup.imgLayer("v_joseph","joseph_endpanel_base.png",false,"body")>>
<<print setup.imgLayer("v_joseph","joseph_endpanel_sheen.png",false,"sheen")>>
<<print setup.imgLayer("v_joseph","joseph_endpanel_kids.png")>>
<</imgLayer>>
@@.next;[[End.|APPENDIX]]@@
<<appendix>><<switch $actTracker.episode>>
<<case 1>>
<<include "LOGTEXT A1 S1 E1">>
<<case 2>>
<<include "LOGTEXT A1 S1 E2">>
<<case 3>>
<<include "LOGTEXT A1 S1 E3">>
<</switch>><<if hasVisited("0open: drank loc")>>
<p>You managed to survive the lustration ceremony, despite everything. In the morning, you will head North and the Fifth Convoy will begin its work.</p>
<p>Until then... the evening is your own.</p>
<<else>>
<p>For some years, your life has been mercifully uneventful. Now, you fear you stand on the precipice of //interesting times.//</p>
<<if setup.flag(10)>>
<p>
You've witnessed the destruction of the Naktoga Mines by "Lazarus," the figurehead of the "Brothers of the Barehand." <<if hasVisited("OPEN: Licorice End")>><<if setup.flag(11)>>A series of unforeseen events has made you ''Right Hand'' of the ''Fifth Prince's Convoy'' with your childhood friend ''Prince Lucas'' as ''Convoy Prince.'' Together, you are to travel the North and mediate the civil unrest amongst the common folk before it ferments into something more.<<else>>Now you have been asked to journey to the capital and recount your experience to the most powerful men in all of Vestur.<</if>><<else>>The future seems uncertain.<</if>>
</p>
<<if setup.flag(11)>>
<p>
Of course, before you return North, you must prepare for the arduous journey ahead. The lack of a Southern heir means the role of Left Hand is vacant, and so the logistical work has fallen on your shoulders.
</p>
<div class='task-summaries'>
<<if $objectives.hasOwnProperty("11-convoy")>>
<ul>
<li>
<<if setup.hasTask("11-convoy-party", "start")>>
//You've yet to meet with the Archduke concerning the Convoy's missing Left Hand.//
<<elseif setup.hasTask("11-convoy-party", "left") || setup.hasTask("11-convoy-party", "left2")>>
You're currently enduring the Archduke's party so that you might be granted permission to hire a scribe whilst the Southern aristocracy chooses a suitable candidate to act as Left Hand.
<<elseif setup.flag("51a")>>
@@.faded;You survived the Archduke's party at great cost to your reputation, as now the people believe you to be <<if $rumor.calypso == true>>enamored with the ruling Lady of the Boreal South<<else>>deeply prejudiced against the North's Boreal Southern neighbors<</if>>. <<if setup.hasTask("11-convoy-party", "left3")>>You have not yet hired a scribe.<<else>>You have hired a disgraced Viscount as the Convoy's scribe.<</if>>@@
<<else>>
//You've yet to meet with Archduke Keshet about the Convoy's missing Left Hand.//
<</if>>
</li>
<li>
<<if setup.hasTask("11-convoy", "elijah")>>
//You have not yet met the Convoy's incumbent practitioner.//
<<else>>
@@.faded;You have recruited Master Elkhatu as the Convoy's incumbent practitioner.@@
<</if>>
</li>
<li>
<<if setup.hasTask("11-convoy", "office")>>
//You have not yet helped Lucas say his goodbyes at his office.//
<<else>>
@@.faded;Lucas has said his goodbyes at his practice. Whilst there, the two of you <<if hasVisited("0OPEN: lucas friend")>>reclaimed your lost friendship<<else>>had a difficult conversation about the state of your friendship<</if>>.@@
<</if>>
</li>
<li>
<<if setup.questResult("11-convoy-gun") == "a">>
@@.faded;You have armed yourself with an old Duruger you've decided to call "$gun," and resolved to make peace with your pledge as best you can.@@
<<elseif $objectives.hasOwnProperty("11-convoy-gun")>>
<<if setup.hasTask("11-convoy-gun","start")>>
Following your conversation with Lucas in his office, a madness has taken you regarding your black pledge. The idea of wielding a common weapon as a meurless Duke is unbearable. What will you do?
<<else>>
Mercy was not granted to you and your black pledge remains. And yet, you are still in need of a weapon.
<</if>>
<<else>>
//You have not yet decided how you will arm yourself.//
<</if>>
</li>
<li>
<<if setup.questResult("11-convoy-vicky") != "a">>
<<if $objectives.hasOwnProperty("11-convoy-vicky")>>
<<if setup.hasTask("11-convoy-vicky","start")>>
D'Angelo's most trusted confidant is missing from the ranks of the Convoy Guard. <<if hasVisited("PREP: Vicky Barracks 2")>>You've agreed to search for "Vick" on the Meira coast.<<else>>Discontent with the idea of being Guard-Captain without his confidant, he has made the decision to look for Vick along the Meira coast.<</if>>
<<else>>
//You are currently tracking "Vick" across western Vestur.//
<</if>>
<<else>>
//You've yet to inspect the Convoy's men with D'Angelo.//
<</if>>
<<else>>
@@.faded;You have found "Vick" and set D'Angelo at ease regarding the Convoy Guard.@@
<</if>>
</li>
<li>
<<if !setup.hasRep("individualist") && !setup.hasRep("collectivist")>>
//You have not yet retrieved the Convoy's dressings from storage.//
<<else>>
@@.faded;<<if setup.hasRep("individualist")>>
What remained of the Convoy's old dressings was unusable. Its flags will be made anew.
<<else>>
You retrieved the Convoy's long-neglected dressings from storage.
<</if>>@@
<</if>>
</li>
</ul>
<</if>>
</div>
<<set _objectiveList to $objectives["11-convoy"]>>
<<if _objectiveList != undefined && _objectiveList.length <= 1>>
<p>
All that remains now is to attend the ''lustration ceremony'' so that the Fifth Convoy might truly begin.
</p>
<<else>>
<p>
Once you are through, you will attend the lustration ceremony, thus marking the true beginning of the Fifth Convoy.
</p>
<</if>>
<</if>>
<</if>>
<</if>><<if !setup.flag(53)>>
<p>With celebrations through (and a debate <<if setup.flag(211) || setup.flag(221)>>proudly won<<else>>sorely lost<</if>>), the Fifth Convoy departs for the Northern capital. Once in ''Morbre'', you will reconvene with ''your father, the Archduke'', and arrange your meeting with the Convoy's ''Man of the Third Estate''.</p>
<<elseif $objectives.hasOwnProperty("12-woman-estate")>>
<p>You returned home to find your father irate over your unintentional theft of your brother's rightful role as Right Hand of the Fifth Convoy. Your subsequent blunders regarding Lady Nephthei and your public <<if $rumor.faith>>claims of paganism<<else>>confession of faithlessness<</if>> have not helped matters, either.</p>
<<if setup.hasTask("12-woman-estate","start")>>
<p>He tells you he has recieved news regarding the Convoy's ''Man of the Third Estate''. A selection has been made, and he is on his way. You are to greet him with a ''tunsukh'', as per Northern tradition.</p>
<<elseif setup.hasTask("12-woman-estate","tunsukh")>>
<p>You were told a selection had been made, and the Man of the Third Estate was on his way. Upon "his" arrival, it came as a shock to all to learn that the "man" selected by the people was none other than your former valet<<if setup.hasTrait("dispersal")>> and long-absent friend<</if>>, ''Imani''. She promises that all will be revealed in time, yet tension lingers in the air at the table...</p>
<<elseif setup.hasTask("12-woman-estate","meet")>>
<p>You were told a selection had been made, and the Man of the Third Estate was on his way. Upon "his" arrival, it came as a shock to all to learn that the "man" selected by the people was none other than your former valet<<if setup.hasTrait("dispersal")>> and long-absent friend<</if>>, ''Imani''. In the end, it was a choice intolerable to your father<<if setup.hasRep("rebel")>>... as was your defiance at the table. The<<else>>, and despite your efforts, the<</if>> tunsukh ended in disgrace.</p>
<p>Now, the Convoy meets to discuss the road ahead...</p>
<</if>>
<<elseif !hasVisited("S1E2: Bunny End Transtion")>>
<p>It was agreed: the Fifth Convoy would set out into the frontier, on a path charted by Imani and her fellow Brothers of the Barehand. It was not an uncontentious decision, but the Convoy Prince's enthuse, combined with a lack of realistic alternatives on an increasingly tight schedule, curbed dissent.</p>
<p>Your first destination is a small town called ''Yolmar'' on the ''Kagthur frontier''. You are to set out post-haste. Your restlessness has awoken you in the early hours before your peers, and so you seize opportunity and steal a precious bit of solitude for yourself in the woods.</p>
<<else>>
<p>It was agreed: the Fifth Convoy would set out into the frontier, on a path charted by Imani and her fellow Brothers of the Barehand. It was not an uncontentious decision, but the Convoy Prince's enthuse, combined with a lack of realistic alternatives on an increasingly tight schedule, curbed dissent.</p>
<p>Your first destination is a small town called ''Yolmar'' on the ''Kagthur frontier''. And so, an unproven Convoy journeys into the wilds of the North...</p>
<</if>><<set _epState to 0>>
<<if setup.flag(55)>>
<<set _epState to 1>>
<</if>>
<<if setup.hasTask("13-yolmar","next")>>
<<set _epState to 2>>
<</if>>
<<if setup.hasTask("13-yolmar","feed")>>
<<set _epState to 3>>
<</if>>
<<if setup.hasTask("13-yolmar","fate")>>
<<set _epState to 4>>
<</if>>
<<if setup.hasTask("13-yolmar","green")>>
<<set _epState to "green">>
<</if>>
<<if setup.hasTask("13-yolmar","dam")>>
<<set _epState to "dam">>
<</if>>
<<switch _epState>>
<<case 1>>
<p>You arrived in ''Yolmar'' to find the frontier town in disrepair. Its people, jaded with the Second Estate, greeted you with surprising apprehension. None would admit they needed the Convoy's help, save for one - an orphan boy named ''Jim.'' It was he who had told the Brothers of the Barehand of the town's plight.</p>
<p>Jim detailed the town's woes to the Convoy. Six years ago, the valley's Viscount abandoned his duties, leaving Yolmar reliant on the Ketdei River for survival. And so, when the Barrens Dam was built last autumn, the town was left with nothing.</p>
<p>Now, only the Fifth Convoy might save them from the brink of ruin.</p>
<<case 2 3>>
<p>Six years ago, the valley's Viscount abandoned his duties, leaving Yolmar reliant on the Ketdei River for survival. And so, when the Barrens Dam was built last autumn, the town was left with nothing.</p>
<p>A Convoy Prince has the power to title a new Viscount, and yet the town's future seems uncertain still. How you might right this is yet to be decided.</p>
<<if _epState == 3>>
<p>In the mean time, it is of utmost importance that the people eat. In a bid to salvage important town documents, Lucas and Imani have left you to solve short-term matters on your own. <<if hasVisited("S1E3: Gharkan StartEnd")>>You traveled to Gharkan seeking a company to bring aid to the town while it rebuilds<<if $tempQ.yolmar.foodDone>>. In the end, you <<if hasVisited("S1E3: N Win Transition")>>procured Dura's newborn kit for the ''Swiftjay clan''.<<elseif hasVisited("S1E3: WoF Win Transition")>>you procured the abandoned forge for the Southern guild, the ''Wings of Fortune.''<<else>>you procured the chapel for the missionary endeavor, ''Isadore's Path''.<</if>><<else>>. ''Now, you must make a decision and and settle upon a single contract''.<</if>><<else>>You are to travel to Gharkan so that you might contract a company to bring the town aid while it rebuilds.<</if>></p>
<<if $tempQ.yolmar.foodDone>>
<<if $objectives.hasOwnProperty("13-plait") || $objectives.hasOwnProperty("13-eq")>><p>You ought to ''finish any pending business'' you might have before returning to ''Gharkan'' to finalize the contract.</p><<else>>Return to ''Gharkan'' to finalize the contract.<</if>>
<<else>>
<div class='task-summaries'>
<ul>
<li>
<<if $tempQ.yolmar.hareFail>>
@@.faded;You were unable to meet the demands of Stan's clan.@@
<<elseif setup.hasTask("13-yolmar-nomads","start")>>
You have not yet met with ''the nomads''.
<<else>>
''The Swiftjay nomads'' are willing to negotiate if you bring them the ''newborn hare kit'' in town.
<</if>>
</li>
<li>
<<if $tempQ.yolmar.forgeFail>>
@@.faded;You were unable to meet the demands of the Wings of Fortune.@@
<<elseif setup.hasTask("13-yolmar-wof","start")>>
You have not yet met with the ''Wings of Fortune''.
<<else>>
''The Wings of Fortune'' will lend their services in return for ''the old workshop''.
<</if>>
</li>
<li>
<<if setup.hasTask("13-yolmar-ip","start")>>
You have not yet met with ''Isadore's Path''.<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>> They are your last and only choice left.<</if>>
<<else>>
''Isadore's Path'' desires a ''chapel'' within Yolmar in return for their aid.<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>> They are your last and only choice left.<</if>>
<</if>>
</li>
</ul>
</div>
<</if>>
<</if>>
<<case 4>>
<p>Upon returning to camp, you were met with <<if $tempQ.yolmar.vibes <= 1>>scrutiny and interrogation. Your decision to trust Isadore's Path with the Crown contract was not well recieved by either your peers or the town itself. And - to make matters worse - Lucas had an idea.<<elseif $tempQ.yolmar.vibes >= 3>>congratulations and good cheer. Alas, the celebrations would be cut short thanks to Imani's want for solutions and Lucas's contentious idea.<<else>>only brief congratulations before the conversation went awry. A most contentious idea has been brought to your attention, thanks to Lucas and his Man of the Third Estate.<</if>> Rather than ''title a new Viscount to the valley,'' he has proposed the invoking //Prince Louis's declaration of inimical structures:// a legal power which would allow him to ''raze the Barrens Dam.''</p>
<p>Both options are within his domain as Convoy Prince and equal in legality. As his Right Hand, the fate of Yolmar rests upon your shoulders.</p>
<<case "green">>
<<if !hasVisited("S1E3: Idkol Loc")>>
<p>You have made the decision to ''appoint a new Viscount to Amalugh's Cradle.'' And so, you bid Yolmar farewell.<<if hasVisited("S1E3: Bridge Goodbye Rocks") || hasVisited("S1E3: Bridge Goodbye Bad")>> The people see you off with<<if hasVisited("S1E3: Bridge Goodbye Rocks")>> intense<</if>> scorn.<</if>></p>
<<elseif hasVisited("S1E3: Idkol End 1")>>
<p>Your selection was not without its difficulties. Nevertheless, the Prince titled <<if setup.flag("55c")>>''Viscountess Gungan''<<else>>''Viscount Massochi''<</if>> as the new tender of Amalugh's Cradle.</p>
<<else>>
<p>You arrived in ''Idkol'' to select the next Viscount of Amalugh's Cradle, as per Lord Kagthur's arrangements. <<if hasVisited("S1E3: Idkol Inn Dinner")>>There, you were greeted by ''Viscount Yojin'', who told you of your options. In accordance with tradition, each made his merits known by besting his opponents in a duel.<</if>></p>
<<if hasVisited("S1E3: Idkol Preduel 3")>>
After speaking with each candidate, you came to the conclusion ''<<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan<<else>>"Bald Bert"<</if>>'' was to be the next tender of the valley. However, upon announcing this, the third candidate, ''Mr Alaksukh'', issued a challenge to <<if $tempQ.yolmar.viscountChoice == "gungan">>her<<else>>him<</if>> in a jealous rage. Lucas accepted this challenge on <<if $tempQ.yolmar.viscountChoice == "gungan">>her<<else>>his<</if>> behalf.
<<else>>
<<if hasVisited("S1E3: Idkol Pageant Begin")>>Today<<else>>Tomorrow<</if>>, you are to speak to each and make your choice along with Lucas.<<if hasVisited("S1E3: Bridge Goodbye Rocks")>> The Prince, still harrowed by your leave from Yolmar, has pleaded for your cooperation.<</if>>
<</if>>
<</if>>
<<case "dam">>
<<if !hasVisited("S1E3: dam intro")>>
<p>You have made the decision to ''raze the Barrens Dam.'' And so, you bid Yolmar farewell.</p>
<<elseif hasVisited("S1E3: dam preExplode 1")>>
<p>Despite the efforts of Viscount Edmund Perwynn, the Fifth Convoy has razed the Barrens Dam. Now, you depart for ''Vrulkod''...</p>
<<else>>
<p>You arrived at the Barrens Dam with the intent to raze it for Yolmar's sake. <<if hasVisited("S1E3: dam preduel 5")>>Upon learning of your plans, the ''Viscount Perwynn'' challenged you to a duel - only for the Prince to accept your challenge in his stead.<<elseif hasVisited("S1E3: Edmund River")>>You sought the nearby ''Viscount Perwynn'' to act as witness, as is proper when destructing an "inimical structure," but he has yet to understand the reality of the matter...<<else>>You seek the nearby ''Viscount Perwynn'' to act as witness, as is proper when destructing an "inimical structure."<</if>></p>
<</if>>
<<default>>
<p>Your first destination is a small town called ''Yolmar'' on the ''Kagthur frontier''. And so, an unproven Convoy journeys into the wilds of the North...</p>
<</switch>><<if $actTracker.act == 1>>
<<switch $actTracker.season>>
<<case 1>>
<<include "LOGTEXT A1 S1">>
<</switch>>
<<else>>
<</if>><div class='openingMenu revealMenu'>
<div class='openingTitle'><<print "<img src='" + setup.PathImg + "gui/fglogo.png' aria-label='Forever Gold'>">></div>
<div class='actVersion'><sup>Version $version</sup></div>
<<script>>
State.temporary.hasSaves = false;
for(let i = 0; i < Save.slots.length;i++){
if (Save.slots.get(i) != null){
State.temporary.hasSaves = true;
}
}
if (Save.autosave.get(0) != null){
State.temporary.hasSaves = true;
}
<</script>>
<div>
<ul class='list-no-bullet openingMenuOpt'>
<<if setup.debug>><li><<button [[DEBUG - Boot Game|DevHub]]>><</button>></li><</if>>
<li id='loadGame'><<button "Load">><<script>>
Dialog.setup("LOAD");
Dialog.wiki(Story.get("SAVEMENU").processText());
Dialog.open();<</script>><</button>></li>
<<if !_hasSaves>>
<<done>>
<<addclass "#loadGame" "no-saves-detected">>
<</done>>
<</if>>
<li><<button [[New Game|ContentWarning]]>><</button>></li>
<li><<button "Settings">><<script>>UI.settings()<</script>><</button>></li>
<li><<button [[Credits]]>><</button>></li>
</ul>
</div>
</div><div class='openingMenu revealMenu'>
<h1>Credits</h1>
<div class='credits-grid'>
<div class='credit'>
<div>Authors</div>
<div><span class='text-clip'><span class='accent'>Dan & LS</span></span></div></div>
<div class='credit'>
<div>Lead Artist</div>
<div><span class='text-clip'><span class='accent'>Dan</span></span></div></div>
<div class='credit'>
<div>Additional Art</div>
<div><span class='text-clip'><span class='accent'>LS</span></span></div></div>
<div class='credit'>
<div>Lead Programmer</div>
<div><span class='text-clip'><span class='accent'>LS</span></span></div></div>
<div class='credit'>
<div>Additional Programming</div>
<div><span class='text-clip'><span class='accent'>Dan</span></span></div></div>
<div class='credit'>
<div>Human Resources</div>
<div><span class='text-clip'><span class='accent'>Poppyseed Bagel With Cream Cheese <<icon "snout">></span></span></div></div>
<div class='credit'>
<div>President Poltergeist</div>
<div><span class='text-clip'><span class='accent'>Moo <<icon "snout">></span></span></div></div>
<div class='credit'>
<div>Cameos</div>
<div><span class='text-clip'><span class='accent'>Chocodile & Kwillow</span></span></div></div>
</div>
<ul class='list-no-bullet openingMenuOpt'>
<li><<button [[Return to Title|Boot Passage]]>><</button>></li>
</ul>
</div><div class='openingMenu revealMenu'>
<h1>Content Warning</h1>
<div class='content-warning'>
<p><span class='accent'>Forever Gold is intended for mature audiences.</span></p><p>This story contains potentially upsetting themes, including prejudice both real and fictional, violence, death, abuse, war, and other unpleasantries associated with such topics. Sexual themes are present as well, though no acts are depicted in explicit detail.</p><p>//Reader discretion is advised.//</p>
</div>
<ul class='list-no-bullet openingMenuOpt'>
<li><<button [[Continue|IntroTutorial]]>><</button>></li>
</ul>
</div><div class='openingMenu revealMenu'>
<h1>Instructions</h1>
<div class='content-warning'>
<<instructions>>
</div>
<ul class='list-no-bullet openingMenuOpt'>
<li><<button [[Begin|Begin Game]]>><</button>></li>
</ul>
</div><<include "PREP: Camp Logic">>
<<if visited() == 1 || $campTopics.length <= 1>>
<<alert `["Camp","Whether you are staying in a castle or camped in the wilderness, leisure is an opportunity to respond to letters and discuss recent events with your companions. Letter-writing and fostering rapport are both important parts of building a gentleman's reputation."]` "party">>
<</if>>
<<drawCamp _camp _guests>><<text>>
For the duration of your stay, the fledgeling Convoy has been offered a place to stay in the guest wing of Diadem Castle. How you are intended to sleep when every knob, handle, and picture frame is gilded and glinting is beyond you, but no one else in your company seems to share your struggle.
``At least you are afforded the privacy of individual rooms.
<</text>><</drawCamp>>
@@.next;[[Return to your travels.|PREP: Preparations Map]]@@<<set _campPassageMap to
{
lucas:{
default:"PREP: Camp Lucas",
start:"PREP: Camp Lucas - Start",
elijah:["PREP: Camp Lucas - Elijah","lucas.annoyed"],
vicky:["PREP: Camp Lucas - Vicky","lucas.weary"],
kaitos:["PREP: Camp Lucas - Kaitos","lucas.eyeroll"],
party:["PREP: Camp Lucas - Party","lucas.weary",true],
pledge:{passData:["PREP: Camp Lucas - Pledge","lucas.thinking"],temporal:true},
gun:"PREP: Camp Lucas - Gun",
office:{passData:["PREP: Camp Lucas - Office","lucas.weary"],temporal:true}
},
dangelo:{
default:"PREP: Camp DAngelo",
start:"PREP: Camp DAngelo - Start",
elijah:"PREP: Camp DAngelo - Elijah",
vicky:"PREP: Camp DAngelo - Vicky",
kaitos:["PREP: Camp DAngelo - Kaitos","dangelo.unsure"],
party:["PREP: Camp DAngelo - Party","dangelo.neutral"],
pledge:{passData:"PREP: Camp DAngelo - Pledge",temporal:true},
gun:"PREP: Camp DAngelo - Gun",
office:{passData:["PREP: Camp DAngelo - Office","dangelo.neutral"],temporal:true}
},
kaitos:{
default:"PREP: Camp Kaitos",
elijah:["PREP: Camp Kaitos - Elijah","kaitos.casual.thinkinghard"],
vicky:["PREP: Camp Kaitos - Vicky","kaitos.casual.stare"],
kaitos:{passData:["PREP: Camp Kaitos - Kaitos","kaitos.casual.pleased",true],priority:true},
pledge:{passData:"PREP: Camp Kaitos - Pledge",temporal:true},
gun:"PREP: Camp Kaitos - Gun"
},
vicky:{
default:"PREP: Camp Vicky",
elijah:["PREP: Camp Vicky - Elijah","vicky.unimpressed"],
vicky:{passData:["PREP: Camp Vicky - Vicky","vicky.sillysalute",true],priorty:true},
kaitos:{passData:["PREP: Camp Vicky - Kaitos","vicky.think"],onlyAfter:"vicky"},
party:{passData:["PREP: Camp Vicky - Party","vicky.cackle"],temporal:true},
pledge:{passData:"PREP: Camp Vicky - Pledge",temporal:true},
gun:"PREP: Camp Vicky - Gun"
},
elijah:{
default:"PREP: Camp Elijah",
elijah:{passData:["PREP: Camp Elijah - Elijah","elijah.neutral",true],priority:true},
vicky:["PREP: Camp Elijah - Vicky","elijah.nervous"],
kaitos:["PREP: Camp Elijah - Kaitos","elijah.confused"],
party:{passData:["PREP: Camp Elijah - Party","elijah.nervous",true],priority:true},
pledge:{passData:"PREP: Camp Elijah - Pledge",temporal:true},
gun:"PREP: Camp Elijah - Gun",
}
}>>
<<if hasVisited("PREP: Camp Elijah Party2")>>
<<run delete _campPassageMap.elijah.party>>
<</if>>
<<if setup.hasTrait("packbonded")>>
<<set _campPassageMap.dangelo.office[1] to ["PREP: Camp DAngelo - Office","dangelo.concern",true]>>
<</if>>
<<if $rumor != undefined && $rumor.hasOwnProperty("calypso")>>
<<if $rumor.calypso>>
<<set _campPassageMap.dangelo.party[1] to "dangelo.silly">>
<<set _campPassageMap.lucas.party[1] to "lucas.flustered">>
<<else>>
<<set _campPassageMap.dangelo.party[1] to "dangelo.yeesh">>
<</if>>
<</if>>
<<if hasVisited("0OPEN: lucas friend")>>
<<set _campPassageMap.lucas.office[1] to "lucas.smirk">>
<</if>>
<<run setup.setCampTopics(_campPassageMap)>>
<<set _camp.licorice to false>>
<<set _camp.lucas to _lucasPassage>>
<<set _camp.dangelo to _dangeloPassage>>
<<if $camp.includes("kaitos")>>
<<set _camp.kaitos to _kaitosPassage>>
<</if>>
<<if $camp.includes("elijah")>>
<<set _camp.elijah to _elijahPassage>>
<</if>>
<<if $camp.includes("vicky")>>
<<set _camp.vicky to _vickyPassage>>
<</if>>
<<if $campLocks.dangelo == setup.lastCampTopic()>>
<<set _camp.dangelo to false>>
<<else>>
<<run delete $campLocks.dangelo>>
<</if>>
<<if $campLocks.lucas == setup.lastCampTopic()>>
<<set _camp.lucas to false>>
<<else>>
<<run delete $campLocks.lucas>>
<</if>>
<<if $campTopics.length >= 1 && !hasVisited("PREP: Party Letter Insert")>>
<<getMail 1>>
<</if>>
<<if $campTopics.includes("party") && setup.lastCampTopic() != "party">>
<<getMail 0>>
<</if>>
<<if $cFlags.dangelo.oponaQuestion == undefined>>
<<set $cFlags.dangelo.oponaQuestion to 0>>
<</if>><<text>>
D'Angelo sets aside his comb and mirror so that you might have his full attention.
<</text>>
<<speak "dangelo.silly">> Quince! Need anything? <</speak>>
<<include "PREP: Camp DAngelo Choices">><<choose>>
<<actions
[[Your thoughts on the Brothers of the Barehand...|PREP: Camp DAngelo - Barehand]]
>>
<<if $cFlags.dangelo.oponaQuestionWhen != setup.lastCampTopic() && $cFlags.dangelo.oponaQuestion <= 3>>
[[Your time in Opona...|PREP: Camp DAngelo - Opona][$cFlags.dangelo.oponaQuestion++]]
<</if>>
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<speak "dangelo.neutral" >> Elijah seems nice. Stiff as a snake caught in a flash freeze, but nice. <</speak>>
<<speak "dangelo.silly" >> Good to have another Northerner around. Maybe I can get my request for pickled onions approved in the budget now. <</speak>>
<<include "PREP: Camp DAngelo Choices">><<speak "dangelo.neutral" >> How's the gun? <</speak>>
<<qSpeak "quincy.neutral" >> She's in need of some maintenance. I've a long night ahead oiling her barrel. <</qSpeak>>
<<speak "dangelo.laugh" >> Heh. //Oiling her barrel.// <</speak>>
<<include "PREP: Camp DAngelo Choices">><<speak "dangelo.neutralserious" >> Very weird choice with the new scribe. Like - //unwise// sort of weird. Wasn't Ladygloves just in a heap of trouble? Possible conspirator, or something? <</speak>>
<<qSpeak "quincy.neutral">> His uncle was the conspirator. Asenath was not involved. <</qSpeak>>
<<if $cFlags.kaitos.guilty && hasVisited("PREP: Kaitos Scribe No")>>
<<qSpeak "quincy.lookaway">> ...Though I share your apprehension. <</qSpeak>>
<<elseif hasVisited("PREP: Kaitos Scribe No")>>
<<qSpeak "quincy.lookaway">> ...Though he certainly wouldn't have been my choice for a scribe. <</qSpeak>>
<<elseif $cFlags.kaitos.guilty>>
<<qSpeak "quincy.lookaway">> ...Though I understand your suspicion. <</qSpeak>>
<</if>>
<<speak "dangelo.unsure" >> Silver's been in a huff. So... I'm guessing this wasn't his choice, either?<</speak>>
<<qSpeak "quincy.think">> It seems it was Prince Oscar's. <</qSpeak>>
<<speak "dangelo.yeesh" >> ...Huh. *He scratches his head.* Well, guess he's here now. So long as Ladygloves can work a counting-board and doesn't end up selling us out to the Brothers, I don't //really// got a problem with it. <</speak>>
<<include "PREP: Camp DAngelo Choices">><<if $rumor.calypso>>
<<speak "dangelo.silly" >> ...//So.//
``Is it true? I mean, I get it. I //really// do. *He puts his hands up and flexes them like a cat retracting his claws.* <</speak>>
<<set _quincyFace to "quincy.furrow">>
<<if setup.hasTrait("shameless")>>
<<set _quincyFace to "quincy.tilt">>
<</if>>
<<passiveGate 1 `["etiq",10]`>>
<<choose _quincyFace>>
[[No...?|PREP: Camp DAngelo - Party hottie][$response to "confused"]]
[[No.|PREP: Camp DAngelo - Party hottie][$response to "neutral"]]
[[No!|PREP: Camp DAngelo - Party hottie][$response to "emphatic"]]
<</choose>>
<<else>>
<<speak "dangelo.yeesh" >> Man, that was //cold//. <</speak>>
<<speak "dangelo.neutralserious" >> And I know you haven't got enough of an opinion on Lady Nephthei to have meant it. So what happened? <</speak>>
<<set _quincyFace to "quincy.neutral">>
<<if setup.hasTrait("shameless")>>
<<set _quincyFace to "quincy.tilt">>
<</if>>
<<choose _quincyFace>>
[[There was a leaf in her hair.|PREP: Camp DAngelo - Party snub][$response to "leaf"]]
[[I genuinely don't know.|PREP: Camp DAngelo - Party snub][$response to "idk"]]
<</choose>>
<</if>><<switch $response>>
<<case "confused">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> No? Have you ever known me to have such urges? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> No...? When have I ever shown such... public interest? <</qSpeak>>
<</if>>
<<speak "dangelo.neutral" >> Well, I don't know! <<if setup.hasTrait("packbond")>>I've been stuck in the mire in Opona for a few years.<<else>>It isn't exactly like you tell me these things.<</if>> Every man comes into season at a different time, after all. <</speak>>
<<qSpeak "quincy.neutral" >> I am not interested in Lady Nephthei. <</qSpeak>>
<<speak "dangelo.silly" >> 'Kayyy. Whatever you say. <</speak>>
<<case "neutral">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> No. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> No. <</qSpeak>>
<</if>>
<<speak "dangelo.neutral" >> Right. So you just what - tripped into sensually stroking her hair? <</speak>>
<<qSpeak "quincy.neutral" >> No "stroking" happened. <</qSpeak>>
<<speak "dangelo.silly" >> Right. That's reserved for once you're alone in your quarters. <</speak>>
<<if setup.gatePass(1)>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.tilt" >> *How does one respond to such an allegation? You are rendered speechless* . . .<</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> D'Angelo-- <</qSpeak>>
<</if>>
<<speak "dangelo.silly">> Just teasin' ya. It's hard not to when you make a face like that. <</speak>>
<<qSpeak "quincy.neutral" >> I am not interested in Lady Nephthei. <</qSpeak>>
<<speak "dangelo.silly" >> 'Kayyy. Whatever you say. <</speak>>
<</if>>
<<case "emphatic">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> I've no interest in Lady Nephthei! <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed" >> I swear to whatever it is I need to swear to that I have //no interest// in Lady Nephthei! <</qSpeak>>
<</if>>
<<speak "dangelo.silly" >> Ooh. //Defensive.// <</speak>>
<<speak "dangelo.neutral" >> @@.lilt;Whatever you say.@@ <</speak>>
<</switch>>
<<text>>
Said with <<if setup.hasTrait("packbond")>>the lilting tone of a brother who suspects you of lying, but doesn't want to press the subject<<else>>that lilting tone which indicates another failed attempt at communication with your brother<</if>>. You sigh.
<</text>>
<<include "PREP: Camp DAngelo Choices">><<switch $response>>
<<case "leaf">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> There was a leaf caught between her braids. She caught me staring at it. I insisted it was nothing. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> Clearly, that was the wrong thing to do. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> There was a leaf caught between her braids. She caught me staring at it. So... I insisted it was nothing. <</qSpeak>>
<<qSpeak "quincy.tilt" >> I'm not sure what else I was supposed to do, given the situation. <</qSpeak>>
<</if>>
<<speak "dangelo.yeesh" >> Ah. No, that actually makes a lot of sense. That's a tough one.<</speak>>
<<speak "dangelo.neutral" >> I think I woulda pretended I had a stomach ache or something. To pretend a lady isn't special and has your full attention at a party is like- I don't know- telling a hunter he's a shit shot. Hurts the ego bad.<</speak>>
<<speak "dangelo.neutralserious" >> Lady Nepthei herself wasn't mad, was she? <</speak>>
<<qSpeak "quincy.lookaway" >> I don't believe so. <</qSpeak>>
<<speak "dangelo.silly" >> Well, that's the good thing. No harm done to the Lady, no //real// harm done to our relations with the Boreal South. You just gotta wait for someone else to shit the bed so the topic of gossip can move on. *He gives your shoulder a bracing pat.*<</speak>>
<<case "idk">>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" >> I... don't know. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I don't know. <</qSpeak>>
<</if>>
<<if setup.hasTrait("dispersal")>>
<<toneLoss "dangelo">>
<<toneLoss "dangelo" "mettle">>
<<speak "dangelo.neutralserious" >> It's one thing to make a mull of a situation and learn, s'nother to have no idea what you did wrong. *He scoffs.* You implied a lady wasn't special. Didn't have your full attention at a party. <</speak>>
<<speak "dangelo.yeesh" >> May as well have told a hunter he's a shit shot. Hurts the ego bad. <</speak>>
<<speak "dangelo.neutralserious" >> Lady Nephthei herself wasn't mad, was she? <</speak>>
<<qSpeak "quincy.lookaway" >> I don't believe so. <</qSpeak>>
<<speak "dangelo.neutral" >> Well, that's the important thing. No harm done to the Lady, no //real// harm done to our relations with the Boreal South. <</speak>>
<<speak "dangelo.yeesh" >> Just... brush up on your etiquette or something, alright? <</speak>>
<<else>>
<<speak "dangelo.neutralserious" >> Well, let's walk through the situation. So you're there dancing with her and... ?<</speak>>
<<qSpeak "quincy.neutral" >> I see a leaf trapped in her hair. <</qSpeak>>
<<speak "dangelo.surprised" >> //Ohhh.// <</speak>>
<<qSpeak "quincy.lookaway" >> I am staring at her. She asks me what's wrong. I shouldn't tell her, because people are listening in. But to pick it out of her hair wouldn't be right, either...? <</qSpeak>>
<<speak "dangelo.yeesh" >> Ah. No, that actually makes a lot of sense. That's a tough one.<</speak>>
<<speak "dangelo.neutral" >> I think I woulda pretended I had a stomach ache or something. To pretend a lady isn't special and has your full attention at a party is like- I don't know- telling a hunter he's a shit shot. Hurts the ego bad.<</speak>>
<<speak "dangelo.neutralserious" >> Lady Nephthei herself wasn't mad, was she? <</speak>>
<<qSpeak "quincy.lookaway" >> I don't believe so. <</qSpeak>>
<<speak "dangelo.silly" >> Well, that's the good thing. No harm done to the Lady, no //real// harm done to our relations with the Boreal South. You just gotta wait for someone else to shit the bed so the topic of gossip can move on. *He gives your shoulder a bracing pat.*<</speak>>
<</if>>
<</switch>>
<<include "PREP: Camp DAngelo Choices">><<if setup.hasTrait("dispersal")>>
<<speak "dangelo.neutral" >> How was your day playing house-tidier with Princey? <</speak>>
<<qSpeak "quincy.lookaway" >> Fine. *There is little reason to get into it with your brother. He is already scratching his chest and looking elsewhere.* <</qSpeak>>
<<if visited("0OPEN: lucas friend")>>
<<speak "dangelo.neutral" >> That's good. I was just wondering, because Luke was slinking about looking all stuck in his own head... <</speak>>
<<speak "dangelo.silly" >> Though I guess that's him everyday, innit? <</speak>>
<<else>>
<<speak "dangelo.unsure" >> I see. Was just wondering, because he was slinking about looking all sulky. Moreso than usual. <</speak>>
<<speak "dangelo.neutral" >> Guess he's just in one of those moods of his. <</speak>>
<</if>>
<<include "PREP: Camp DAngelo Choices">>
<<else>>
<<speak "dangelo.concern" >> Hey. You look drearier than usual. Drop one of Luke's giant dictionaries on your foot or something? <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<choose "quincy.tilt">>
[[I had a difficult conversation.|PREP: Camp DAngelo - Office2][$response to "difficult"]]
<<if visited("0OPEN: lucas friend")>>
[[I'm fine now.|PREP: Camp DAngelo - Office2][$response to "fineNow"]]
<<else>>
[[It'll be fine eventually.|PREP: Camp DAngelo - Office2][$response to "fineLater"]]
<</if>>
[[It's nothing.|PREP: Camp DAngelo - Office2][$response to "nothing"]]
<</choose>>
<</if>><<switch $response>>
<<case "difficult">>
<<toneGain "dangelo">>
<<toneLoss "dangelo" "mettle">>
<<qSpeak "quincy.neutral" >> We had a difficult conversation. Lucas and I. <</qSpeak>>
<<if visited("0OPEN: lucas friend")>>
<<qSpeak "quincy.tilt" >> Lucas is a different man, now. <</qSpeak>>
<<speak "dangelo.neutralserious" >> 'Course he's a different man. <</speak>>
<<else>>
<<qSpeak "quincy.tilt" >> I don't know if things will ever be the same. <</qSpeak>>
<<speak "dangelo.neutralserious" >> 'Course it'll never be the same. <</speak>>
<</if>>
<<speak "dangelo.unsure" >> I mean - it's been years. You know things about dirt and rocks now, he knows //even more// things about being an egghead. <</speak>>
<<speak "dangelo.neutralserious" >> Don't be spatting, you're stuck together for a year. Important thing is the here and now. <</speak>>
<<case "fineNow">>
<<qSpeak "quincy.lookaway" >> It's resolved. I'm fine now. <</qSpeak>>
<<speak "dangelo.concern" >> Alright, man. Good to hear. *He does not inquire further.* <</speak>>
<<case "fineLater">>
<<qSpeak "quincy.lookaway" >> It'll resolve. I'll be fine. <</qSpeak>>
<<speak "dangelo.concern" >> Sometimes you just need to sleep on something. Good to hear. *He does not inquire further.* <</speak>>
<<case "nothing">>
<<toneLoss "dangelo">>
<<qSpeak "quincy.lookaway" >> It's nothing. <</qSpeak>>
<<speak "dangelo.concern" >> ...Alright. *He does not inquire further.* <</speak>>
<</switch>>
<<include "PREP: Camp DAngelo Choices">><<speak "dangelo.yeesh" >> Man, you look //beat.// <</speak>>
<<qSpeak "quincy.tilt" >> Mm. *You are. Too beat to muster an explanation, certainly.* <</qSpeak>>
<<speak "dangelo.silly" >> No need to tell me what you were up to all day. The funnest stuff's never the sort of thing you should recount, is it? <</speak>>
<<include "PREP: Camp DAngelo Choices">><<speak "dangelo.unsure" >> Uh - thank you, by the way. For helping me get Vick.<</speak>>
<<speak "dangelo.neutral" >> I know it was out of the way and a pain. But our company of guards runs smooth as a well-greased cart with her here. <</speak>>
<<speak "dangelo.silly" >> Turns out, a bunch of decorated old guards don't like being shown up by a woman half their age. They fall right in line!<</speak>>
<<include "PREP: Camp DAngelo Choices">><<qSpeak "quincy.neutral" >> What do you make of the Brothers of the Barehand? <</qSpeak>>
<<speak "dangelo.neutral" >> Worrying, but don't worry about it. <</speak>>
<<speak "dangelo.silly" >> It's natural for commoners to throw fits now and then. The important thing is that we're nipping it in the bud. <</speak>>
<<speak "dangelo.yeesh" >> Don't love that they blew up a whole mine... <</speak>>
<<speak "dangelo.neutral" >> But this Convoy has a whole year to right things. <</speak>>
<<choose>>
[[Only a year. It's not much time.|PREP: Camp DAngelo - Barehand2][$response to "only"]]
[[We'll have to work hard to regain their trust.|PREP: Camp DAngelo - Barehand2][$response to "trust"]]
[[We'll have to work hard to restore order.|PREP: Camp DAngelo - Barehand2][$response to "order"]]
<</choose>><<switch $response>>
<<case "only">>
<<toneLoss "dangelo" "mettle">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral" >> A year's hardly much time. We have a lot of work ahead of us. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> I don't think a year is //enough// time. <</qSpeak>>
<</if>>
<<speak "dangelo.smilestress" >> Ehh. More can happen in a year than you think. <</speak>>
<<case "trust">>
<<toneLoss "dangelo" "mettle">>
<<qSpeak "quincy.think">> We have a lot of work ahead of us if we are to regain their trust in the Second Estate. <</qSpeak>>
<<speak "dangelo.smilestress">> Ahah... yeah. They're none too happy with us right now... <</speak>>
<<case "order">>
<<toneGain "dangelo" "mettle">>
<<qSpeak "quincy.think">> We have a long road ahead if we are to restore order. <</qSpeak>>
<<speak "dangelo.eyeroll">> //Whew.// You're telling me! <</speak>>
<</switch>>
<<include "PREP: Camp DAngelo Choices">><<set $cFlags.dangelo.oponaQuestionWhen to setup.lastCampTopic()>>
<<switch $cFlags.dangelo.oponaQuestion>>
<<case 1>>
<<qSpeak "quincy.neutral" >> I never got the opportunity to ask about your time in Opona. <</qSpeak>>
<<speak "dangelo.silly" >> Man - //I just got back//. Haven't I whinged enough yet about my missing furlough? 'Cuz I could go on. <</speak>>
<<speak "dangelo.neutral" >> Give a soldier a break. Ask me later. <</speak>>
<<case 2>>
<<toneLoss "dangelo">>
<<qSpeak "quincy.neutral" >> I was wondering if we could talk about Opona now. <</qSpeak>>
<<if $camp.includes("vicky")>>
<<speak "dangelo.unsure" >> I told you to ask me later. I got a //lot// of work to do getting these cushy old guards into shape for fieldwork. <</speak>>
<<else>>
<<speak "dangelo.unsure" >> I told you to ask me later. I've got a hell of a job in finishing my recommendation list for the Convoy Guard. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> It is later. <</qSpeak>>
<<speak "dangelo.yeesh" >> Well, not by enough. //Later//-later. <</speak>>
<<case 3>>
<<qSpeak "quincy.neutral" >> It is //later-later//. I'd like to hear about your time in Opona. <</qSpeak>>
<<speak "dangelo.silly" >> It was wet. It was muddy. It stank. So - like spring in Morbre, but for years straight. Now //stop asking me.// <</speak>>
<<case 4>>
<<toneLoss "dangelo">>
<<qSpeak "quincy.neutral" >> Are you ready to talk abou-- <</qSpeak>>
<<speak "dangelo.smilestress" >> Take the hint, Quince. I'm happy to have served my King, but kinda hard to focus on being Guard-Captain when everyone's @@.singsong;wasting my time@@ asking about Opona. <</speak>>
<<speak "dangelo.grumpy" >> //So get off my back.// <</speak>>
<</switch>>
<<if $cFlags.dangelo.oponaQuestion >= 4>>
<<set $campLocks.dangelo to setup.lastCampTopic()>>
@@.next;
[[Return to the guest wing.|PREP: Camp]]
@@
<<else>>
<<include "PREP: Camp DAngelo Choices">>
<</if>><<text>>
Elijah dips his head with respect as you approach.
<</text>>
<<speak "elijah.neutral">> Your Grace. Have you need of me? <</speak>>
<<include "PREP: Camp Elijah Choices">><<choose>>
<<if !hasVisited("PREP: Camp Elijah - About Other Family","PREP: Camp Elijah - About Royal","PREP: Camp Elijah - About College","PREP: Camp Elijah - About Family")>>
[[About you...|PREP: Camp Elijah - About]]
<<elseif $campTopics.includes("party") && !hasVisited("PREP: Camp Elijah - About Nephtheis")>>
[[About you...|PREP: Camp Elijah - About]]
<</if>>
<<actions
[[Your thoughts on the Brothers of the Barehand...|PREP: Camp Elijah - Barehand]]
>>
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<choose>>
<<if hasVisited("PREP: Camp Elijah - About Family") && !hasVisited("PREP: Camp Elijah - About Other Family")>>
<<actions
[[Your wife and children...|PREP: Camp Elijah - About Other Family][$response to "etc"]]
>>
<</if>>
<<if !hasVisited("PREP: Camp Elijah - About Royal")>>
<<link "Your \"apprenticeship\" as Royal Practitioner..." "PREP: Camp Elijah - About Royal">><<passiveCheck 1 `["dec",setup.DCKey["hard"]]`>><</link>>
<</if>>
<<actions
[[Your future at the Holy College...|PREP: Camp Elijah - About College]]
[[Your family...|PREP: Camp Elijah - About Family]]
>>
<<if $campTopics.includes("party")>>
<<actions
[[About Lady Nephthei...|PREP: Camp Elijah - About Nephtheis]]
>>
<</if>>
[[Let's discuss something else.|PREP: Camp Elijah - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<qSpeak "quincy.neutral">> Let's discuss something else. <</qSpeak>>
<<speak "elijah.neutral">> Of course, Your Grace. <</speak>>
<<include "PREP: Camp Elijah Choices">><<text>>
You are surprised to find that all of Master Elkhatu's personal items fit neatly in two modest chests. Even stranger, neither one seems to be particularly heavy; the practitioner exerts little effort placing one atop the other.
<</text>>
<<qSpeak "quincy.tilt">> This is everything? <</qSpeak>>
<<speak "elijah.point">> One chest for my clothes, one for my capes! *He confirms.* <</speak>>
<<choose>>
[[You're very efficient.|PREP: Camp Elijah - Elijah2][$response to "efficient"]]
[[It's all clothes? You don't have books or other belongings?|PREP: Camp Elijah - Elijah2][$response to "dont"]]
<</choose>><<if $response == "efficient">>
<<toneGain "elijah">>
<<qSpeak "quincy.neutral">> You're very efficient. <</qSpeak>>
<<speak "elijah.smile">> Why thank you, Your Grace! <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> What of your books? Your belongings? <</qSpeak>>
<<speak "elijah.bashful">> Back in Isdut, mostly. <</speak>>
<</if>>
<<speak "elijah.think">> The life of a practitioner takes you all across Vestur. You<<if $response == "efficient">> need to be!<<else>>'ve little choice but to be pragmatic.<</if>> Granted, I've been told I take it to an, //ahem,// "uncommon extreme..." <</speak>>
<<speak "elijah.smile">> But I really do hate lugging six different crates across the peninsula. Why, I'd fit everything I had into one trunk if the collars of my capes weren't so delicate! <</speak>>
<<speak "elijah.neutral">> I can really only take one or two frivolities with me at a time before it starts ruffling my feathers. <</speak>>
<<qSpeak "quincy.think">> I suppose it's not all that different from traveling as mine inspector. <</qSpeak>>
<<speak "elijah.smile">> No, I imagine not. *He chuckles.* <</speak>>
<<if $campTopics.includes("party")>>
<<speak "elijah.nervous">> . . . <</speak>>
<<text>>
Despite his good natured reply, a nervousness creeps into the practitioner's features, and the air of the room grows tense and uncertain. You wonder <<if setup.hasTrait("shameless")>>which social faux pas did you commit this time<<else>>whether or not you've offended him somehow<</if>>, but wondering proves unnecessary.
<</text>>
<<speak "elijah.think">> Seeing as we are to be working together for the foreseeable future, I've... a question for you, Your Grace. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> A... question. <</qSpeak>>
<<speak "elijah.nervous">> Indeed. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> Yes...? <</qSpeak>>
<</if>>
<<speak "elijah.confused">> Shortly before our meeting, I heard some... <<if $rumor.calypso>>unsavory<<else>>troubling<</if>> things about your character. <</speak>>
<<text>>
<<if setup.hasTrait("shameless")>>In his attempt to be polite, he fails to mention which "<<if $rumor.calypso>>unsavory<<else>>troubling<</if>>" thing concerns him. You don't have enough information to confirm or deny any claims against your character.<<else>>Your shoulders stiffen. Which <<if $rumor.calypso>>unsavory<<else>>troubling<</if>> thing has tainted your image this time?<</if>>
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You're going to have to be more specific. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> You're going to have to be more specific. <</qSpeak>>
<</if>>
<<include "PREP: Camp Elijah - Elijah CalypsoStub">>
<<else>>
<<include "PREP: Camp Elijah Choices">>
<</if>><<speak "elijah.nervous">> @@.intense;I can and will turn a cheek over many an insult, but <<if $rumor.calypso>>marriage is sacred and I will not enable your disrespect<<else>>to insult Lady Nephthei is positively gloveless behavior<</if>>!@@ <</speak>>
<<speak "elijah.think">> <<if $rumor.calypso>>I demand that you cease your pursuit of Lady Nephthei at once. The rumors of her promiscuity are entirely untrue and born of prejudice against interkingdom marriage. My auntie is a devoted wife and mother, not a conquest for young rakes.<<else>>We are a united Tri-Kingdom. Our Noble lines twine across borders. When you slander the Boreal South, you slander the cousins and wives of many a Northerner. Lady Nephthei is my auntie.<</if>> @@.surprise;You are Right Hand!@@ //You must do better.// <</speak>>
<<text>>
He speaks with a terse, rapid cadence as if to get all on his mind out in one breath. <<if !hasVisited("PREP: Camp Elijah - Party")>>It is clear that he has been holding these thoughts in since before you ever set foot in the Prince's clinic.<<else>>As if you might //interrupt him.//<</if>>
``When all is said, Elijah folds his hands and emits a small, sharp exhale. He awaits your answer with knit brows and an uneasy face.
<</text>>
<<choose>>
<<if $rumor.calypso>>
[[I didn't make any advances. Please believe me.|PREP: Camp Elijah Party2][$response to "no"]]
[[This is ridiculous. Your auntie is not to my tastes.|PREP: Camp Elijah Party2][$response to "rude"]]
<<else>>
[[I made no insult against Lady Nepthei. Please believe me.|PREP: Camp Elijah Party2][$response to "no"]]
[[This is ridiculous. I didn't insult the Boreal South or your auntie.|PREP: Camp Elijah Party2][$response to "rude"]]
<</if>>
<</choose>><<speak "elijah.think">> Your Grace, I expected better of you. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Why? *Your response is reflexive.* Ah - I mean - <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Why? *Your response is reflexive.* Ah - I mean - <</qSpeak>>
<</if>>
<<include "PREP: Camp Elijah - Elijah CalypsoStub">><<switch $response>>
<<case "no">>
<<toneGain "elijah">>
<<if $rumor.calypso>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I assure you, I did nothing of the sort. A leaf was caught in her hair. I removed it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> I assure you, I did nothing of the sort. *You stress.* There was a leaf in her hair. I was only trying to help. <</qSpeak>>
<</if>>
<<speak "elijah.think">> Hmph! A likely story. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.tilt">> It is. Because it is quite literally what happened! *You huff.* Please believe me. Please. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Please, you must believe me. <</qSpeak>>
<</if>>
<<speak "elijah.think">> ...So you've really no feelings for my auntie? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> No. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> No. <</qSpeak>>
<</if>>
<<speak "elijah.confused">> Hm. Well, alright... <</speak>>
<<speak "elijah.think">> In that case: I apologize for jumping to conclusions! My poor auntie has been the subject of some vicious slander and unfair treatment in the past two decades. <</speak>>
<<speak "elijah.bashful">> I can be a touch defensive as a result... <</speak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> I assure you, I made no insult against Lady Nephthei or the Boreal South. She had a leaf in her hair. She asked me what I was staring at, and I assured her it was "nothing." <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> She had a leaf in her hair. She-- she asked me what I was staring at, and I assured her it was "nothing!" *You stammer.* I made no insult against Lady Nephthei or the Boreal South, I swear. <</qSpeak>>
<</if>>
<<speak "elijah.confused">> . . . *He makes a sound. Perhaps a snort, perhaps a chuckle.* <</speak>>
<<if hasVisited("PREP: Camp Elijah - Party")>>
<<speak "elijah.smile">> That does sound much more //like you,// Duke Barghur. I apologize for jumping to conclusions. <</speak>>
<<else>>
<<speak "elijah.smile">> That does sound much more likely than the alternative. I apologize for jumping to conclusions. <</speak>>
<</if>>
<<speak "elijah.bashful">> My poor auntie has been the subject of some vicious slander and unfair treatment in the past two decades. I admit I can be a touch defensive as a result... <</speak>>
<</if>>
<<text>>
Some amount of tension leaves your shoulders. You release a breath you did not know you were holding.
<</text>>
<<case "rude">>
<<toneLoss "elijah">>
<<enemy "elijah">>
<<if $rumor.calypso>>
<<set $cFlags.elijah.hotauntie to true>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I've no interest in your auntie. She's not to my tastes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I've no interest in your auntie. She's... *You scramble for a polite turn of phrase.* She's not to my tastes. <</qSpeak>>
<</if>>
<<speak "elijah.think">> Not to your tastes, eh? Then why is it that you were touching her hair? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> She had a leaf in her braid. I was trying to be a gentleman and remove it! <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> She had a leaf in her braid. I was-- I was trying to be a gentleman and remove it! <</qSpeak>>
<</if>>
<<speak "elijah.think">> Hmph! A likely story. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> It is. Because it is quite literally what happened! *You huff.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It is. Because it is quite literally what happened! *You huff.* <</qSpeak>>
<</if>>
<<speak "elijah.point">> @@.singsong;I do not believe you.@@ <</speak>>
<<qSpeak "quincy.furrow">> Master Elkhatu-- <</qSpeak>>
<<speak "elijah.neutral">> No need to lie, Your Grace. I can keep cordial, so long as it does not happen again. <</speak>>
<<qSpeak "quincy.furrow">> <sup>...It didn't happen //once.//</sup> <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> I made no insult against Lady Nephthei or the Boreal South. <</qSpeak>>
<<speak "elijah.think">> Tsk! Everyone heard you call her "nothing." The least you can do is be a man and admit it. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I did not call her "nothing," I told her I was looking at "nothing." <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I did not call her "nothing," I told her I was looking at "nothing." <</qSpeak>>
<</if>>
<<speak "elijah.nervous">> Whilst you were looking directly at her! <</speak>>
<<qSpeak "quincy.furrow">> //At the leaf in her hair.// *You stress.* All of this nonsense is over a simple misunderstanding. <</qSpeak>>
<<speak "elijah.think">> Right. If it's a misunderstanding, then why haven't you issued an apology? <</speak>>
<<qSpeak "quincy.lookaway">> Because I didn't do anything! <</qSpeak>>
<<speak "elijah.think">> Your Grace. I can keep cordial working with difficult men, but as I said... There are limits. <</speak>>
<<speak "elijah.neutral">> I will drop the subject for now, but do mind yourself in the future, hm? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> ...Fine. *Whatever ends the conversation quickest. You'll say what you must.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> But... ``<sup>I didn't... do anything...</sup> <</qSpeak>>
<</if>>
<<speak "elijah.smile">> Thank you. <</speak>>
<</if>>
<</switch>>
<<include "PREP: Camp Elijah Choices">><<speak "elijah.nervous">> Your Grace? <</speak>>
<<qSpeak "quincy.neutral">> What is it? <</qSpeak>>
<<speak "elijah.confused">> This is quite awkward, given Duke D'Angelo's fondness for the woman, but... *He hisses through his teeth.* I have //concerns// about this... "Miss Wylvire." <</speak>>
<<speak "elijah.nervous">> Simply put, I don't think she's a //good fit// for the Convoy. <</speak>>
<<choose>>
<<trait "dense" [[Why not?|PREP: Camp Elijah - Vicky2]]>><<set $response to "why">><</trait>>
[[I disagree. She's a capable, veteran soldier.|PREP: Camp Elijah - Vicky2][$response to "capable"]]
[[It's D'Angelo's choice. We have to trust our Guard-Captain.|PREP: Camp Elijah - Vicky2][$response to "dangelo"]]
[[She isn't. Her recruitment was a bad idea.|PREP: Camp Elijah - Vicky2][$response to "not"]]
<</choose>><<switch $response>>
<<case "why">>
<<toneGain "elijah">>
<<qSpeak "quincy.think">> ...Why not? <</qSpeak>>
<<speak "elijah.nervous">> Do you not find it distasteful, forcing a woman to be a soldier? <</speak>>
<<qSpeak "quincy.neutral">> Was she forced? She hasn't mentioned that. <</qSpeak>>
<<speak "elijah.think">> War is a man's burden. A proper woman does not take arms unless forced. So, either she is a victim of circumstance, or... <</speak>>
<<qSpeak "quincy.lookaway">> ...She isn't a proper woman? <</qSpeak>>
<<speak "elijah.nervous">> It feels unchivalrous to say, but yes. A proper woman does not go gallivanting around with the men, wearing their clothes, chest bared, drinking hard liquor...! <</speak>>
<<case "capable">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.neutral">> I disagree. Victoria is a veteran and a capable soldier. <</qSpeak>>
<<speak "elijah.frown">> So I am told, but... *He sighs.* It feels dishonorable that she was allowed in the army at all. It's so... unchivalrous. A common woman fighting alongside men! Her very uniform is indecent...! <</speak>>
<<case "not">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.neutral">> She isn't. This is a poor idea on D'Angelo's part. <</qSpeak>>
<<speak "elijah.confused">> Serving the Convoy is supposed to be an honor for decorated soldiers. And, instead of a seasoned veteran who earned the role, His Grace gives this honor to... <</speak>>
<<qSpeak "quincy.lookaway">> To Victoria, yes. <</qSpeak>>
<<speak "elijah.nervous">> *He sighs.* I don't like this one bit. <</speak>>
<<default>>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.neutral">> She was chosen by D'Angelo. He's Guard-Captain. We have to trust his competency. <<if setup.hasTrait("dispersal")>>*You say it to convince yourself as much as you say it to convince Elijah.*<</if>> <</qSpeak>>
<<speak "elijah.confused">> Normally I would agree, but I worry his judgement has been... compromised. <</speak>>
<<qSpeak "quincy.think">> Compromised? <</qSpeak>>
<<speak "elijah.nervous">> The allure of a woman... Well, it can sway a man's judgement! And I feel that judgement would have to be swayed to give such a high honor to a woman with so little. <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.neutral">> So little what? <</qSpeak>>
<<speak "elijah.nervous">> Honor. <</speak>>
<</if>>
<</switch>>
<<if $response == "dangelo">>
<<choose>>
[[Live with it.|PREP: Camp Elijah - Vicky3][$response to "cope"]]
[[I don't like it either.|PREP: Camp Elijah - Vicky3][$response to "dontlike"]]
<</choose>>
<<elseif $response == "capable" || $response == "why">>
<<choose>>
[[Noblewomen are allowed to fight alongside men. Why is this different?|PREP: Camp Elijah - Vicky3][$response to "nobleallow"]]
[[Is this about chivalry, or modesty?|PREP: Camp Elijah - Vicky3][$response to "modesty"]]
<<if $response == "why">>
[[No, I suppose they do not.|PREP: Camp Elijah - Vicky3][$response to "dont"]]
<</if>>
<</choose>>
<<else>>
<<include "PREP: Camp Elijah Choices">>
<</if>><<if $response == "nobleallow">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.neutral">> Noblewomen are allowed to serve the King's Army. How is this different? <</qSpeak>>
<<speak "elijah.think">> That's different. Noblewomen have been elevated by The Architect. They answer a higher calling! The common man and the Noble work together to ensure Vestur's women and children remain safe. <</speak>>
<<speak "elijah.confused">> If our women and children fight, then, well, //who is it we are protecting?// <</speak>>
<<qSpeak "quincy.think">> *<<if setup.hasTrait("dense")>>You can think of a few.<<else>>A preposterous question.<</if>>* The women and children who do not fight, the elderly, the invalid... <</qSpeak>>
<<speak "elijah.nervous">> I suppose... <</speak>>
<<elseif $response == "modesty">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> Is it really chivalry you're concerned with, or just her modesty? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Pardon... is it her //dress// that troubles you? <</qSpeak>>
<</if>>
<<speak "elijah.nervous">> @@.stutter;Her attire is one thing among many!@@ I would still take issue with a woman on the field even if she were a perfect gentlewoman, but her churlishness adds insult to injury! <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> If her indecency bothers you so, look the other way. *You would think this solution would be obvious.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> If her indecency bothers you so, look the other way. *You would think this solution would be obvious.* <</qSpeak>>
<</if>>
<<speak "elijah.confused">> *He gives a frustrated snort.* I suppose... <</speak>>
<<elseif $response == "dont">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah">>
<<qSpeak "quincy.think">> No... I suppose they do not. *You've certainly never seen any women like Vicky amongst the court.* <</qSpeak>>
<<speak "elijah.frown">> It's troubling... and I do worry about how it will reflect on the Fifth Convoy. *He shakes his head.* But, I suppose I've no other choice but to trust the Guard-Captain's judgement and hope he keeps his wits about him... <</speak>>
<<elseif $response == "cope">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah">>
<<qSpeak "quincy.neutral">> She's under the Convoy's employment now. You'll have to live with it. <</qSpeak>>
<<speak "elijah.think">> I suppose you're right. *He sighs.* <</speak>>
<<else>>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.lookaway">> I don't like it either. <</qSpeak>>
<<speak "elijah.confused">> ...I suppose there's not much either of us can do about it, is there? <</speak>>
<<qSpeak "quincy.lookaway">> *You shake your head "no."* <</qSpeak>>
<</if>>
<<include "PREP: Camp Elijah Choices">><<speak "elijah.confused">> Hmm... <</speak>>
<<qSpeak "quincy.neutral">> Is something troubling you? <</qSpeak>>
<<speak "elijah.think">> <<if $campTopics.indexOf("kaitos") < $campTopics.indexOf("elijah")>>It's the Convoy scribe.<<else>>The new scribe.<</if>> *He sucks air through his teeth.* Viscount "Asnith," I think? He's... not a very //noble// Nobleman. <</speak>>
<<choose>>
[[Not particularly, no.|PREP: Camp Elijah - Kaitos2][$response to "no"]]
[[It's "Asenath," actually.|PREP: Camp Elijah - Kaitos2][$response to "asenath"]]
<</choose>><<if $response == "no">>
<<qSpeak "quincy.lookaway">> Not particularly, no. <</qSpeak>>
<<speak "elijah.think">> And those gloves! Women's gloves! *He tuts.* Has he no pride? Did he take his mother's gloves by accident? <</speak>>
<<qSpeak "quincy.neutral">> His family has only the one pair. <</qSpeak>>
<<speak "elijah.frown">> Oh, my. *He places a hand to his chest.* Well that's just sad! <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Viscount Asenath. *You correct.* His family name is "Asenath." <</qSpeak>>
<<speak "elijah.confused">> Is that not what I said? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "elijah.confused">> Huh. <</speak>>
<</if>>
<<include "PREP: Camp Elijah Choices">><<speak "elijah.smile">> Ah, Your Grace! <</speak>>
<<qSpeak "quincy.tilt">> *Preemptively, you explain:* I needed some time alone. <</qSpeak>>
<<speak "elijah.confused">> Huh? Were you gone? <</speak>>
<<qSpeak "quincy.lookaway">> ...Yes? <</qSpeak>>
<<speak "elijah.bashful">> I had no idea! I was holed up in my room all day catching up on my letters. <</speak>>
<<speak "elijah.neutral">> . . . <</speak>>
<<speak "elijah.frown">> Say, you're looking rough. Have you been getting enough sleep? <</speak>>
<<qSpeak "quincy.lookaway">> I'm fine. <</qSpeak>>
<<speak "elijah.point">> Well, alright, but if you need anything, I'm here! <</speak>>
<<include "PREP: Camp Elijah Choices">><<speak "elijah.confused">> So you've chosen a gun for a weapon? <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<speak "elijah.think">> Not the most //Noble// of weapons, but I cannot deny the practicality. A Duruger M1770-something, correct? <</speak>>
<<qSpeak "quincy.neutral">> She is an M1775, yes. Her name is $gun<<if $gun.toLowerCase() == "calypso" && $cFlags.elijah.hotauntie == true>>--<<else>>.<</if>> <</qSpeak>>
<<set _weirdList to ["elijah","oscar","lucas","lazarus","rhea","gun", "gunny", "shooty", "bullet","shooter","d'angelo","angie","glenmaer","quintrell","quincy","mommy","daddy","mom","dad","papa","mama","dada","calypso","nephthei","itaja","tarina","seshat","howell","elkhatu","justus","clytemnestra","kamilah","angelica","angelina","mother","father"]>>
<<if $camp.includes("kaitos")>>
<<run _weirdList.push("kaitos")>>
<</if>>
<<if $camp.includes("vicky")>>
<<run _weirdList.push("vicky")>>
<<run _weirdList.push("vick")>>
<<run _weirdList.push("victoria")>>
<</if>>
<<if _weirdList.includes($gun.toLowerCase())>>
<<switch $gun.toLowerCase()>>
<<case "elijah">>
<<speak "elijah.confused">> Oh. *His face grows troubled.* I'm... flattered...? <</speak>>
<<case "lucas" "oscar">>
<<speak "elijah.confused">> Oh. That's... odd. <</speak>>
<<qSpeak "quincy.neutral">> Is it? <</qSpeak>>
<<speak "elijah.confused">> I mean, when you said "she" I expected a woman's name... and certainly not the Prince's. <</speak>>
<<if $gun.toLowerCase() == "lucas">>
<<speak "elijah.think">> I'm curious as to what your logic is. <</speak>>
<<qSpeak "quincy.think">> Hm. I suppose the name is a reminder of what I'm fighting for. <</qSpeak>>
<<speak "elijah.neutral">> I see. <</speak>>
<<else>>
<<speak "elijah.bashful">> You must be quite fond of him. <</speak>>
<<qSpeak "quincy.neutral">> To be honest, I've hardly ever spoken to His Highness. I'm more fond of the name than the man. <</qSpeak>>
<<speak "elijah.confused">> Oh. <</speak>>
<</if>>
<<case "rhea">>
<<speak "elijah.think">> After the Duchess, I presume? Huh. <</speak>>
<<qSpeak "quincy.neutral">> Yes. I wanted to give my rifle a name that strikes fear. <</qSpeak>>
<<speak "elijah.nervous">> //...Huh.// *He repeats, even more uncertain than before.* <</speak>>
<<case "gun" "gunny" "shooty" "bullet" "shooter">>
<<toneGain "katios">>
<<speak "elijah.think">> "$gun?" Well, I suppose you'd be hard pressed to find a name more fitting for a rifle than that... <</speak>>
<<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
<<case "quincy" "quintrell">>
<<speak "elijah.confused">> Well, that's a curious name to give your own gun. <</speak>>
<<if $gun.toLowerCase() == "quincy">>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.pleased">> It's humorous. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It's intended to be humorous. <</qSpeak>>
<</if>>
<<speak "elijah.point">> I will take your word for it! <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I disagree. It's an extension of my will. <</qSpeak>>
<<speak "elijah.point">> Well, when you put it that way, it makes perfect sense! <</speak>>
<</if>>
<<case "mother" "father" "mommy" "daddy" "mom" "dad" "papa" "mama" "dada" "deion" "capitoline">>
<<speak "elijah.nervous">> Ah. Interesting choice...? <</speak>>
<<case "calypso">>
<<set _metCalypso to false>>
<<if $rumor.calypso == true || $rumor.calypso == false>>
<<set _metCalypso to true>>
<<else>>
<<set _metCalypso to false>>
<</if>>
<<if _metCalypso>>
<<if $rumor.calypso == true>>
<<toneLoss "elijah">>
<<if $cFlags.elijah.hotauntie == true>>
<<enemy "elijah">>
<<speak "elijah.smile">> ''Don't.'' Don't call it that in front of me. <</speak>>
<<else>>
<<speak "elijah.nervous">> ...Please don't call it that in front of me! <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> It's her name, though. <</qSpeak>>
<<speak "elijah.bashful">> Let's not have this conversation right now. Or ever. <</speak>>
<<else>>
<<speak "elijah.confused">> Curious choice, given recent events. I must wonder why you chose it? <</speak>>
<<qSpeak "quincy.neutral">> It felt right. <</qSpeak>>
<<speak "elijah.think">> Well, that's as good of a reason as any... <</speak>>
<</if>>
<<else>>
<<speak "elijah.smile">> Lovely name. Though I must wonder why you chose it? <</speak>>
<<qSpeak "quincy.neutral">> It felt right. <</qSpeak>>
<<speak "elijah.neutral">> Well, that's as good of a reason as any! <</speak>>
<</if>>
<<case "itaja","tarina","seshat","howell","justus","clytemnestra">>
<<set _nameRelation to "I've a cousin with the same name. ">>
<<switch $gun.toLowerCase()>>
<<case "itaja" "tarina">>
<<set _nameRelation += "It's a good, strong, Southern name... but an odd choice for a gun you call \"she.\"">>
<<case "seshat">>
<<set _nameRelation += " It's an odd name for a Northern Mistress, and an odd name for a Northern rifle.">>
<<case "howell">>
<<if hasVisited("PREP: Camp Elijah - About Family")>>
<<set _nameRelation to "As you know, that's my brother's name.">>
<<else>>
<<set _nameRelation to "That's my brother's name.">>
<</if>>
<<case "justus">>
<<set _nameRelation to "My father's name is Justus.">>
<<case "clytemnestra">>
<<set _nameRelation to "I've an auntie with the same name.">>
<</switch>>
<<speak "elijah.think">> Huh! What a strange coincidence. _nameRelation <</speak>>
<<qSpeak "quincy.think">> You're right. That is strange.<<if $gun.toLowerCase() == "howell" && hasVisited("PREP: Camp Elijah - About Family")>> I hadn't realized...<</if>> <</qSpeak>>
<<case "kamilah" "angelica" "angelina">>
<<speak "elijah.bashful">> *He bursts into laughter.* What a lovely name! Perhaps too lovely, even, for an old rifle. <</speak>>
<<qSpeak "quincy.neutral">> I disagree. I think the name suits her. <</qSpeak>>
<<speak "elijah.smile">> So long as you think it fits, that's what matters. <</speak>>
<<case "vick" "vicky" "victoria">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<speak "elijah.sad">> ...Like Miss Wylvire? <</speak>>
<<qSpeak "quincy.neutral">> I suppose, yes. Like Miss Wylvire. <</qSpeak>>
<<if $rumor.calypso == true>>
<<speak "elijah.nervous">> <<if $cFlags.elijah.hotauntie>>You're a cad, Your Grace.<<else>>Don't let anyone else hear you call it that. Vestur already thinks you're a rake as it is.<</if>> <</speak>>
<<else>>
<<speak "elijah.nervous">> Don't let anyone else hear you call it that... they'll think you're a rake. <</speak>>
<</if>>
<<default>>
<<speak "elijah.confused">> ...Huh. Odd choice, but I suppose it is //your// choice. <</speak>>
<<qSpeak "quincy.neutral">> It is. <</qSpeak>>
<<speak "elijah.think">> So long as you like it, that's what matters most... <</speak>>
<</switch>>
<<else>>
<<speak "elijah.neutral">> "$gun," eh? I see. Well, take care of her and she'll take care of you. <</speak>>
<</if>>
<<include "PREP: Camp Elijah Choices">><<if hasVisited("PREP: Camp Elijah - About Other Family") || hasVisited("PREP: Camp Elijah - About Royal") || hasVisited("PREP: Camp Elijah - About College") || hasVisited("PREP: Camp Elijah - About Family")>>
<<qSpeak "quincy.think">> I've a question for you. <</qSpeak>>
<<speak "elijah.neutral">> Of course. What is it? <</speak>>
<<else>>
<<qSpeak "quincy.think">> We'll be traveling together for some time. I'd like to know a little more about you. <</qSpeak>>
<<speak "elijah.neutral">> Of course. It stands to follow that a Right Hand would want to know his Convoy. <</speak>>
<<speak "elijah.think">> Well! As you know, I'm Master Elkhatu. I'm the heir to the Elkhatu Lordship, which also makes me the future headmaster of the Holy College of Divine Healing //and// the future Royal Practitioner. <</speak>>
<<speak "elijah.bashful">> Though, to be honest, I'm practically Royal Practitioner already. My father devotes most of his attention to the College, and so my indefinite "apprenticeship" is largely... self-directed, let's say. <</speak>>
<<speak "elijah.neutral">> I am a married man and, thus far, father to two beautiful daughters. Come autumn, I will be thirty-one years old. I am a devout Cerostian and I strive to be a gentleman at all times. <</speak>>
<<speak "elijah.smile">> Is there anything else you would like to know, Your Grace? <</speak>>
<</if>>
<<include "PREP: Camp Elijah - About Hub">><<include "PREP: Camp Elijah - Responsibilities Stub">>
<<speak "elijah.think">> Well... truth be told, it's not as interesting as one might think. The life of a royal is a charmed one, largely. I'm mostly tending paper cuts and small ills... <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck>>
<<text>>
Perhaps it is your imagination, but your ear catches a stiffness in his voice. It's difficult to place why this stiffness sparks your skepticism, but it does.
<</text>>
<<qSpeak "quincy.neutral">> Really? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Ah. Yes, I suppose that makes sense. <</qSpeak>>
<</if>>
<<speak "elijah.bashful">> <<if setup.checkPass(1)>>//Really!// <</if>>That's why I'm always pecking and needling at His Highness over the little things. I have to find //some// work for myself, you know? <</speak>>
<<speak "elijah.nervous">> @@.whisper;Otherwise I'd be driving myself mad thinking about all the people who might need my meur more!@@ <</speak>>
<<if setup.checkPass(1)>>
<<text>>
A part of you still doubts this is the case, but you haven't proof, and so you refrain from prying further.
<</text>>
<</if>>
<<speak "elijah.neutral">> ...But I shan't complain. To serve the High Throne is an honor, no matter how much Prince Lucas despises me for it. <</speak>>
<<include "PREP: Camp Elijah - About Hub">><<set _currentPass to passage()>>
<<set _otherPass to "PREP: Camp Elijah - About College">>
<<if passage() == "PREP: Camp Elijah - About Royal">>
<<set _qQuestion to "You mentioned an \"indefinite apprenticeship\" as Royal Practitioner?">>
<<set _qAlso to "head of the Holy College">>
<<set _tellMe to "your work as the royal family's practitioner">>
<<else>>
<<set _qQuestion to "You mentioned you were heir to the Holy College?">>
<<set _qAlso to "Royal Practitioner">>
<<set _otherPass to "PREP: Camp Elijah - About Royal">>
<<set _tellMe to "your future as headmaster">>
<</if>>
<<if !hasVisited(_otherPass)>>
<<qSpeak "quincy.lookaway">> _qQuestion <</qSpeak>>
<<speak "elijah.neutral">> I did. <</speak>>
<<qSpeak "quincy.think">> But you are also to be <<print _qAlso>>...? <</qSpeak>>
<<speak "elijah.think">> I am. <</speak>>
<<qSpeak "quincy.lookaway">> And you are going to be Lord of Elkhatu one day. <</qSpeak>>
<<speak "elijah.bashful">> Yes. <</speak>>
<<qSpeak "quincy.lookaway">> That seems like an unwieldy number of responsibilities. <</qSpeak>>
<<speak "elijah.nervous">> It is! <</speak>>
<<qSpeak "quincy.tilt">> How did that come to pass? <</qSpeak>>
<<speak "elijah.nervous">> Well... the Elkhatus have always overseen the Holy College. But, when my great grandfather married //Royal Practitioner, Viscountess Mersi...// well, the Mersi line hadn't any sons left to carry the mantle. <</speak>>
<<speak "elijah.bashful">> So, we shoulder the responsibility of two families. Sort of. Day to day, my father handles the Holy College, and I do the work of Royal Practitioner on his behalf. <</speak>>
<<qSpeak "quincy.think">> I see. Tell me about <<print _tellMe>>, then. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I am interested in <<print _tellMe>>. <</qSpeak>>
<</if>><<include "PREP: Camp Elijah - Responsibilities Stub">>
<<speak "elijah.think">> I'll do my best, but... what is there to say? Hundreds of years ago, Saint Howell founded the Holy College of Divine Healing. He spread his teachings of white meur, and every son of his blood did the same after. <</speak>>
<<speak "elijah.neutral">> I'm simply the latest in his line. <</speak>>
<<qSpeak "quincy.lookaway">> So it's obligation, nothing more? <</qSpeak>>
<<speak "elijah.bashful">> I didn't say that! I love my work, and I love teaching. I'm looking forward to it. <</speak>>
<<speak "elijah.nervous">> But... I know it will be a big life change. When my father passes, I will be responsible for the education of every white practitioner after. And I won't have his guidance! It's... a bit daunting to imagine. <</speak>>
<<include "PREP: Camp Elijah - About Hub">><<qSpeak "quincy.neutral">> I am curious to know more about your family. <</qSpeak>>
<<speak "elijah.bashful">> Well... the Elkhatu name carries a lot of sway, as I'm sure you're aware. We're well respected... but we aren't //"perfect,"// despite what you may have heard. <</speak>>
<<text>>
Upon his declaration of imperfection, something occurs to you. //Elijah is the oldest son of the Elkhatu family, and so it reasons to assume that his brother is...//
<</text>>
<<qSpeak "quincy.lookaway">> Are you speaking of Howell? <</qSpeak>>
<<text>>
You were in Howell Elkhatu's same year at VRMA, and so you saw first hand what a poor conductor he was. It takes little effort to imagine what runs through Elijah's mind as his <<snout "smile grows taut" "tail grows stiff">> and his brows scrunch.
<</text>>
<<speak "elijah.nervous">> What? //No!// Of course not. What I mean is - we're a family like any other. We have our little spats and our differences. <</speak>>
<<speak "elijah.think">> We //do// take our pledges ''very'' seriously, yes. White practice is difficult work - and delicate work at that. It is a pity that my brother was not fit to carry on the family legacy, but I had no intent to shame him! <</speak>>
<<speak "elijah.frown">> It's arduous enough as it is, to be a practitioner family. We needn't go eating our own! *He sighs.* For all his troubles, I love my brother, and I do my utmost to protect his dignity when I can... <</speak>>
<<choose>>
<<if setup.hasTrait("packbonded")>>
<<trait "packbonded" [[I'm glad you're looking out for him.|PREP: Camp Elijah - About Family2]]>><<set $response to "looking">><</trait>>
[[You can love someone and still be ashamed of them.|PREP: Camp Elijah - About Family2][$response to "shame"]]
<</if>>
<<if setup.hasTrait("dispersal")>>
<<trait "dispersal" [[You can love someone and still be ashamed of them.|PREP: Camp Elijah - About Family2]]>><<set $response to "shame">><</trait>>
[[I'm glad you're looking out for him.|PREP: Camp Elijah - About Family2][$response to "looking"]]
<</if>>
[[What of your other family? Your wife and child?|PREP: Camp Elijah - About Other Family]]
<</choose>><<if $response == "shame">>
<<toneLoss "elijah">>
<<if setup.hasTrait("dispersal")>>
<<qSpeak "quincy.lookaway">> You can love someone and still find them shameful. *The Barghur family has taught you this well.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It's possible to love someone and still find them shameful. *Your father looms large in your mind.* <</qSpeak>>
<</if>>
<<speak "elijah.think">> I'm not ashamed of Howell. At least... no more than is proportionate to the situation. <</speak>>
<<speak "elijah.confused">> *He lets out a beleaguered sigh.* <</speak>>
<<speak "elijah.point">> Don't confuse frustration with contempt. <</speak>>
<<else>>
<<toneGain "elijah">>
<<friend "elijah">>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> I am glad to hear you look out for him. His reputation is rather... unkind. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I am glad to hear you look out for him. *It feels insincere to say, though you truly do mean it.* His reputation is rather... unkind. <</qSpeak>>
<</if>>
<<speak "elijah.think">> Indeed. And he does little to right it... *He runs a hand through his hair and huffs.* But... I am his elder brother, and I will defend him to the death should he force my hand. <</speak>>
<<speak "elijah.smile">> Let's pray he does not force my hand, hmm? <</speak>>
<</if>>
<<include "PREP: Camp Elijah - About Hub">><<qSpeak "quincy.neutral">> What of your wife and children? <</qSpeak>>
<<speak "elijah.smile">> Ah. The lights of my life! <</speak>>
<<speak "elijah.bashful">> When duty has made me weary, I can always rely on the wife to make sure everything is in order in the home. <</speak>>
<<speak "elijah.nervous">> And thank Architect for that, as I certainly haven't the time with //my// work! <</speak>>
<<qSpeak "quincy.think">> I take it she's on leave from her own Noble duties, then. <</qSpeak>>
<<speak "elijah.point">> Correct. She's plans to resume her Viscountcy once our children are grown and off to VRMA, of course, but for now I have her all to myself. <</speak>>
<<qSpeak "quincy.neutral">> And your daughters? <</qSpeak>>
<<speak "elijah.smile">> One eight, the other four. *He beams with pride.* We're hoping to have another soon, Architect willing. <</speak>>
<<qSpeak "quincy.lookaway">> Ah. How... nice. <</qSpeak>>
<<include "PREP: Camp Elijah - About Hub">><<qSpeak "quincy.think">> So... you say Lady Nephthei is your aunt? <</qSpeak>>
<<speak "elijah.think">> My father's cousin, actually. But... she is like a sister to him, and a second mother to me. It feels wrong to call her a //"cousin once removed"// or something. The same goes for Lady-Regent Delnaisi. <</speak>>
<<speak "elijah.neutral">> Our territories are neighbors, our families intertwined. The Masters and Mistresses of Nephthei and Delnaisi, they're like my siblings - even across kingdom borders. <</speak>>
<<if $cFlags.elijah.hotauntie == true>>
<<speak "elijah.nervous">> <sup>Hence why your behavior troubles me so.</sup> <</speak>>
<<else>>
<<speak "elijah.bashful">> Hence why I was so disturbed by the rumors regarding your behavior towards Lady Nephthei... <</speak>>
<</if>>
<<include "PREP: Camp Elijah - About Hub">><<qSpeak "quincy.neutral">> I was wondering what your thoughts were on the Brothers of the Barehand. <</qSpeak>>
<<speak "elijah.think">> I fear the Barehand movement is a tragedy in the making. The loss of Naktoga Mine was a terrible blow to Vestur as it is. There are only so many artefacts; losing even one means one less relic in the world. I can only wonder how many lives have been lost. <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think">> Lives lost? No one died at Naktoga. <</qSpeak>>
<<speak "elijah.bashful">> Apologies, I was unclear. Let me rephrase: I wonder how many people //will// die. How many lives those relics //would have// saved, were they made... <</speak>>
<</if>>
<<speak "elijah.frown">> A blue conductor never need worry where his relics come from, so long as krakens drift ashore. But as a white practitioner... I'm keenly aware of how precious artefacts are. <</speak>>
<<speak "elijah.think">> When angels die, they leave nothing behind. All the white relics that ever will exist, exist. I fear the day another field of conduction finds itself in the same predicament. <</speak>>
<<speak "elijah.confused">> I understand our kingdom is ailing, but no one benefits from the destruction of artefacts. *He strokes his chin between his thumb and forefinger.* If Lazarus cares about the people, his approach is all wrong! <</speak>>
<<choose>>
[[Agreed. The loss of artefacts hurts all of Vestur.|PREP: Camp Elijah - Barehand2][$response to "agree"]]
[[The only reason there's a Fifth Convoy at all is because Naktoga was destroyed.|PREP: Camp Elijah - Barehand2][$response to "disagree"]]
<</choose>><<if $response == "agree">>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.tilt">> I've concerns about the state of the mines myself... but Vestur depends on artefacts. Destroying mines hurts us all - not only the Nobility. <</qSpeak>>
<<speak "elijah.frown">> Precisely. <</speak>>
<<else>>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.lookaway">> Would a Prince's Convoy have been called if Lazarus hadn't destroyed Naktoga? It's difficult to criticize his methods without knowing the answer. <</qSpeak>>
<<speak "elijah.think">> I suppose we can't know for certain. <</speak>>
<</if>>
<<include "PREP: Camp Elijah Choices">><<text>>
The slouched Viscount barely rights himself at your approach. Brushing a stray dread from his vision, he greets you with a languid:
<</text>>
<<speak "kaitos.casual.stare">> Whaddyou want? <</speak>>
<<include "PREP: Camp Kaitos Choices">><<choose>>
<<if !hasVisited("PREP: Camp Kaitos - Oath")>>
<<actions
[[About those oaths you promised...|PREP: Camp Kaitos - Oath]]
>>
<</if>>
<<if !hasVisited("PREP: Camp Kaitos - Day","PREP: Camp Kaitos - Uncle","PREP: Camp Kaitos - Barehanders","PREP: Camp Kaitos - OtherFam")>>
[[About the Naktoga incident...|PREP: Camp Kaitos - Naktoga]]
<</if>>
<<if !hasVisited("PREP: Camp Kaitos - Oscar How") || !hasVisited("PREP: Camp Kaitos - Oscar Like")>>
[[Your friendship with Prince Oscar...|PREP: Camp Kaitos - Oscar]]
<</if>>
<<present "hairlock" [[Do you know anything about this lock I found?|PREP: Camp Kaitos - Hair]]>><</present>>
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty") && hasVisited("PREP: Camp Kaitos - Day","PREP: Camp Kaitos - Uncle","PREP: Camp Kaitos - Barehanders","PREP: Camp Kaitos - OtherFam")>>
<<text>>
The Viscount exhales. In return for answering all your questions, he asks one of his own:
<</text>>
<<speak "kaitos.casual.stare">> //Still// think I'm guilty? <</speak>>
<<choose>>
[[No, I don't think so.|PREP: Camp Kaitos - DontThink]]
[[I still cannot dismiss the possibility.|PREP: Camp Kaitos - StillGuilty]]
<</choose>>
<<else>>
<<choose>>
<<actions
[[About that day...|PREP: Camp Kaitos - Day]]
[[About your uncle...|PREP: Camp Kaitos - Uncle]]
[[Your perception of the Barehanders...|PREP: Camp Kaitos - Barehanders]]
>>
<<if hasVisited("PREP: Camp Kaitos - Uncle","PREP: Camp Kaitos - Barehanders")>>
<<actions
[[The rest of your family...|PREP: Camp Kaitos - OtherFam]]
>>
<</if>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>>
<</if>><<friend "kaitos">>
<<qSpeak "quincy.think">> No. Not presently. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> *His shoulders slack. He gives a weary exhale.* I'll take what I can get. <</speak>>
<<include "PREP: Camp Kaitos Choices">><<enemy "kaitos">>
<<qSpeak "quincy.think">> I still cannot rule out the possibility that you are lying to me. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Well, that's stupid. Why'd you even bother, then? <</speak>>
<<include "PREP: Camp Kaitos Choices">><<if !hasVisited("PREP: Camp Kaitos - Unusual","PREP: Camp Kaitos - Detonate","PREP: Camp Kaitos - Speech","PREP: Camp Kaitos - After")>>
<<set $response to "inprog">>
<<choose>>
<<actions
[[Your uncle didn't say or do anything unusual?|PREP: Camp Kaitos - Unusual]]
[[Did you see the mine detonate?|PREP: Camp Kaitos - Detonate]]
>>
<<if hasVisited("PREP: Camp Kaitos - Detonate")>>
<<actions
[[But you did see Lazarus, correct?|PREP: Camp Kaitos - Speech]]
[[What happened afterwards?|PREP: Camp Kaitos - After]]
>>
<</if>>
<<special "end" [[Those are all my questions about the day of the incident.|PREP: Day Done]]>>
<</choose>>
<<else>>
<<set $response to "done">>
<<include "PREP: Day Done">>
<</if>><<if $response == "nvmd">>
<<qSpeak "quincy.neutral">> Never mind. Let's speak of something else. <</qSpeak>>
<<speak "kaitos.casual.thinking">> *He shrugs and makes an affirmative noise, but says no actual words.* <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I see. Let's speak of something else. <</qSpeak>>
<<speak "kaitos.casual.stare">> 'Kay. <</speak>>
<</if>>
<<include "PREP: Camp Kaitos Choices">><<text>>
In a very short time, Viscount Asenath has made himself quite comfortable in the guest wing of the castle. Despite his grim situation, he is at ease here, indulging readily in all the fancies you've spent your stay refusing. Freshly bathed and smelling of scented oils, he lounges on a seat in an indecent state, wearing only a robe as he samples this and that from a tray of sweets the servants have brought.
<</text>>
<<speak "kaitos.casual.pleased">> You want any? *He asks, tipping his head toward the plate.* <</speak>>
<<choose>>
[[Is there anything pickled?|PREP: Camp Kaitos - Kaitos2][$response to "pickle"]]
[[No, thank you.|PREP: Camp Kaitos - Kaitos2][$response to "nt"]]
[[Absolutely not.|PREP: Camp Kaitos - Kaitos2][$response to "ab"]]
<</choose>><<switch $response>>
<<case "pickle">>
<<qSpeak "quincy.neutral">> Have they anything pickled on that tray? <</qSpeak>>
<<speak "kaitos.casual.stare">> Umm... lemme just... *He rifles through the treats, tossing aside tarts and scrutinizing sandwiches. After a minute, he pulls one from the heap and shakes it at you.* There's a pickle //on// this. I think? <</speak>>
<<text>>
You //think// he is correct. There's something green on it - likely a Midland vegetable of some kind - but it has been sliced so thin you cannot discern its identity by sight. Furthermore, an unidentified yellow paste has been slathered on the bread as well, and you are in no mood for an adventure.
<</text>>
<<qSpeak "quincy.lookaway">> ...That's alright. Never mind. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> *He nods. With a shrug, he takes a bite of the sandwich himself.* Yeah. Was a pickle. <</speak>>
<<default>>
<<if $response == "nt">>
<<qSpeak "quincy.lookaway">> No thank you. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Absolutely not. <</qSpeak>>
<</if>>
<<if hasVisited("PREP: Kaitos Scribe No")>>
<<toneLoss "kaitos">>
<<speak "kaitos.casual.stare">> ...Of course not. *He gives you a resentful look. He holds it even as he pops an entire strawberry into his mouth.* <</speak>>
<<else>>
<<speak "kaitos.casual.smile">> More for me. *He extracts a sugared strawberry from the pile and bites into it. It bleeds onto his robe.* <</speak>>
<<speak "kaitos.casual.surprised">> Oopsie. <</speak>>
<</if>>
<</switch>>
<<choose>>
[[You've certainly made yourself at home...|PREP: Camp Kaitos - Kaitos3][$response to "home"]]
<<link "I thought you were going to take this seriously." "PREP: Camp Kaitos - Kaitos3">>
<<passiveCheck 1 `["emp",setup.DCKey.medium]`>>
<<set $response to "serious">>
<</link>>
<</choose>><<if $response == "home">>
<<if hasVisited("PREP: Kaitos Scribe No")>>
<<qSpeak "quincy.furrow">> You've certainly made yourself at home. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You've certainly made yourself at home. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.pleased">> *He shrugs.* I'm here, might as well. <</speak>>
<<speak "kaitos.casual.look">> Not like I'm gonna get a good bath or sandwich up North. Might as well get my fill while I can. <</speak>>
<<speak "kaitos.casual.smile">> 'Sides - what kinda guy stays in a palace and ignores the palace part? <</speak>>
<<text>>
You, of course.
<</text>>
<<else>>
<<toneLoss "kaitos">>
<<qSpeak "quincy.furrow">> You said you were going to take this seriously. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Um, yeah? I //am.// <</speak>>
<<qSpeak "quincy.lookaway">> You are indecent, eating candies in a shared sitting room. <</qSpeak>>
<<speak "kaitos.casual.stare">> Uh huh. <</speak>>
<<qSpeak "quincy.neutral">> This does not strike me as dutiful. <</qSpeak>>
<<speak "kaitos.casual.stare">> Why? <</speak>>
<<qSpeak "quincy.neutral">> Because it's leisurely and indulgent. <</qSpeak>>
<<speak "kaitos.casual.look">> Huh. //I never thought about it that way...// <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
The teasing lilt in his voice tells you he absolutely //has// thought about it that way. The leisure and indulgence is a purposeful effort on his part.
<</text>>
<</if>>
<</if>>
<<include "PREP: Camp Kaitos Choices">><<speak "kaitos.casual.stare">> So like... what's the deal with them? <</speak>>
<<qSpeak "quincy.neutral">> Pardon. With who? <</qSpeak>>
<<speak "kaitos.casual.thinking">> Your brother and Miss Army-soldier-lady. <</speak>>
<<if $cFlags.kaitos.metVicky == true>>
<<qSpeak "quincy.neutral">> You heard D'Angelo's story. You know about as much as I do. <</qSpeak>>
<</if>>
<<qSpeak "quincy.lookaway">> ...I'm not certain which part you need explained. <</qSpeak>>
<<text>>
Kaitos reclines in his seat and lets out a thoughtful and prolonged "hmm." He fidgets with his necklaces as he thinks, clacking gold against ivory.
<</text>>
<<speak "kaitos.casual.thinkinghard">> S'not the Noble-common thing I'm not getting. It's the part where they're so... not hiding it? You're kinda supposed to hide it. <</speak>>
<<if setup.hasTrait("dense")>>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.neutral">> Hide what? <</qSpeak>>
<<speak "kaitos.casual.look">> Well. You know... <</speak>>
<<qSpeak "quincy.surprised">> Oh. You think they are intimate. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> ...You think they are intimate. <</qSpeak>>
<</if>>
<<text>>
It's not that you doubt such a thing, of course; you know your brother and he is a rake. But, for a brief and peaceful moment, you hadn't //specifically// considered how your brother's skirt-chasing might relate to his female confidant.
``It is a peace you will never know again - one you are sure you will look upon with nostalgia in time.
<</text>>
<<speak "kaitos.casual.look">> Oh, I don't //think.// I just see. <</speak>>
<<qSpeak "quincy.lookaway">> I would prefer to do neither, in this case. <</qSpeak>>
<<speak "kaitos.casual.neutral">> Fair. <</speak>>
<<include "PREP: Camp Kaitos Choices">><<speak "kaitos.casual.thinkinghard">> *The Viscount emits a noise of frustration.* <</speak>>
<<qSpeak "quincy.neutral">> Something troubles you. Why? <</qSpeak>>
<<speak "kaitos.casual.sulk">> Well, like... s'weird. *He fidgets with the edge of his tunic.* Master Elkhatu can't remember my name...? He keeps calling me "Asenast" and "Asineth" and Asi-whatever... <</speak>>
<<speak "kaitos.casual.disgruntled">> Like. S'gotta be on purpose. <</speak>>
<<choose>>
[[I wouldn't take it personally. Elijah is a busy man.|PREP: Camp Kaitos - Elijah2][$response to "busy"]]
[[How rude of him.|PREP: Camp Kaitos - Elijah2][$response to "rude"]]
[[He's of a higher class than you; of course it will take him time to learn your name.|PREP: Camp Kaitos - Elijah2][$response to "class"]]
<</choose>><<switch $response>>
<<case "busy">>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.neutral">> I wouldn't take it personally. Our incumbent practitioner is a busy man. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Well, yeah, I know. *Kaitos sighs.* But... <</speak>>
<<case "rude">>
<<toneGain "kaitos">>
<<qSpeak "quincy.neutral">> Well, that's poor etiquette. <</qSpeak>>
<<speak "kaitos.casual.scoff">> I knoooooooooow... like, I know I'm ''just'' a Viscount from the biggest and oldest city in the whole South, but my name was also in all the papers like five minutes ago. <</speak>>
<<case "class">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral">> You're a Viscount. Of course it will take time for a busy Lord's son to learn your name. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Like, //yeah, normally.// But man's gotta read the paper, right? <</speak>>
<</switch>>
<<speak "kaitos.casual.stare">> *He throws up his hands.* "Traitor Noble family, the Asenaths, help blow up Naktoga mine" was everywhere. //No way// could he have missed it. Don't buy it. <</speak>>
<<choose>>
[[You would be surprised what people miss.|PREP: Camp Kaitos - Elijah3][$response to "missed"]]
[[Shall I talk to him about this?|PREP: Camp Kaitos - Elijah3][$response to "talk"]]
[[Would you prefer he treat you as "Kaitos Asenath, the traitor named in the papers?"|PREP: Camp Kaitos - Elijah3][$response to "traitor"]]
<</choose>><<switch $response>>
<<case "missed">>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.neutral">> You would be surprised what slips by unnoticed. To give an example, I hadn't any idea there was an attempt on Prince Oscar's life until it came up during the King's Council. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Oh, man. //How?// <</speak>>
<<qSpeak "quincy.neutral">> We were in transit when the news broke. <</qSpeak>>
<<speak "kaitos.casual.glance">> Mm. And I guess Master Elkhatu is in transit a lot... y'know, as a practitioner. As future //Royal// Practitioner... and all that other stuff he's doin'. <</speak>>
<<case "talk">>
<<toneGain "kaitos">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.think">> Would you like me to speak with him about this? <</qSpeak>>
<<speak "kaitos.casual.glance">> Nah, that's okay. It's not really about the name, it's more like, the idea, I guess. <</speak>>
<<case "traitor">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.think">> You would prefer that he approach you as "Viscount Asenath, who conspired against the crown," then. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> . . . <</speak>>
<<speak "kaitos.casual.stare">> ...Sounds like it. <</speak>>
<<qSpeak "quincy.neutral">> I sincerely doubt that is the case. <</qSpeak>>
<<speak "kaitos.casual.stare">> Hey, man, you said it, not me. <</speak>>
<</switch>>
<<include "PREP: Camp Kaitos Choices">><<speak "kaitos.casual.surprised">> Woah. You look like Hell. <</speak>>
<<if hasVisited("PREP: Camp Vicky - Pledge") || hasVisited("PREP: Camp Elijah - Pledge") || hasVisited("PREP: Camp Lucas - Pledge") || hasVisited("PREP: Camp DAngelo - Pledge")>>
<<qSpeak "quincy.tilt">> I am aware. <</qSpeak>>
<<speak "kaitos.casual.glance">> You doing alright? <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> Do I? *You certainly feel like it.* <</qSpeak>>
<<speak "kaitos.casual.glance">> A little. You doing alright? <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> I'm fine. <</qSpeak>>
<<speak "kaitos.casual.look">> Mm. *He nods.* <</speak>>
<<include "PREP: Camp Kaitos Choices">><<speak "kaitos.casual.look">> So you like... got a gun for a weapon? <</speak>>
<<qSpeak "quincy.neutral">> Yes. A Duruger M1775. <</qSpeak>>
<<speak "kaitos.casual.stare">> Should've gotten a sword. Swords're gold. <</speak>>
<<qSpeak "quincy.neutral">> I've no use for a sword. $gun will suit me just fine. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> ...? <</speak>>
<<qSpeak "quincy.neutral">> *You clarify:* My rifle. <</qSpeak>>
<<set _weirdList to ["kaitos","oscar","lucas","lazarus","rhea","gun", "gunny", "shooty", "bullet","shooter","d'angelo","angie","glenmaer","quintrell","quincy","mommy","daddy","mom","dad","mother","father","papa","mama","dada","kalas","kal","calypso","nephthei"]>>
<<if $camp.includes("elijah")>>
<<run _weirdList.push("elijah")>>
<</if>>
<<if $camp.includes("vicky")>>
<<run _weirdList.push("vicky")>>
<<run _weirdList.push("vick")>>
<<run _weirdList.push("victoria")>>
<</if>>
<<if _weirdList.includes($gun.toLowerCase())>>
<<switch $gun.toLowerCase()>>
<<case "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.casual.thinkinghard">> Uh... *He tugs the edge of his tunic and shuffles from one foot to the other.* That's me, though. <</speak>>
<<qSpeak "quincy.neutral">> It's a common name. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Yeah, //in the South.// If you wanted to give him some kinda everyman name, why not like... "Darius?" All Northern guys are named Darius. <</speak>>
<<qSpeak "quincy.neutral">> "She." My rifle is a "she." <</qSpeak>>
<<speak "kaitos.casual.stare">> You know "Kaitos" is a guy's name, right? <</speak>>
<<qSpeak "quincy.neutral">> It can also serve as a feminine name, for a rifle. <</qSpeak>>
<<speak "kaitos.casual.disgruntled">> ...'Kay... <</speak>>
<<case "oscar">>
<<speak "kaitos.casual.smile">> *He snort-chuckles.* Why? Oscar's nothing like a gun. Dumb to name a gun "Oscar." <</speak>>
<<qSpeak "quincy.neutral">> Name one weapon more deserving of a regal name like "Oscar." <</qSpeak>>
<<speak "kaitos.casual.pleased">> Easy. Knife strapped to a garter belt. <</speak>>
<<qSpeak "quincy.lookaway">> ...What? <</qSpeak>>
<<speak "kaitos.casual.idle">> Knife strapped to a garter belt. *He repeats, as if the reason were plain as day.* <</speak>>
<<speak "kaitos.casual.stare">> It's like this: a Noble girl's gotta defend herself, but she's still gotta look good and proper. She could carry an axe around but she's too refined. You know? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "kaitos.casual.look">> Also, it's up a Lady's skirt, and everyone knows Oscar... uh... yeah. <</speak>>
<<text>>
An allusion to salacious behavior, you assume.
<</text>>
<<case "lucas">>
<<toneGain "kaitos">>
<<speak "kaitos.casual.smile">> Really. You named your gun "Lucas?" <</speak>>
<<qSpeak "quincy.neutral">> That is what I said. <</qSpeak>>
<<speak "kaitos.casual.look">> That's... that's... *He stammers.* That's incredible, man. <</speak>>
<<speak "kaitos.casual.smile">> Love that for you. <</speak>>
<<qSpeak "quincy.lookaway">> Uh. Thank you...? <</qSpeak>>
<<case "rhea">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.casual.stare">> Like the Duchess...? <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "kaitos.casual.thinking">> The little girl Duchess who is like, in love with you? <</speak>>
<<qSpeak "quincy.lookaway">> *You recoil.* Don't say such terrible things. <</qSpeak>>
<<speak "kaitos.casual.look">> Just sayin' what everyone says. <</speak>>
<<qSpeak "quincy.tilt">> Ugh. Look: my rifle is an instrument of death, and so I named it after the most terrifying thing I could imagine. <</qSpeak>>
<<speak "kaitos.casual.stare">> *He snort-chuckles.* A kid? <</speak>>
<<qSpeak "quincy.lookaway">> Never mind. Forget it. <</qSpeak>>
<<case "gun" "gunny" "shooty" "bullet" "shooter">>
<<toneGain "katios">>
<<speak "kaitos.casual.look">> Woah. $gun the gun. Incredible name. Powerful. I got tingles. <</speak>>
<<qSpeak "quincy.pleased">> Thank you. <</qSpeak>>
<<case "quincy" "quintrell">>
<<speak "kaitos.casual.look">> $gun? Like, your name? <</speak>>
<<if $gun.toLowerCase() == "quincy">>
<<toneGain "kaitos">>
<<qSpeak "quincy.neutral">> No. My name is Quintrell. <</qSpeak>>
<<speak "kaitos.casual.pleased">> Ohhh... I get it. Like how a dad names his son. <</speak>>
<<qSpeak "quincy.pleased">> Precisely. <</qSpeak>>
<<speak "kaitos.casual.pleased">> I like it. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "kaitos.casual.thinking">> Huh. *He scratches his head.* <sup>That's a thinker.</sup> <</speak>>
<</if>>
<<case "kal" "kalas">>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.casual.stare">> That is... my uncle's name. <</speak>>
<<qSpeak "quincy.neutral">> It's a coincidence. <</qSpeak>>
<<speak "kaitos.casual.stare">> Uh huh. So why'd you choose it, then? <</speak>>
<<qSpeak "quincy.neutral">> I chose it for its meaning. <</qSpeak>>
<<speak "kaitos.casual.disgruntled">> Riiiight. And that meaning is...? <</speak>>
<<qSpeak "quincy.lookaway">> Shouldn't you know? It is a Southern name. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Yeah, but a name is a word that means a person. Like... c'mon! *He flourishes a hand.* Do //you// know what //"Quintrell"// means? <</speak>>
<<qSpeak "quincy.thinking">> It means "fifth born child." *A fact which has always vexed you.* <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Wait, hold on, how many brothers do you have? <</speak>>
<<qSpeak "quincy.neutral">> Just the one. <</qSpeak>>
<<speak "kaitos.casual.stare">> That's dumb. Doesn't make any sense. <</speak>>
<<qSpeak "quincy.neutral">> I am aware. <</qSpeak>>
<<case "mommy" "daddy" "mom" "dad" "papa" "mama" "dada" "mother" "father">>
<<speak "kaitos.casual.idle">> I think I misheard you. <</speak>>
<<qSpeak "quincy.neutral">> I said my rifle's name was $gun. <</qSpeak>>
<<speak "kaitos.casual.look">> Oh. Guess I didn't? <</speak>>
<<speak "kaitos.casual.thinkinghard">> ...Huh. <</speak>>
<<default>>
<<set _isCalypso to false>>
<<if $gun.toLowerCase() == "calypso" || $gun.toLowerCase() == "nephthei">>
<<if $rumor.calypso == true>>
<<set _isCalypso to true>>
<</if>>
<</if>>
<<if _isCalypso && $rumor.calypso == true>>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.casual.thinking">> //Ohhhh.// Yeah, that's right... you and her... I see, I see... <</speak>>
<<qSpeak "quincy.lookaway">> ...Do you? <</qSpeak>>
<<speak "kaitos.casual.smile">> Not judging. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<else>>
<<speak "kaitos.casual.idle">> Oh. Kinda weird, but whatever. <</speak>>
<<qSpeak "quincy.neutral">> It's not that unusual. <</qSpeak>>
<<speak "kaitos.casual.stare">> Um. It is. But it doesn't matter. Not here to judge. You be you. <</speak>>
<</if>>
<</switch>>
<<else>>
<<speak "kaitos.casual.thinking">> ...You named it? Huh. <</speak>>
<</if>>
<<include "PREP: Camp Kaitos Choices">><<toneLoss "kaitos">>
<<qSpeak "quincy.think">> Have you any knowledge of this? <</qSpeak>>
<<itemShow>>
<<speak "kaitos.casual.stare">> Looks like hair to me. <</speak>>
<<qSpeak "quincy.neutral">> *You huff. That much is obvious.* I found this lock amongst Prince Oscar's things, in his clinic. <</qSpeak>>
<<speak "kaitos.casual.disgruntled">> *His face scrunches in scorn.* Well, it's not mine, I can tell you that much. <</speak>>
<<qSpeak "quincy.lookaway">> ...Why would it be yours? <</qSpeak>>
<<speak "kaitos.casual.disgruntled">> *He shrugs his shoulders and and makes a dismissive sound which almost but not quite sounds like the words "I don't know."* <</speak>>
<<include "PREP: Camp Kaitos Choices">><<qSpeak "quincy.neutral">> I'd like to ask you some questions about Naktoga. <</qSpeak>>
<<if hasVisited("PREP: Kaitos Scribe No") && !hasVisited("PREP: Camp Kaitos - Naktoga NotGuilty") && !hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<if $cFlags.kaitos.guilty>>
<<speak "kaitos.casual.scoff">> Still think I'm guilty? <</speak>>
<<else>>
<<speak "kaitos.casual.look">> You don't think I'm guilty, do you? <</speak>>
<</if>>
<<choose>>
[[No.|PREP: Camp Kaitos - Naktoga NotGuilty]]
[[You could be.|PREP: Camp Kaitos - Naktoga Guilty]]
<</choose>>
<<else>>
<<if !hasVisited("PREP: Kaitos Scribe No")>>
<<speak "kaitos.casual.look">> ...'Kay. <</speak>>
<<elseif hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<speak "kaitos.casual.disgruntled">> Whatever. <</speak>>
<<else>>
<<speak "kaitos.casual.glance">> *He sighs.* 'Kay... <</speak>>
<</if>>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<speak "kaitos.casual.scoff">> Dunno what I can tell you that I haven't already told the King's Army, though. <</speak>>
<<else>>
<<speak "kaitos.casual.glance">> Dunno what I can tell you that I haven't already told the King's Army, though. <</speak>>
<</if>>
<<include "PREP: Camp Kaitos - Naktoga Hub">>
<</if>><<enemy "kaitos">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.think">> I've yet to decide. You could be. <</qSpeak>>
<<speak "kaitos.casual.scoff">> And you don't think the King's Army would've squeezed that outta me like a grape already? <</speak>>
<<qSpeak "quincy.neutral">> I wasn't there for the interrogation. I've no way of knowing what has already been said, asked, or threatened. <</qSpeak>>
<<speak "kaitos.casual.stare">> Whatever. If you're gonna ask about it, ask about it. <</speak>>
<<include "PREP: Camp Kaitos - Naktoga Hub">><<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.lookaway">> No. I found you suspect at first, certainly, but the more I learn the more likely it feels that your involvement is simply... unfortunate happenstance. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> No. It seems more likely that you were simply in the wrong place at the wrong time. <</qSpeak>>
<</if>>
<<qSpeak "quincy.think">> Still, I am interested to hear your perspective on the incident. <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Mm. *He nods.* So whaddya wanna know? <</speak>>
<<include "PREP: Camp Kaitos - Naktoga Hub">><<qSpeak "quincy.think">> Your uncle didn't say or do anything unusual? <</qSpeak>>
<<speak "kaitos.casual.glance">> No. Least, not unusual for him. Man likes to gamble. He's got debts. Enemies. So... looking over his shoulder, muttering to himself, cursing under his breath... that's not suspicious. That's all just Uncle Kal. <</speak>>
<<speak "kaitos.casual.stare">> Wasn't saying, "s'lovely day to blow up Naktoga," that's for sure. <</speak>>
<<qSpeak "quincy.neutral">> So you didn't see him speak to any suspicious persons? <</qSpeak>>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<speak "kaitos.casual.stare">> How'm I s'posed to know who's a "suspicious persons?" You're asking me to tell you which stranger looks the strangest. I didn't know anybody. <</speak>>
<<else>>
<<speak "kaitos.casual.glance">> *He shakes his head "no."* <</speak>>
<</if>>
<<include "PREP: Camp Kaitos - Day Hub">><<qSpeak "quincy.think">> Did you witness the detonation itself? <</qSpeak>>
<<set _kaitosReact to "kaitos.casual.glance">>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<set _kaitosReact to "kaitos.casual.sulk">>
<</if>>
<<speak _kaitosReact >> Nope. Had my back turned. Was watching the rum to make sure no one made off with it. <</speak>>
<<speak "kaitos.casual.frighten">> Heard it. Smelled it. Felt it. *He shudders.* Didn't see. <</speak>>
<<include "PREP: Camp Kaitos - Day Hub">><<qSpeak "quincy.neutral">> From your perspective, what happened that day? <</qSpeak>>
<<speak "kaitos.casual.glance">> Was like most other days I do deliveries, 'cept for the cold. <</speak>>
<<qSpeak "quincy.neutral">> So you don't travel to the North often, then. <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Uh-uh. I got obligations back home, you know? Canals need me. I only really do deliveries when it's one - important customer, like a Noble or something; two - big order my uncle can't do by himself. <</speak>>
<<speak "kaitos.casual.glance">> Even so, he usually goes up North by himself... <</speak>>
<<qSpeak "quincy.think">> So why did you come along this time, then? <</qSpeak>>
<<speak "kaitos.casual.glance">> Just wanted to get out of the mansion for a while, I guess. <</speak>>
<<speak "kaitos.casual.scoff">> Mom gets into moods. //Marriage Season, Marriage Season, Marriage Season.// S'boring to talk about for the six-hundredth time. My uncle is a lot of things, but... not a guy who talks about the Season. <</speak>>
<<qSpeak "quincy.neutral">> I see. Had you been to Morbre before? <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Not really. Like I said, usually goes up North by himself. <</speak>>
<<speak "kaitos.casual.thinkinghard">> I don't even know the names of his customers up there really. Don't think the ones on the ledgers are real names. Surrendered the ledger just in case, but... *He shakes his head and shrugs.* <</speak>>
<<speak "kaitos.casual.stare">> So it was weird, but it was normal, yeah? Not a job I usually do, but we were doing it usual. Was boring until, you know, the explosion. <</speak>>
<<include "PREP: Camp Kaitos - Day Hub">><<qSpeak "quincy.think">> And what happened afterward? <</qSpeak>>
<<speak "kaitos.casual.sulk">> Well... I went looking for my uncle. Didn't find him, so I got pretty scared thinking maybe he got cooked. Then the soldiers came and told me I was under arrest over some conspiracy thing, and... <</speak>>
<<speak "kaitos.casual.scoff">> Well, it all made sense //then.// <</speak>>
<<include "PREP: Camp Kaitos - Day Hub">><<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<qSpeak "quincy.think">> So. What is your relation to the Brothers of the Barehand? <</qSpeak>>
<<speak "kaitos.casual.scoff">> None. I barely even knew they were a thing until I started getting accused of being one. <</speak>>
<<else>>
<<qSpeak "quincy.think">> So. What do you know about the Brothers of the Barehand? <</qSpeak>>
<<speak "kaitos.casual.glance">> Man, I didn't even know who they were until I got accused of being one. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> You... didn't know about the Brothers of the Barehand? <</qSpeak>>
<<speak "kaitos.casual.stare">> Look<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>, man<</if>>, I don't really do politics. <</speak>>
<<qSpeak "quincy.lookaway">> But you're a Viscount. <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Exactly. //A Viscount.// I'm not a Master or a Lord or a Duke or anything. Far as I'm concerned, I'm just like anybody else, 'cept I was born with the power to wash canals real good. Nobody else in Octantis is thinking about mines. <</speak>>
<<choose>>
[[I suppose you cannot be faulted for that.|PREP: Camp Kaitos - Barehanders 2][$response to "suppose"]]
[[You're not like everyone else. Kingdom affairs inherently concern you.|PREP: Camp Kaitos - Barehanders 2][$response to "concern"]]
<</choose>><<if $response == "suppose">>
<<qSpeak "quincy.neutral">> I suppose you cannot be faulted for thinking about your own Kingdom before others. <</qSpeak>>
<<speak "kaitos.casual.stare" >> *He nods.* Octantis's got its own problems. //Those// are the problems I'm thinking about. You know the docks've been sinking for like thirty years? <</speak>>
<<qSpeak "quincy.neutral">> I did not. <</qSpeak>>
<<speak "kaitos.casual.look">> Well, they have. But you wouldn't know that, 'cause you're not from down there. I don't know about your mines, 'cause I'm not from up there. <</speak>>
<<else>>
<<toneLoss "kaitos">>
<<set _kaitosReact to "kaitos.casual.stare">>
<<set _kaitosReact2 to "kaitos.casual.thinkinghard">>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<set _kaitosReact to "kaitos.casual.disgruntled">>
<<set _kaitosReact2 to "kaitos.casual.scoff">>
<</if>>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<qSpeak "quincy.furrow">> You are not like "everyone else." Kingdom affairs inherently concern you. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You are not like "everyone else." Kingdom affairs inherently concern you. <</qSpeak>>
<</if>>
<<speak _kaitosReact >> Yeah, how do you figure? How'm I supposed to know all about a problem we don't even have down South? Why would I have an opinion? <</speak>>
<<qSpeak "quincy.neutral">> Why would your uncle? Why would there be a South chapter of the Brothers? <</qSpeak>>
<<speak _kaitosReact2 >> I don't know, 'cause my uncle loves to stick his nose in places? Octantis's got its own problems. //Those// are the problems I'm thinking about. You know the docks've been sinking for like thirty years? <</speak>>
<<qSpeak "quincy.neutral">> I did not. <</qSpeak>>
<<speak "kaitos.casual.look">> Well then, there you go. <</speak>>
<</if>>
<<include "PREP: Camp Kaitos - Naktoga Hub">><<qSpeak "quincy.think">> But you did see Lazarus, correct? You heard his speech? <</qSpeak>>
<<speak "kaitos.casual.sulk">> *He shakes his head.* Barely. Couldn't really hear where I was, over everything else. I dunno. He was so far away up there. <</speak>>
<<qSpeak "quincy.neutral">> What do you recall him saying? <</qSpeak>>
<<speak "kaitos.casual.glance">> Something about miracles and gloves. That's about all I could catch. <</speak>>
<<include "PREP: Camp Kaitos - Day Hub">><<qSpeak "quincy.neutral">> What sort of man is Kalas Asenath? <</qSpeak>>
<<speak "kaitos.casual.scoff">> <<if hasVisited("PREP: Camp Kaitos - Unusual")>>Like I said: c<<else>>C<</if>>heating, gambling cad. Even if he had gloves, don't think anybody'd ever believe he was any kind of Noble. <</speak>>
<<speak "kaitos.casual.sulk">> Can't believe I ever thought he was gold. <</speak>>
<<choose>>
<<actions
[[So Kalas is indeed a Noble?|PREP: Camp Kaitos - Uncle Noble][$response to "first"]]
[[You thought Kalas was a good man before this?|PREP: Camp Kaitos - Uncle Good][$response to "first"]]
>>
<<actions
[[That day...|PREP: Camp Kaitos - Day]]
[[Your uncle...|PREP: Camp Kaitos - Uncle]]
[[Your perception of the Barehanders...|PREP: Camp Kaitos - Barehanders]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<set _kaitosReact to "kaitos.casual.look">>
<<set _kaitosReact2 to "kaitos.casual.neutralserious">>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<set _kaitosReact to "kaitos.casual.stare">>
<<set _kaitosReact2 to "kaitos.casual.sulk">>
<</if>>
<<qSpeak "quincy.lookaway">> So you thought your uncle was a good man before this? <</qSpeak>>
<<speak _kaitosReact >> S'complicated. Like, sure I knew he was crooked, but he was always good to me. 'Specially when I was a kid. He's family, y'know? <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> ...I suppose. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.glance">> Didn't think he'd just... stop. <</speak>>
<<speak _kaitosReact2 >> Didn't think he'd do treason. <</speak>>
<<choose>>
<<actions
[[So Kalas is indeed a Noble?|PREP: Camp Kaitos - Uncle Noble][$response to "sec"]]
>>
<<actions
[[That day...|PREP: Camp Kaitos - Day]]
[[Your uncle...|PREP: Camp Kaitos - Uncle]]
[[Your perception of the Barehanders...|PREP: Camp Kaitos - Barehanders]]
>>
<<if hasVisited("PREP: Camp Kaitos - Uncle","PREP: Camp Kaitos - Barehanders")>>
<<actions
[[The rest of your family...|PREP: Camp Kaitos - OtherFam]]
>>
<</if>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<text>>
Of all the kingdoms of Vestur, the subjects of the South are most open to marrying outside their class. And so, you must confirm:
<</text>>
<<if $response == "first">>
<<qSpeak "quincy.think">> But he //is// a Noble? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> So, just to be clear - your uncle Kalas is a Noble as well? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.neutralserious">> Mmhmm. Asenath family's just not very good with their gloves. <</speak>>
<<qSpeak "quincy.lookaway">> Yes, I recall yours are your mother's. What happened to your father's? <</qSpeak>>
<<set _kaitosReact to "kaitos.casual.thinkinghard">>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<set _kaitosReact to "kaitos.casual.scoff">>
<</if>>
<<speak _kaitosReact >> Dunno. *He exhales.* Ask my great grandpa. <</speak>>
<<qSpeak "quincy.think">> And your great grandfather is... <</qSpeak>>
<<speak "kaitos.casual.stare">> Looooong dead. <</speak>>
<<qSpeak "quincy.lookaway">> I thought so. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Looking back, this all kinda makes sense. I guess. Uncle Kal was always bitter about it - the bare hands thing. Wanted a title, gloves. Didn't wanna marry anyone for it. <</speak>>
<<speak "kaitos.casual.sulk">> Just... didn't think he'd join a //no-glove movement// over it. <</speak>>
<<choose>>
<<actions
[[You thought Kalas was a good man before this?|PREP: Camp Kaitos - Uncle Good][$response to "sec"]]
>>
<<actions
[[About that day...|PREP: Camp Kaitos - Day]]
[[About your uncle...|PREP: Camp Kaitos - Uncle]]
[[Your perception of the Barehanders...|PREP: Camp Kaitos - Barehanders]]
>>
<<if hasVisited("PREP: Camp Kaitos - Uncle","PREP: Camp Kaitos - Barehanders")>>
<<actions
[[The rest of your family...|PREP: Camp Kaitos - OtherFam]]
>>
<</if>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<if $response == "done">>
<<speak "kaitos.casual.neutralserious">> And now you've heard my side. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> That's all I wanted to know about the day of the incident. <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> 'Kay. <</speak>>
<</if>>
<<include "PREP: Camp Kaitos - Naktoga Hub">><<set _kaitosReact to "kaitos.casual.idle">>
<<if hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<set _kaitosReact to "kaitos.casual.stare">>
<</if>>
<<qSpeak "quincy.neutral">> What of the rest of your family? How do they feel about the Brothers of the Barehand? <</qSpeak>>
<<speak "kaitos.casual.glance">> I think they know 'bout as much as I do. Less, probably. <</speak>>
<<speak _kaitosReact >> Humble people, y'know? Mom, Dad, they know their place. "Lesser Nobility." Never resented it. Grateful for what they got. <</speak>>
<<speak "kaitos.casual.glance" >> Mom's always taken that "Architect chose us to serve the people" stuff real serious. Lives by her pledge. And Dad, well, he knows "Lesser" Nobility still means you got it better than the commons. <</speak>>
<<speak "kaitos.casual.neutralserious">> S'why this's so messed up. S'why I gotta go out on the vinnie. <</speak>>
<<include "PREP: Camp Kaitos - Naktoga Hub">><<qSpeak "quincy.think">> <<if $response == "first">>How did that happen...?<<elseif $response == "nvmd">>Never mind. How did the two of you become friends?<<else>>How did the two of you become friends...?<</if>> <</qSpeak>>
<<text>>
Whether or not you meant to convey your disbelief, it is evident in your voice, and Kaitos rolls his eyes.
<</text>>
<<if $response == "nvmd">>
<<speak "kaitos.casual.stare">> Met at a party. <</speak>>
<<else>>
<<speak "kaitos.casual.pleased">> Met at a party. <</speak>>
<</if>>
<<text>>
Were any other pair of people, this would be a complete answer. Given that you speak of //Vestur's Crown Prince// and //Kaitos Asenath, canal custodian,// however...
<</text>>
<<qSpeak "quincy.lookaway">> I'm having a difficult time picturing it. <</qSpeak>>
<<text>>
In your memory, Prince Oscar is inseparable from the throngs of glittering friends and hopeful sycophants who encase him. To imagine a man like Kaitos wading through the impenetrable wall of chatter and bodies //and// catching the attention of the Prince feels thoroughly improbable.
<</text>>
<<if hasVisited("PREP: Kaitos Scribe No") || $response == "nvmd">>
<<speak "kaitos.casual.stare">> *He tilts his head like an inquisitive dog.* Why? <</speak>>
<<else>>
<<speak "kaitos.casual.smile">> *He tilts his head like an inquisitive dog.* Why? <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> There's never a minute alone with His Highness at a party. And you, you're... <</qSpeak>>
<<choose>>
<<check `["etiq",10]` [[*Politely explain why it strikes you as odd.*|PREP: Camp Kaitos - Oscar How2]]>><<set $response to "check">><</check>>
<<link "@@.talk-action;Bluntly describe Kaitos's shortcomings.@@" "PREP: Camp Kaitos - Oscar How2">><<set $response to "lame">><</link>>
<</choose>><<if $response == "check">>
<<if setup.checkPass()>>
<<qSpeak "quincy.think">> ...You're, well... *You scramble for tactful words.* You're an odd choice of company. You're... quiet. A canal custodian. The Crown Prince typically chooses more... glamorous company, I suppose.. <</qSpeak>>
<<skillCheck>>
<<text>>
Despite your inarticulate stumbling, the Viscount nods and says:
<</text>>
<<speak "kaitos.casual.smile">> Pff. Yeah. <</speak>>
<<else>>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.think">> ...You're, well... *You scramble for tactful words.* You work with waste. You're lesser nobility, from a family of little renown. I suppose I thought a man like you would be beneath his notice? <</qSpeak>>
<<skillCheck>>
<<text>>
...That came out a bit rougher than you had intended.
<</text>>
<<speak "kaitos.casual.smile">> Pff. Maybe //you'd// think, but Oscar sure didn't. <</speak>>
<<speak "kaitos.casual.look">> Maybe it's not //him// who's noticing based on work and titles, hm? <</speak>>
<<qSpeak "quincy.neutral">> Apologies. I did not intend to belittle you for your rank or occupation. <</qSpeak>>
<<if hasVisited("PREP: Kaitos Scribe No")>>
<<speak "kaitos.casual.stare">> Really. <</speak>>
<<qSpeak "quincy.lookaway">> Genuinely, I did not. <</qSpeak>>
<<speak "kaitos.casual.stare">> 'Kay. S'fine. <</speak>>
<<else>>
<<speak "kaitos.casual.stare">> S'fine. <</speak>>
<</if>>
<<speak "kaitos.casual.thinking">> I know I'm Ladygloves the slop-cleaner. Not the kind of glamorous company people think of when they think of a Prince's friend. <</speak>>
<</if>>
<<speak "kaitos.casual.stare">> But those glamorous companies - it gets old, you know? The stuff they talk about. Horses, horses, horses. It's always horses with Midlanders, you know. <</speak>>
<<speak "kaitos.casual.smug">> Me? I'm not horses. I'm other stuff. <</speak>>
<<else>>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.think">> ...You're an inarticulate slop-cleaner who wears his mother's gloves. Socially speaking, you should be beneath his notice. <</qSpeak>>
<<speak "kaitos.casual.stare">> . . . <</speak>>
<<speak "kaitos.casual.stare">> Yeah but I'm also good-looking, I got unparalleled charm, and I'm the life of the party. <</speak>>
<<qSpeak "quincy.neutral">> Are you, now? <</qSpeak>>
<<speak "kaitos.casual.stare">> Mmhmm. <</speak>>
<<qSpeak "quincy.neutral">> I find that even more difficult to believe. <</qSpeak>>
<<speak "kaitos.casual.idle">> //Ooh,// but that's because //you don't go to parties.// <</speak>>
<</if>>
<<choose>>
<<actions
[[What is he like?|PREP: Camp Kaitos - Oscar Like]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "else"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<qSpeak "quincy.think">> So what is Prince Oscar like? I've never had the chance to speak with him at length. <</qSpeak>>
<<speak "kaitos.casual.look">> Um... he's gold. <</speak>>
<<qSpeak "quincy.think">> And? <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> He's gold and, um... <</speak>>
<<text>>
You wouldn't have thought this would be a difficult question. His struggle gives you pause and deepens your apprehension.
<</text>>
<<choose>>
<<link "@@.talk-action;Wait for him to finish his thought, if he has one.@@" "PREP: Camp Kaitos - Oscar Like2">>
<<set $response to "wait">>
<</link>>
[[...He's a Prince.|PREP: Camp Kaitos - Oscar Like2][$response to "syc"]]
<</choose>><<if $response == "wait">>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Look, I'm no good with words. *That much is evident.* <</speak>>
<<speak "kaitos.casual.look">> S'true what they say about Oscar, mostly. Charming guy, clever, a bit of a scoundrel. But if I just say that, it sounds like I don't actually know him //for real,// y'know? <</speak>>
<<choose>>
[[I understand.|PREP: Camp Kaitos - Oscar Like3][$response to "know"]]
[[Do you?|PREP: Camp Kaitos - Oscar Like3][$response to "do"]]
<</choose>>
<<else>>
<<qSpeak "quincy.neutral">> ...And he's a Prince. <</qSpeak>>
<<speak "kaitos.casual.stare">> . . . <</speak>>
<<speak "kaitos.casual.scoff">> Well, yeah, but when you say it like that it sounds like you're //implying something about my character.// Y'know? <</speak>>
<<choose>>
<<ideal "earnest" [[I didn't intend to accuse you of anything. My wording can be rough at times.|PREP: Camp Kaitos - Oscar Like3]]>><<set $response to "nomean">><</ideal>>
[[I am. You're a sycophant.|PREP: Camp Kaitos - Oscar Like3][$response to "syc"]]
<<check `["dec",10]` [[*Lie.* I didn't mean to imply anything.|PREP: Camp Kaitos - Oscar Like3]]>><<set $response to "check">><</check>>
<</choose>>
<</if>><<switch $response>>
<<case "know">>
<<toneGain "kaitos">>
<<qSpeak "quincy.neutral">> I understand. *Or at least, you think you do.* <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Part of why I don't go telling everybody is 'cos I know how it sounds. And I don't really need people to be going, @@.singsong;"oh, you're friends with the Prince,"@@ anyway. S'not like that. <</speak>>
<<speak "kaitos.casual.look">> But I prolly don't need to tell you that. You're friends with a Prince. You get it. <</speak>>
<<choose>>
<<actions
[[How did you become friends?|PREP: Camp Kaitos - Oscar How][$response to "how"]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "else"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>>
<<case "do">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral">> Do you? <</qSpeak>>
<<speak "kaitos.casual.stare">> *He rolls his eyes.* Do you know Luke? <</speak>>
<<qSpeak "quincy.furrow">> Obviously. <</qSpeak>>
<<speak "kaitos.casual.scoff">> @@.lilt;//Obviously.//@@ *He repeats back.* <</speak>>
<<choose>>
[[You cannot compare your passing "friendship" with Prince Oscar to mine and Lucas's.|PREP: Camp Kaitos - Oscar Like4][$response to "cant"]]
<<actions
[[Never mind. How did you come to know Oscar?|PREP: Camp Kaitos - Oscar How][$response to "nvmd"]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>>
<<case "syc">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<set $cFlags.kaitos.sycophant to true>>
<<qSpeak "quincy.neutral">> I am. From where I stand, you look to be a sycophant. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Yeah? Well maybe you should like... stand somewhere else. <</speak>>
<<speak "kaitos.casual.idle">> "Don't judge your brother in sin," says the Testaments. You're friends with a Prince, too. <</speak>>
<<choose>>
[[You cannot compare your passing "friendship" with Prince Oscar to mine and Lucas's.|PREP: Camp Kaitos - Oscar Like4][$response to "syc"]]
<<actions
[[How did you become "friends?"|PREP: Camp Kaitos - Oscar How][$response to "nvmd"]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "else"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>>
<<case "nomean">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.tilt">> I apologize. My wording can be rough at times. I assure you, I did not mean anything by it. <</qSpeak>>
<<text>>
Kaitos's eyes narrow as he inspects you for signs of dishonesty. He finds none, and so, despite his misgivings, he takes your word for it.
<</text>>
<<speak "kaitos.casual.glance">> ...'Kay. <</speak>>
<<choose>>
<<actions
[[How did you become friends?|PREP: Camp Kaitos - Oscar How][$response to "how"]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "else"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>>
<<case "check">>
<<once>>
<<set $cFlags.quincy.lie++>>
<</once>>
<<toneLoss "kaitos" "insight">>
<<set $cFlags.kaitos.sycophant to true>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.neutral">> I didn't intend anything derisive. *You absolutely did.* <</qSpeak>>
<<skillCheck>>
<<text>>
Kaitos's eyes narrow as he inspects you for signs of dishonesty. However, if you display any, they are either beyond his notice or not worth the fight.
<</text>>
<<speak "kaitos.casual.stare">> ...'Kay. <</speak>>
<<else>>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral">> I didn't intend anything derisive. I was simply stating a fact. <</qSpeak>>
<<skillCheck>>
<<text>>
A lie, of course, and one which does not escape Kaitos's notice. He scoffs, loudly, and crosses his arms.
<</text>>
<<speak "kaitos.casual.scoff">> Pfft. Uh huh. //Right.// <</speak>>
<</if>>
<<choose>>
<<if setup.checkPass(0)>>
<<actions
[[How did you become friends?|PREP: Camp Kaitos - Oscar How][$response to "how"]]
>>
<<else>>
<<actions
[[How did you become friends?|PREP: Camp Kaitos - Oscar How][$response to "nvmd"]]
>>
<</if>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "else"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>>
<</switch>><<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<text>>
Your fists clench. He crosses a line.
<</text>>
<<qSpeak "quincy.furrow">> Lucas and I have been friends since boyhood. You cannot compare your so-called "friendship" with Prince Oscar to ours. <</qSpeak>>
<<speak "kaitos.casual.look">> No need to get so heated. <<if $response == "syc">>Like I said...<<else>>"Don't judge your brother in sin," says the Testaments.<</if>> *He clicks his tongue.* I'm not judging. <</speak>>
<<qSpeak "quincy.furrow">> You listen. Lucas's status has no bearing on our friendship. <</qSpeak>>
<<speak "kaitos.casual.stare">> Uh-huh. And I bet you just //tolerated// having private bathing chambers in your dorm back in school, right? <</speak>>
<<qSpeak "quincy.furrow">> That's-- that's not relevant. <</qSpeak>>
<<speak "kaitos.casual.stare">> Mmmhmm. <</speak>>
<<qSpeak "quincy.furrow">> Hmf. <</qSpeak>>
<<text>>
Though your anger flares, you know it would be best not to dignify his taunts any further than you already have.
<</text>>
<<choose>>
<<actions
[[Never mind. How did you come to know Oscar?|PREP: Camp Kaitos - Oscar How][$response to "nvmd"]]
>>
[[Let's discuss something else.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<if !hasVisited("PREP: Camp Kaitos - Oscar How") && !hasVisited("PREP: Camp Kaitos - Oscar Like")>>
<<qSpeak "quincy.think">> You said you were friends with Prince Oscar... <</qSpeak>>
<<speak "kaitos.casual.pleased">> Mmhmm. <</speak>>
<<qSpeak "quincy.neutral">> . . . <</qSpeak>>
<<speak "kaitos.casual.pleased">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<text>>
You aren't entirely certain as to where this query might lead, but you surely thought it would lead //somewhere.//
``You'll need to be more specific.
<</text>>
<<else>>
<<qSpeak "quincy.think">> Your friendship with Prince Oscar... <</qSpeak>>
<<speak "kaitos.casual.look">> Whaddabout it? <</speak>>
<</if>>
<<choose>>
<<actions
[[How did that happen?|PREP: Camp Kaitos - Oscar How][$response to "first"]]
[[What is he like?|PREP: Camp Kaitos - Oscar Like][$response to "first"]]
>>
[[Never mind.|PREP: Camp Kaitos - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<qSpeak "quincy.neutral">> At the coffeehouse, you said you would owe ten mythril oaths were we to hire you as a scribe. <</qSpeak>>
<<if hasVisited("PREP: Kaitos Scribe No")>>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos">>
<<speak "kaitos.casual.stare">> Uh-huh. <</speak>>
<<qSpeak "quincy.neutral">> You've yet to distribute the promised oaths. <</qSpeak>>
<<if $cFlags.kaitos.guilty>>
<<speak "kaitos.casual.scoff">> Mmhmm, 'cause I don't owe you any, //Big Hat.// <</speak>>
<<speak "kaitos.casual.stare">> Oaths were in return for helping me out. You didn't help me. Said I was @@.lilt;"suspicious."@@ Remember? <</speak>>
<<else>>
<<speak "kaitos.casual.look">> Mmhmm. 'Cause I don't owe you any. <</speak>>
<<speak "kaitos.casual.stare">> Oaths were in return for helping me out. You didn't help me. Said I was @@.lilt;"gonna get myself killed."@@ Remember? <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> . . . <</qSpeak>>
<<speak "kaitos.casual.idle">> Ever hear, "do unto others as you would have them do unto you?" You want oaths, you gotta do something oathy. <</speak>>
<<choose>>
[[I allowed Lucas to appoint you.|PREP: Camp Kaitos - Oath No][$response to "owe"]]
[[I suppose.|PREP: Camp Kaitos - Oath No][$response to "suppose"]]
<</choose>>
<<else>>
<<speak "kaitos.casual.glance">> ...Uh-huh. <</speak>>
<<qSpeak "quincy.neutral">> Well? <</qSpeak>>
<<speak "kaitos.casual.look">> Well what? <</speak>>
<<qSpeak "quincy.neutral">> Are you going to uphold your end of the bargain? <</qSpeak>>
<<speak "kaitos.casual.surprised">> You really want... *His words drift into unintelligible stumbling.* //Huh?// <</speak>>
<<speak "kaitos.casual.thinkinghard">> ...I don't got ten on me, man. <</speak>>
<<choose>>
<<trait "jester" [[I know. I was making a joke.|PREP: Camp Kaitos - Oath No]]>><<set $response to "joke">><</trait>>
[[But you must have at least one.|PREP: Camp Kaitos - Oath Yes][$response to "one"]]
[[You made a deal. I want ten oaths.|PREP: Camp Kaitos - Oath Yes][$response to "ten"]]
<</choose>>
<</if>><<if $response == "owe">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.furrow">> You're scribe in part because I allowed it. I could have protested your appointment. <</qSpeak>>
<<speak "kaitos.casual.pleased">> Pfft. Yeah, but you wouldn't have. <</speak>>
<<qSpeak "quincy.furrow">> And what makes you think I wouldn't? <</qSpeak>>
<<speak "kaitos.casual.stare">> Look, you been friends with Luke for how many years? Like ten? <</speak>>
<<qSpeak "quincy.neutral">> Roughly twelve. <</qSpeak>>
<<speak "kaitos.casual.thinking">> And you've stayed outta it - him and Oscar's brother feud //thing// - this whole time, yeah? <</speak>>
<<qSpeak "quincy.lookaway">> ...Yes. <</qSpeak>>
<<speak "kaitos.casual.idle">> And I'm s'pposed to believe you've waded into that now? Over some guy you never met getting hired as a scribe, temporarily? *He scoff-snickers.* No way, man. <</speak>>
<<include "PREP: Camp Kaitos Choices">>
<<elseif $response == "suppose">>
<<qSpeak "quincy.lookaway">> I suppose. <</qSpeak>>
<<speak "kaitos.casual.stare">> Mmhmm. <</speak>>
<<include "PREP: Camp Kaitos Choices">>
<<elseif $response == "joke">>
<<toneGain "kaitos">>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.neutral">> I am aware. I was only jesting. <</qSpeak>>
<<speak "kaitos.casual.surprised">> Oh. //Ohhhhhh.// <</speak>>
<<speak "kaitos.casual.pleased">> *He titters.* You say it with such a face, man. Threw me for a moment. Gotta get used to that. <</speak>>
<<speak "kaitos.casual.look">> I was about to be all, "you want ten canals clean, or what?" I don't even have ten kinds of favors to offer. <</speak>>
<<speak "kaitos.casual.doleful">> Specially now that I'm on the vinnie, haha... <</speak>>
<<choose>>
[[I tell more jokes than others realize.|PREP: Camp Kaitos - Oath Joke][$response to "joke"]]
[[I'm sorry about your situation.|PREP: Camp Kaitos - Oath Joke][$response to "sorry"]]
<</choose>>
<</if>><<toneGain "kaitos">>
<<if $response == "joke">>
<<toneGain "kaitos" "insight">>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.neutral">> I jest more than others realize. <</qSpeak>>
<<speak "kaitos.casual.look">> Prolly because you talk like that. And look like that. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> It cannot be helped. It is simply my natural demeanor. <</qSpeak>>
<<speak "kaitos.casual.pleased">> No, no... I hear that. *He nods.* Some of us only got the one, you know? I get it. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'm afraid it cannot be helped. I cannot sound or look any other way. <</qSpeak>>
<<speak "kaitos.casual.thinking">> Oof. I hear that. *He nods.* Some of us only got the one. I get it. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> I apologize. It was not my intent to create any additional stress over your circumstances. <</qSpeak>>
<<speak "kaitos.casual.pleased">> Nah, man, it's all gold. Good joke makes the bad bearable, mmhmm? <</speak>>
<<speak "kaitos.casual.stare">> Least, that's what I think. When I think. <</speak>>
<</if>>
<<include "PREP: Camp Kaitos Choices">><<if $response == "one">>
<<qSpeak "quincy.think">> Surely you have at least one on you? <</qSpeak>>
<<speak "kaitos.casual.look">> Well, yeah, but... <</speak>>
<<qSpeak "quincy.neutral">> That will do. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Huh... well, 'kay. Not sure what you'd use it for since I'm on the vinnie and all, but... <</speak>>
<<include "PREP: Camp Kaitos - OathGive">>
<<else>>
<<qSpeak "quincy.neutral">> I expect you to uphold your end of the bargain. <</qSpeak>>
<<speak "kaitos.casual.stare">> You jesting. <</speak>>
<<qSpeak "quincy.neutral">> I am not. <</qSpeak>>
<<speak "kaitos.casual.smile">> You got ten canals you need me to unslop? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "kaitos.casual.stare">> *He snorts in disbelief.* Then whaddyou need my ten oaths for? <</speak>>
<<choose>>
[[It's the principle of the thing.|PREP: Camp Kaitos - Oath Yes2][$response to "principle"]]
[[I'll find ten reasons.|PREP: Camp Kaitos - Oath Yes2][$response to "find"]]
<</choose>>
<</if>><<switch $response>>
<<case "principle">>
<<qSpeak "quincy.neutral">> It's the principle of the matter. <</qSpeak>>
<<speak "kaitos.casual.stare">> I see. *He snorts.* <</speak>>
<<speak "kaitos.casual.look">> Well, this is all I got on me. So here. <</speak>>
<<case "find">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.neutral">> That is my concern, not yours. <</qSpeak>>
<<speak "kaitos.casual.stare">> I mean, it concerns me. Makes me wonder what's going on up... *He taps his temple with one finger.* You know? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "kaitos.casual.stare">> 'Kay. I gotta pay the debt. <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> So, how I'm paying the debt... is my concern. <</speak>>
<<qSpeak "quincy.think">> Yes. <</qSpeak>>
<<speak "kaitos.casual.look">> So... it concerns me if I got no idea what you want me to do, yeah? 'Specially when you're all grim-faced about it? <</speak>>
<<qSpeak "quincy.neutral">> Irrelevant. You made a bargain. <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Actually, the offer was to //Luke,// not you, and he didn't take me up on it. <</speak>>
<<speak "kaitos.casual.thinking">> But you //did// speak in my favor, so, um, I guess s'probably fair I give you something... <</speak>>
<<speak "kaitos.casual.glance">> I think I got like... one? Somewhere. <</speak>>
<</switch>>
<<include "PREP: Camp Kaitos - OathGive">><<text>>
The Viscount rifles through his garments. He does not find the oath.
<</text>>
<<speak "kaitos.casual.look">> Oops. One moment. <</speak>>
<<text>>
He proceeds to take his rifling to his luggage. As he does, a heap of tunics, trousers, lotions, and necklaces amass beside him. By the time he pulls his oath from his things, you've had ample time to judge his inefficient travel supplies. So many wasteful ointments and oils. Such thin, decorative fabrics...
<</text>>
<<speak "kaitos.casual.neutral">> There we go. <</speak>>
<<itemImg "kaitosOath" "Viscount Asenath's mythril oath.">>
<<text>>
He pops the trinket in your hand. The ribbon is overly long and needlessly tasseled, as is often the case with oaths of Southern make. The central medal is stamped with the form of a dolphin.
<</text>>
<<itemAdd "kaitosOath">>
<<qSpeak "quincy.think">> A dolphin... that's not a family symbol, is it? <</qSpeak>>
<<speak "kaitos.casual.idle">> Nah. Just a personal one. Us Asenaths, we don't have that kinda presence. Splinter of a splinter of a bigger family that's actually important, yeah? <</speak>>
<<choose>>
<<actions
[[Why a dolphin?|PREP: Camp Kaitos - OathGive2 Dolphin]]
[[Which larger family are the Asenaths tied to?|PREP: Camp Kaitos - OathGive2 Family][$response to "first"]] >>
[[I see.|PREP: Camp Kaitos - OathGive 2 K]]
<</choose>><<qSpeak "quincy.think">> I see. <</qSpeak>>
<<speak "kaitos.casual.neutral">> Mmhmm. <</speak>>
<<include "PREP: Camp Kaitos Choices">><<qSpeak "quincy.neutral">> So, then, why a dolphin? <</qSpeak>>
<<speak "kaitos.casual.pleased">> I like 'em. <</speak>>
<<qSpeak "quincy.think">> How come? <</qSpeak>>
<<speak "kaitos.casual.look">> *He shrugs.* They're gold. <</speak>>
<<qSpeak "quincy.lookaway">> ...What? <</qSpeak>>
<<speak "kaitos.casual.pleased">> Gold. <</speak>>
<<choose>>
<<actions
[[Which larger family are the Asenaths tied to?|PREP: Camp Kaitos - OathGive2 Family][$response to "second"]] >>
[[I see.|PREP: Camp Kaitos - OathGive 2 K]]
<</choose>><<qSpeak "quincy.think">> <<if $response == "first">>A splinter of a more prestigious family...<<else>>You said that the Asenaths are related to a more prestigious family...<</if>> which family? <</qSpeak>>
<<speak "kaitos.casual.stare">> *He shrugs.* Nobody important's calling us "cousin," if that's what you're asking. <</speak>>
<<speak "kaitos.casual.thinking">> Got some distant relations to some other nobody gloves out in Tjetanein, Mom's got some aunties in... Phaethon, I think. Buuuut... it's not like we ever got invited to those dinner parties, y'know? <</speak>>
<<choose>>
<<actions
[[Why a dolphin?|PREP: Camp Kaitos - OathGive2 Dolphin]]
>>
[[I see.|PREP: Camp Kaitos - OathGive 2 K]]
<</choose>><<text>>
The Prince adjusts his glasses with a small huff.
<</text>>
<<speak "lucas.neutral">> What is it? <</speak>>
<<include "PREP: Camp Lucas Choices">><<choose>>
<<if !hasVisited("PREP: Camp Lucas - Assassination Worry","PREP: Camp Lucas - Assassination Meet","PREP: Camp Lucas - Assassination Why","PREP: Camp Lucas - Assassination Marriage")>>
[[The assassination attempt on your brother...|PREP: Camp Lucas - Assassination]]
<</if>>
<<if setup.hasTrait("dense")>>
<<onceLink "So, about Prometheus..." "PREP: Camp Lucas Prometheus">><</onceLink>>
<<elseif setup.hasTrait("cerebral")>>
<<onceLink "So, about \"Prometheus\"..." "PREP: Camp Lucas Prometheus">><</onceLink>>
<</if>>
<<if hasVisited("PREP: Camp Lucas - Vicky") && setup.lastCampTopic() != "vicky" && $cFlags.lucas.vickyQuarters == true>>
<<onceLink "Did you offer Vicky private quarters?" "PREP: Camp Lucas - Vicky Followup">>
<</onceLink>>
<</if>>
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<choose>>
<<actions
[[You weren't worried?|PREP: Camp Lucas - Assassination Worry]]
[[Will we get to meet with Oscar?|PREP: Camp Lucas - Assassination Meet]]
[[Why did Lord Daeynor do it?|PREP: Camp Lucas - Assassination Why]]
>>
<<if visited ("PREP: Camp Lucas - Assassination Why")>>
<<actions
[[Do you think Oscar will marry this year?|PREP: Camp Lucas - Assassination Marriage]]
>>
<</if>>
[[That's all I wanted to know.|PREP: Camp Lucas - Assassination nvmd]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<text>>
Your gentle rap on the Prince's chamber door is met with first a shriek of surprise, and then a growl. He glares out at you from the crack, his eyes are narrowed into slits.
<</text>>
<<qSpeak "quincy.neutral" >> You've been ill at ease lately. <</qSpeak>>
<<speak "lucas.surprised" >> *He relaxes some.* Ah, it's you. I thought you were... <</speak>>
<<speak "lucas.weary" >> Elijah is in one of his fits where he won't leave me be. Appearing at my door every few hours with that grin of his. //"Might I be of help, Your Highness?"// ``I've seen skulls that smile less than he. <</speak>>
<<speak "lucas.annoyed" >> 'Tis embarrassing enough, I thought this was one of those things left behind alongside my adolescence at VRMA. <</speak>>
<<text>>
He opens the door a hair wider, and the blemishes on the left side of his face become apparent. <<snout "Despite the powder he's applied" "Through the thinness of his coat">>, an angry reddish hue shows through.
<</text>>
<<speak "lucas.scowl" >> I've already told him I'm //fine//.<</speak>>
<<choose>>
[[Is there any way I can help?|PREP: Camp Lucas - Elijah2][$response to "meHelp"]]
[[He should understand his help isn't wanted.|PREP: Camp Lucas - Elijah2][$response to "takeHint"]]
[[So he's insufferable for... offering to rid you of your acne?|PREP: Camp Lucas - Elijah2][$response to "whyHate"]]
[[He's trying to help you. Get over it.|PREP: Camp Lucas - Elijah2][$response to "getOver"]]
[[You look terrible.|PREP: Camp Lucas - Elijah2][$response to "ew"]]
<</choose>><<switch $response>>
<<case "meHelp">>
<<if setup.hasTrait("shameful")>>
<<toneGain "lucas">>
<<qSpeak "quincy.lookaway" >> Then, is there anything //I// might do for you? <sup>That looks painful.</sup> <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> That looks painful. I know you dislike practitioners, but might I be of help somehow? <</qSpeak>>
<</if>>
<<speak "lucas.flustered" >> That's... kind of you, but no. You've witnessed how this //affliction// goes. Nothing to do but hide myself away like a Cetolist monk until the damn things rupture and I know peace again. <</speak>>
<<set _temp to "niceRant">>
<<case "takeHint">>
<<qSpeak "quincy.neutral" >> He should understand his help isn't wanted. Even I would have intuited this by now. <</qSpeak>>
<<speak "lucas.eyeroll" >> Precisely what I've been saying! <</speak>>
<<set _temp to "niceRant">>
<<case "whyHate">>
<<qSpeak "quincy.neutral" >> So... he's insufferable. For wanting to relieve your suffering. <</qSpeak>>
<<speak "lucas.eyeroll" >> No! He's insufferable because he's an insufferable bother. <</speak>>
<<set _temp to "niceRant">>
<<case "getOver">>
<<toneLoss "lucas">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> You are being ridiculous. Just let him clear your blemishes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I think your fear of practitioners is causing you to act irrationally. Just let him clear your blemishes.<</qSpeak>>
<</if>>
<<speak "lucas.annoyed" >> Did you come here only with the intent to be a scold?! <</speak>>
<<speak "lucas.scowl" >> Have you ever considered such high-minded ideas like, //"perhaps I haven't the full grasp of this situation?"// <</speak>>
<<set _temp to "meanRant">>
<<case "ew">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<text>>
This is not the first time you've seen the Prince in the middle of a blemish attack, but not so terribly in at least a decade.
<</text>>
<<qSpeak "quincy.furrow" >> You look terrible. <</qSpeak>>
<<speak "lucas.bigmad" >> <b>I AM AWARE!</b> Why else do you think I've sequestered myself in this room like a Cetolist monk?! <</speak>>
<<speak "lucas.flustered" >> Perhaps the stress-- *He covers the side of his face that looks like an over-baked pie with one hand.* I'm not forcing you to look at me. Just leave me alone, then! I've got one bother already. <</speak>>
<<set _temp to "meanRant">>
<</switch>>
<<if _temp == "meanRant">>
<<speak "lucas.annoyed" >> My family has intimate dealings with the Elkhatus. I've spent just as much time around the //"future Royal Practitioner"// as I have gallivanting with you around VRMA. I believe I've known the man long enough to judge his character.<</speak>>
<<speak "lucas.scowl" >> And I judge that I would rather have a toddler with a sewing needle lance my face. I despise him, and I don't need his treatment. I needn't explain any more to you. <</speak>>
<<set _tempResponse to "mean">>
<<text>>
Lucas half-closes the door, enough that his pimpled side is no longer in view. He glowers up at you through squinted eyes, and offers no further comment.
<</text>>
<<else>>
<<speak "lucas.eyeroll" >> Just, trust that I've spent enough time with him as //"the next Royal Practitioner"// to be a fine enough judge of his character. And //I// judge that I //despise him,// and don't need his treatment. <</speak>>
<<text>>
Lucas half-closes the door, enough that the pimpled side is no longer in view.
<</text>>
<<set _tempResponse to "nice">>
<</if>>
<<choose>>
[[Your fear of white meur...|PREP: Camp Lucas - Elijah3][$response to _tempResponse]]
<<special "end" [[I'll leave you be.|PREP: Camp]]>>
<</choose>><<if $response == "mean">>
<<toneLoss "lucas">>
<<qSpeak "quincy.furrow" >> Your aversion of white meur. It's-- <</qSpeak>>
<<speak "lucas.bigmad">> It- I - kch -- <</speak>>
<<speak "lucas.bigmad">> You wouldn't know anything about the cause of that, would you?! *He slams the door shut with as much force as he can manage, catching your fingers in the door frame.* <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.surprised" >> . . . <</qSpeak>>
<<text>>
His response leaves you stunned. His fear of white meur came long before your paths ever crossed. You couldn't have caused it.
``But... you couldn't have //helped it, either.//
<</text>>
<<qSpeak "quincy.harrowed" >> *Your callousness knows no bounds.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *With your fingers in your mouth to soothe the pain, you insist:* You were afraid of practitioners even before then! <</qSpeak>>
<<text>>
His fear of white meur came long before your paths ever crossed. You //couldn't// have caused it. You stand before the door, awaiting his reply, but...
``The Prince does not respond.
<</text>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" >> Your aversion to white meur. I always wanted to kn-- <</qSpeak>>
<<speak "lucas.glance" `["shadow"]` >> *He slams the door shut with more force than he likely meant. You hear the click of heels on marble retreating from the doorway.* <</speak>>
<<qSpeak "quincy.tilt" >> Lucas? <</qSpeak>>
<<text>>
The Prince does not respond.
<</text>>
<</if>>
<<set $campLocks.lucas to setup.lastCampTopic()>>
@@.next;
[[Return to the guest wing.|PREP: Camp]]
@@<<speak "lucas.thinking" >> I see you've acquired a weapon. That's good - it'll make you look the part of a Right Hand. <</speak>>
<<speak "lucas.smirk" >> But I suspect my father is none too happy you picked a peasant weapon.<</speak>>
<<qSpeak "quincy.neutral" >> She was a practical choice. <</qSpeak>>
<<speak "lucas.smirk" >> I don't doubt it. Personally, I think it's symbolically fascin-- <</speak>>
<<speak "lucas.neutral" >> //She//? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. And yes, she has a name. <</qSpeak>>
<<speak "lucas.devastated" >> *He sighs.* Let's hear it. <</speak>>
<<qSpeak "quincy.neutral" >> $gun. <</qSpeak>>
<<switch $gun.toLowerCase()>>
<<case "lucas">>
<<speak "lucas.flustered" >> What? Why on earth would you name a //firearm// after //me?// <</speak>>
<<choose>>
[[It's got a silver barrel. And it's an effective machine.|PREP: Camp Lucas - Gun Name][$response to "effective"]]
[[I like it.|PREP: Camp Lucas - Gun Name][$response to "like"]]
[[I thought it was amusing.|PREP: Camp Lucas - Gun Name][$response to "funny"]]
[[I don't know.|PREP: Camp Lucas - Gun Name][$response to "idk"]]
<</choose>>
<<case "amalthea">>
<<toneLoss "lucas">>
<<speak "lucas.surprised" >> Why in the Architect--? <</speak>>
<<speak "lucas.scowl" >> @@.stutter;You named a gun after my mother? What in the name of the Architect is wrong with you?@@ <</speak>>
<<speak "lucas.annoyed" >> <span class='intense'>@@.stutter;She wouldn't be a -- she's never even //used a gun// - she was a champion fencer - if anything is worthy of her good name, it's a blade!@@</span> <</speak>>
<<speak "lucas.stressed" >> . . . <</speak>>
<<speak "lucas.devastated" >> I don't understand you sometimes, Quintrell. <</speak>>
<<text>>
The Prince lets out a whinnying sigh and excuses himself from your company without further comment.
<</text>>
<<set $campLocks.lucas to setup.lastCampTopic()>>
@@.next;
[[Return to the guest wing.|PREP: Camp]]
@@
<<case "alexander">>
<<speak "lucas.laugh" >> A terrible name! Your poor firearm. <</speak>>
<<speak "lucas.smirk" >> Well, let's hope "she" isn't quite as ineffectual at what "she" does. <</speak>>
<<include "PREP: Camp Lucas Choices">>
<<case "ancha" "gamgam" "sadaltajir">>
<<toneLoss "lucas">>
<<speak "lucas.weary" >> //$gun...?// <</speak>>
<<speak "lucas.scowl" >> @@.intense;Are-- are you mocking me!?@@ <</speak>>
<<speak "lucas.bigmad" >> My Gam-- //the High Sybil// doesn't deserve to have rusted junk named after her. <</speak>>
<<speak "lucas.devastated" >> I don't understand you sometimes, Quintrell. <</speak>>
<<text>>
The Prince lets out a whinnying sigh and excuses himself from your company without further comment.
<</text>>
<<set $campLocks.lucas to setup.lastCampTopic()>>
@@.next;
[[Return to the guest wing.|PREP: Camp]]
@@
<<case "oscar">>
<<speak "lucas.scowl" >> ...Why-- <</speak>>
<<speak "lucas.annoyed" >> No, I don't even want to hear your reasoning. Likely the same reason every prized sheen colt has been named the same this past decade. <</speak>>
<<include "PREP: Camp Lucas Choices">>
<<case "gun" "gunny" "shooty" "bullet" "shooter">>
<<speak "lucas.weary" >> ...Your gun. Is named "$gun." <</speak>>
<<qSpeak "quincy.neutral" >> That's what I said. <</qSpeak>>
<<speak "lucas.weary" >> If you are sentimental enough to name objects you must at least give it a befitting name. It's the whole principle of naming an object. <</speak>>
<<speak "lucas.thinking" >> What about "Defender?" It'd give confidence that you only use it judiciously. <</speak>>
<<qSpeak "quincy.neutral" >> Her name is $gun. <</qSpeak>>
<<speak "lucas.surprise" >> Judiciously-- oh, "Justice" would be good too. <</speak>>
<<qSpeak "quincy.furrow" >> No. Name your own rapier "Justice." <</qSpeak>>
<<include "PREP: Camp Lucas Choices">>
<<case "licorice">>
<<speak "lucas.weary" >> That's your hare's name. <</speak>>
<<qSpeak "quincy.neutral" >> I know. I like the name. <</qSpeak>>
<<speak "lucas.weary" >> But that's just //confusing//. <</speak>>
<<qSpeak "quincy.neutral" >> Not particularly. $licorice the hare is a hare. $licorice the Duruger rifle is a firearm. Many men share the same surname, but that doesn't mean they're the same man. <</qSpeak>>
<<speak "lucas.devastated" >> *He merely sighs, again.* <</speak>>
<<include "PREP: Camp Lucas Choices">>
<<case "defender" "justice">>
<<speak "lucas.thinking">> Hm. *He brings a hand to his chin.* I quite like that, actually. <</speak>>
<<include "PREP: Camp Lucas Choices">>
<<default>>
<<speak "lucas.weary" >> I see. Well, it's your own prerogative.... <</speak>>
<<include "PREP: Camp Lucas Choices">>
<</switch>><<switch $response>>
<<case "effective">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral" >> It's an effective machine, good at its job. <</qSpeak>>
<<qSpeak "quincy.think" >> And it has a silver barrel. <</qSpeak>>
<<speak "lucas.smirk" >> Hm. Well, I admit I'm too vain a man to argue with that logic. <</speak>>
<<text>>
You're relieved that you decided not to mention that it's high maintenance, too.
<</text>>
<<case "like">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral" >> I like you. And I like this rifle. <</qSpeak>>
<<speak "lucas.surprised" >> That's -- but that's-- *he scoffs.* <</speak>>
<<speak "lucas.flustered" >> *After many false starts at a sentence, he contents himself with sighing:* Quintrell, you're a churl. <</speak>>
<<case "funny">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral" >> I thought it'd be amusing. <</qSpeak>>
<<speak "lucas.neutral" >> It's... not. <</speak>>
<<speak "lucas.annoyed" >> I don't even understand the jest. <</speak>>
<<qSpeak "quincy.neutral" >> I find it humorous. <</qSpeak>>
<<case "idk">>
<<qSpeak "quincy.neutral" >> I don't know. <</qSpeak>>
<<speak "lucas.eyeroll" >> ...*He sighs.* Why do I even bother to ask? <</speak>>
<</switch>>
<<include "PREP: Camp Lucas Choices">><<speak "lucas.scowl" >> I've got half a mind to light Asenath ablaze. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> Don't. It'd be an ordeal to find another scribe. <</qSpeak>>
<<speak "lucas.smirk" >> Ah, but it'd be so satisfying. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> . . . <</qSpeak>>
<<speak "lucas.neutral" >> I won't. Only contemplate it. <</speak>>
<</if>>
<<speak "lucas.eyeroll" >> I found him this morning being interrogated by the Castle Guards - apparently he'd been skulking around the corridor leading to the King's Wings. Said he got lost looking for the privy! <</speak>>
<<speak "lucas.annoyed" >> I had to rescue him and reassure the guards he was just a buffoon. What a waste of my time. He's been to the castle //a dozen times,// you'd think he'd remember where to //go void.// Even a cat remembers where its sandbox is. <</speak>>
<<speak "lucas.devastated" >> I just hope his ability to balance a book is better than his navigational skills. <</speak>>
<<include "PREP: Camp Lucas Choices">><<if visited("0OPEN: lucas friend")>>
<<speak "lucas.smug" >> Ah, Quintrell. <</speak>>
<<speak "lucas.smirk" >> You'd be pleased to know: Ms. Balthyra's case now rests in the hands of a barrister even more skilled than I. <</speak>>
<<else>>
<<speak "lucas.weary" >> Ah. Quintrell. <</speak>>
<<speak "lucas.glance" >> . . . <</speak>>
<</if>>
<<include "PREP: Camp Lucas Choices">><<if $rumor.calypso>>
<<speak "lucas.flustered" >> Just awful. Mistress Catherine just sent me a libelle that's been circulating in Glenmaer among the common folks. *He begins rummaging in his desk.* <</speak>>
<<qSpeak "quincy.neutral" >> *You watch with a curiosity that you soon regret.* <</qSpeak>>
<<text>>
Lucas brandishes a two-page pamphlet. On its front is an illustration of a Northerner you can only assume is a terrible approximation of yourself. He ogles the large udder of a goat as he asks it to a dance.
<</text>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" >> This seems like an insult against Lady Nephthei. <</qSpeak>>
<<speak "lucas.scowl" >> It's an insult to the sensibilities of anyone who has to behold it, is what it is. <</speak>>
<<else>>
<<qSpeak "quincy.think" >> ...Is this insulting me, or Lady Nephthei? <</qSpeak>>
<<speak "lucas.scowl" >> Both, and more. An insult to the sensibilities of anyone who has to behold it. <</speak>>
<</if>>
<<text>>
He mercifully reduces it to ash in his hand.
<</text>>
<<else>>
<<speak "lucas.weary" >> No sense. No sense at all. *He sighs and throws down his quill.* <</speak>>
<<speak "lucas.annoyed" >> Our ink supplier is a Boreal Southerner. He's demanding a public apology to his Lady. <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.neutral" >> But I didn't insult her. She wasn't cross with me. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Lady Nephthei wasn't insulted. What use would she have for my apology? <</qSpeak>>
<</if>>
<<speak "lucas.eyeroll" >> It isn't a matter of what transpired between you and Lady Nephthei, it's a matter of what the public //imagines// transpired between you and Lady Nephthei. <</speak>>
<</if>>
<<speak "lucas.weary" >> Quintrell. I know much of this is arcane and arbitrary, but watching your social etiquette - //especially// with regards to the fair sex - is important. It's every gentleman's job to become something of a scholar on the topic. <</speak>>
<<speak "lucas.neutral" >> I want you to have this. It really is quite useful.<</speak>>
<<text>>
He hands you a small, blue book. The cover reads in gold letters, @@.posh;"The Young Gentleman's Guide to Etiquette."@@
``Your father gifted you a copy of this very same tome on your thirteenth birthday.
<</text>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<include "PREP: Camp Lucas Choices">><<speak "lucas.neutral" >> Ah, you're finally back. I was looking for you - there are a few contracts in need of my Right Hand's signature. <</speak>>
<<qSpeak "quincy.tilt">> Ah... apologies. <</qSpeak>>
<<speak "lucas.weary">> *He knits his brow.* You look dreadful. Where were you? You didn't leave any notice when you left. <</speak>>
<<choose "quincy.lookaway">>
[[I went to speak with Lord Glenmaer.|PREP: Camp Lucas - Pledge Truth]]
<<check `["dec",10]` [[*Lie.* I needed some time outside of the city.|PREP: Camp Lucas - Pledge Lie]]>><</check>>
<</choose>><<qSpeak "quincy.lookaway" >> I went to speak with Lord Glenmaer about my pledge. <</qSpeak>>
<<speak "lucas.surprised" >> And? What did he say? *He shuffles close to you, eyes wide and anticipatory.* <</speak>>
<<qSpeak "quincy.tilt" >> ...My black pledge stands. <</qSpeak>>
<<if visited("0OPEN: lucas friend")>>
<<speak "lucas.scowl" >> *He hisses his teeth.* So it was in his power to change? And he chose not to? <</speak>>
<<text>>
Was it a choice? Or a matter of public safety?
<</text>>
<<qSpeak "quincy.tilt" >> ...I don't know. <</qSpeak>>
<<speak "lucas.neutral" >> Some day - we will get your pledge rightfully overturned. <</speak>>
<<qSpeak "quincy.tilt" >> . . . <</qSpeak>>
<<else>>
<<speak "lucas.glance" >> *He shrinks at once.* Oh. <</speak>>
<<speak "lucas.neutral" >> Don't give up hope. Quintrell, I mean what I say when I say that I will do everything in my power to-- <</speak>>
<<qSpeak "quincy.tilt" >> I know. You told me in your office. <</qSpeak>>
<<speak "lucas.glance" >> . . .<</speak>>
<</if>>
<<include "PREP: Camp Lucas Choices">><<text>>
The idea of discussing the ordeal at VRMA with anyone - even Lucas - fills you with a measure of dread.
<</text>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral" >> The city is stifling. I haven't been sleeping well... I needed some time in the countryside. <</qSpeak>>
<<skillCheck>>
<<speak "lucas.weary" >> I understand. Things have been progressing at a breakneck speed. <</speak>>
<<speak "lucas.neutral" >> Just be sure you don't fall behind on your preparatory duties. <</speak>>
<<else>>
<<toneLoss "lucas">>
<<qSpeak "quincy.lookaway" >> Out. Of Diadem. I just... needed time to myself. <</qSpeak>>
<<skillCheck>>
<<speak "lucas.thinking" >> *His eyes narrow, and a pensive expression comes over his face.* Alright. I'm not your mother, you can do as you wish so long as your preparatory duties are done. <</speak>>
<<speak "lucas.glance" >> But - I hope you know you can confide in me. <</speak>>
<<if visited("0OPEN: lucas friend")>>
<<qSpeak "quincy.tilt" >> I'm aware. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> *You do not respond.* <</qSpeak>>
<</if>>
<</if>>
<<include "PREP: Camp Lucas Choices">><<speak "lucas.weary" >> Quintrell. I was wondering - do you think we ought to offer private accommodation to Guard Wylvire? <</speak>>
<<qSpeak "quincy.neutral" >> Has she asked for such? <</qSpeak>>
<<speak "lucas.weary" >> No. She's made herself quite at home in the castle barracks. Two-to-a bunk with men who smell like an abandoned cheese cellar.<</speak>>
<<choose>>
[[Sounds... unpleasant.|PREP: Camp Lucas - Vicky2][$response to "unpleasant"]]
[[Sounds inappropriate.|PREP: Camp Lucas - Vicky2][$response to "inappropriate"]]
[[She's a guard. Guards sleep in the barracks.|PREP: Camp Lucas - Vicky2][$response to "barracks"]]
[[Aren't you against specialized treatment on principle?|PREP: Camp Lucas - Vicky2][$response to "special"]]
<</choose>><<switch $response>>
<<case "unpleasant">>
<<qSpeak "quincy.neutral" >> That's an unpleasant descriptor. <</qSpeak>>
<<speak "lucas.glasses" >> It's hardly an exaggeration. <</speak>>
<<case "inappropriate">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Usually there's separate dormitories. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> There should be separate dormitories. <</qSpeak>>
<</if>>
<<speak "lucas.glasses" >> We've never had a female guard at Diadem. This isn't VRMA. And I doubt any other barrack is any better equipped.<</speak>>
<<case "barracks">>
<<qSpeak "quincy.neutral" >> She's a guard. Guards sleep in the barracks. I fail to see an issue here. <</qSpeak>>
<<speak "lucas.glasses" >> Women. Men-- many men. Unmarried. //Cohabitating.// I hardly need say any more. <</speak>>
<<case "special">>
<<qSpeak "quincy.neutral" >> But you usually take such issue with exceptional treatment. <</qSpeak>>
<<speak "lucas.flustered" >> Oh, please -- this isn't like that. <</speak>>
<</switch>>
<<speak "lucas.neutral" >> I'm concerned for Guard Wylvire's safety. <</speak>>
<<speak "lucas.flustered" >> ...And moreover, her modesty. <</speak>>
<<choose>>
[[...What modesty?|PREP: Camp Lucas - Vicky3][$response to "whatModesty"]]
[[It doesn't hurt to ask if she wants it.|PREP: Camp Lucas - Vicky3][$response to "ask"]]
<<ideal "collectivist" [[You shouldn't offer preferential treatment.|PREP: Camp Lucas - Vicky3]]>><<set $response to "collSpecial">><</ideal>>
<<ideal "individualist" [[You shouldn't offer preferential treatment.|PREP: Camp Lucas - Vicky3]]>><<set $response to "indSpecial">><</ideal>>
[[I doubt she cares.|PREP: Camp Lucas - Vicky3][$response to "noCare"]]
<</choose>><<once>>
<<set $cFlags.lucas.vickyQuarters to true>>
<</once>>
<<switch $response>>
<<case "whatModesty">>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.think" >> Modesty? I'm not sure she has a concept of it. <</qSpeak>>
<<speak "lucas.surprised" >> Quintrell! <</speak>>
<<speak "lucas.glasses" >> You shouldn't make such terrible jests. Especially at a lady - and especially one not even in attendance to defend herself. <</speak>>
<<qSpeak "quincy.neutral" >> You really think she'd "defend herself?" <</qSpeak>>
<<speak "lucas.flustered" >> Well, no... ``<sub>I'd suspect she'd find it uproarious.</sub> <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> She doesn't seem the type to worry about modesty. <</qSpeak>>
<<speak "lucas.flustered" >> That's a rude assumption. ``<sub>Though I rather suspect you're right...</sub><</speak>>
<</if>>
<<speak "lucas.glance" >> I'll just ask her. More to set my own conscience at ease than anything. <</speak>>
<<case "ask">>
<<qSpeak "quincy.neutral" >> You should just ask, if you're so bothered. <</qSpeak>>
<<speak "lucas.neutral" >> I suppose I should. More to set my own conscience at ease than anything. <</speak>>
<<speak "lucas.flustered" >> I hope she accepts. It's so disquieting... <</speak>>
<<case "collSpecial">>
<<qSpeak "quincy.neutral" >> It isn't equitable to offer her special quarters. The rest of the Convoy guard has to sleep in the barracks. <</qSpeak>>
<<speak "lucas.flustered" >> But this is a special situation! <</speak>>
<<qSpeak "quincy.tilt" >> So is the one guard with the sore leg, and he's granted nothing. Mind your own scruples. <</qSpeak>>
<<speak "lucas.weary" >> I suppose you're right... I was just trying to set my own conscience at ease. <</speak>>
<<case "indSpecial">>
<<once>>
<<run delete $cFlags.lucas.vickyQuarters>>
<</once>>
<<qSpeak "quincy.neutral" >> There are several guards more senior to her in the Convoy's employ. They should have private quarters, if anyone. <</qSpeak>>
<<speak "lucas.flustered" >> Usually, yes. But this is a bit of a particular situation! <</speak>>
<<qSpeak "quincy.think" >> It would cause resentment among the guards. <</qSpeak>>
<<speak "lucas.weary" >> I suppose you're right... I was just trying to set my own conscience at ease. <</speak>>
<<case "noCare">>
<<qSpeak "quincy.neutral" >> I don't think she cares. <</qSpeak>>
<<speak "lucas.weary" >> I suspect not. But someone should be looking out for her well-being. I'll ask her - more to set my own conscience at ease than anything. <</speak>>
<</switch>>
<<include "PREP: Camp Lucas Choices">><<once>>
<<run delete $cFlags.lucas.vickyQuarters>>
<</once>>
<<qSpeak "quincy.neutral" >> Did you ask Vicky whether she wanted private quarters while staying at the castle? <</qSpeak>>
<<speak "lucas.flustered" >> I wish I hadn't. <</speak>>
<<qSpeak "quincy.neutral" >> What do you mean? <</qSpeak>>
<<speak "lucas.annoyed" >> Her first response was, ``@@.lilt;"How 'bout your quarters?"@@ <</speak>>
<<speak "lucas.scowl" >> Then your lecherous brother offered, ``@@.lilt;"How 'bout my quarters?"@@ <</speak>>
<<speak "lucas.devastated" >> They shook hands on it and just... left. To do Architect-knows-what. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> I have a fairly good idea of "what". <</qSpeak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> ...Ah. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> ...Oh. <</qSpeak>>
<</if>>
<</if>>
<<speak "lucas.devastated" >> That's it. That's the last time I'll ever show concern for another. <</speak>>
<<include "PREP: Camp Lucas Choices">><<qSpeak "quincy.neutral" >> Have you heard of the pamphleteer "Prometheus?" <</qSpeak>>
<<text>>
A useless question - of course he has.<<if setup.hasTrait("dense")>> The man has a shelf full of his works.<</if>> But the query is merely a device by which to broach the topic. On hearing <<if setup.hasTrait("dense")>>his favorite author's name<<else>>his own alias<</if>>, Lucas perks up, suddenly at bright attention.
<</text>>
<<speak "lucas.surprised" >> But of course! I've read every one of his pamphlets. <</speak>>
<<speak "lucas.flustered" >> Prometheus and I are, ah, of like mind on some ideas. I take it you're familiar with his work? What do you think of his writings? <</speak>>
<<choose>>
<<ideal "collectivist" [[I like that he advocates for those truly in need.|PREP: Camp Lucas Prometheus2]]>><<set $response to "colGood">><</ideal>>
<<ideal "collectivist" [[His disdain for society won't help change its ills.|PREP: Camp Lucas Prometheus2]]>><<set $response to "colBad">><</ideal>>
<<ideal "individualist" [[His arguments should lean less on public sympathy.|PREP: Camp Lucas Prometheus2]]>><<set $response to "indBad">><</ideal>>
<<ideal "individualist" [[He expresses ideas others are too cowardly to.|PREP: Camp Lucas Prometheus2]]>><<set $response to "indGood">><</ideal>>
<<trait "cerebral" [[His command of language is interesting.|PREP: Camp Lucas Prometheus2]]>><<set $response to "cerGood">><</trait>>
<<trait "cerebral" [[He has issues with brevity.|PREP: Camp Lucas Prometheus2]]>><<set $response to "cerBad">><</trait>>
<<trait "dense" [[They're written by a learned man, that's for sure.|PREP: Camp Lucas Prometheus2]]>><<set $response to "denGood">><</trait>>
<<trait "dense" [[They're practically unreadable.|PREP: Camp Lucas Prometheus2]]>><<set $response to "denBad">><</trait>>
[[They're... uh, good.|PREP: Camp Lucas Prometheus2][$response to "good"]]
[[It seems like he takes issue with everything and anything.|PREP: Camp Lucas Prometheus2][$response to "whiny"]]
<<link "<span>What do <i>you</i> think of his writings?</span>" "PREP: Camp Lucas Prometheus2">>
<<set $response to "youthink">>
<</link>>
<</choose>><<switch $response>>
<<case "youthink">>
<<qSpeak "quincy.neutral" >> What do you think of his writing? <</qSpeak>>
<<speak "lucas.scowl" >> I asked first-- <</speak>>
<<speak "lucas.surprised" >> Ah, but perhaps you //haven't// read his works, and are merely asking if I recommend them. I make assumptions. How rude of me. <</speak>>
<<speak "lucas.smug" >> Prometheus has my full recommendation. As I said, he is a man after my own heart - concerned with egality and justice for Vestur's people. An honest subject of the Tri-Kingdom. I could loan you a pamphlet sometime - I've a small collection of his works. <</speak>>
<<text>>
An understatement.
<</text>>
<<qSpeak "quincy.neutral" >> <<if setup.hasItem("fairsex")>>I'm still working my way through my first. I think <</if>>I am alright for now. <</qSpeak>>
<<speak "lucas.flustered" >> Alright! But if you're ever feeling peckish for <<if setup.hasItem("fairsex")>>more<<else>>some political writings<</if>>... <</speak>>
<<case "good">>
<<qSpeak "quincy.lookaway" >> They're, er... good. <</qSpeak>>
<<speak "lucas.surprised" >> But what about them is good? The style? The ideas expressed? You must tell me. <</speak>>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.neutral" >> ...Must I? <</qSpeak>>
<<speak "lucas.flustered" >> Well - I just am interested in your opinion - <</speak>>
<<speak "lucas.glance" >> If you ever want to discuss his body of works, I'd be delighted, is all. <</speak>>
<<else>>
<<qSpeak "quincy.surprised" >> *Put on the spot, you find yourself casting about for an adequate response.* Er... <</qSpeak>>
<<speak "lucas.flustered" >> ...But I didn't mean to insist. Er. <</speak>>
<<speak "lucas.glance" >> If you ever want to discuss his body of works, I'd be delighted, is all. <</speak>>
<</if>>
<<case "whiny">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral" >> It seems there isn't a thing about the Tri-Kingdom he hasn't an issue with. <</qSpeak>>
<<speak "lucas.eyeroll" >> It's because there's nary a thing in the Tri-Kingdom that isn't in need of improvement. <</speak>>
<<speak "lucas.scowl" >> Take issue with the impending mine collapse, not the inspector. <</speak>>
<<text>>
The Prince crosses his arms and looks away from you pointedly.
<</text>>
<<case "colGood">>
<<toneGain "lucas">>
<<qSpeak "quincy.think" >> I like that he advocates for those who need it most. <</qSpeak>>
<<speak "lucas.neutral" >> Indeed. If a man notices a wrong, and nobody else has stepped up to say what's needed - then it is now that man's responsibility. <</speak>>
<<speak "lucas.glance" >> He is nothing but a coward if he does not accept said responsibility. <</speak>>
<<case "colBad">>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.think" >> Merely pointing out the ills of society changes little. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> Talk about change is one thing. Doing it is another. <</qSpeak>>
<</if>>
<<speak "lucas.neutral" >> An assumption. Neither you nor I know what Prometheus may be doing when not at his quill and inkstand. <</speak>>
<<speak "lucas.think" >> And in policy, "talk" and "action" are mother and son. Not the same, no, but one begets the other. <</speak>>
<<case "indGood">>
<<toneGain "lucas">>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.neutral" >> He expresses ideas other men are not brave enough to. <</qSpeak>>
<<speak "lucas.pleased" >> Indeed! <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> He speaks what he feels to be true. That's bravery. <</qSpeak>>
<<speak "lucas.pleased" >> In the truest sense of the word! <</speak>>
<</if>>
<<speak "lucas.flustered" >> ...But, he is only doing as we all should. If a man notices a wrong, and nobody else has stepped up to say what's needed - then it is now that man's responsibility. <</speak>>
<<speak "lucas.glance" >> He is nothing but a coward otherwise. <</speak>>
<<case "indBad">>
<<qSpeak "quincy.neutral" >> His arguments hinge too much on invoking the sympathy of others. <</qSpeak>>
<<speak "lucas.eyeroll" >> And how else do the problems of Vestur get solved? Widespread problems mean //large// changes are needed. And unfortunately, that requires the cooperation of the King's Council, and the nobility at large. <</speak>>
<<speak "lucas.thinking" >> Prometheus isn't //invoking sympathy// so much as he is reminding the reader that he has a duty to care for others. It's part of the social contract. <</speak>>
<<qSpeak "quincy.neutral" >> He might choose to tell the afflicted population to uplift themselves. <</qSpeak>>
<<speak "lucas.thinking" >> Maybe, but they need all the help they can get. <</speak>>
<<case "cerGood">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral" >> He has a strong command of the written word. <</qSpeak>>
<<speak "lucas.smirk" >> The most influential of writers often do. Compelling diction is the weapon of persuasion! *He wags a finger.* <</speak>>
<<qSpeak "quincy.neutral" >> I thought you might say something like that. <</qSpeak>>
<<case "cerBad">>
<<qSpeak "quincy.neutral" >> He struggles a little with brevity. <</qSpeak>>
<<speak "lucas.eyeroll" >> Not every pamphlet can be a tiny little quarto in large-print font. <</speak>>
<<speak "lucas.neutral" >> A complex argument needs room to breathe. Trust that as a man of the law, I'd know. <</speak>>
<<qSpeak "quincy.neutral" >> Oh, I trust. <</qSpeak>>
<<case "denGood">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral" >> They're... written by a learned man, that is for sure. <</qSpeak>>
<<speak "lucas.surprised" >> Well, yes. He can be a little verbose, but-- <</speak>>
<<speak "lucas.smug" >> I make it a habit to keep a dictionary nearby when reading heavier texts. It's enjoyable //and// enriching. <</speak>>
<<qSpeak "quincy.neutral" >> I see. <</qSpeak>>
<<case "denBad">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral" >> His work is practically unreadable. <</qSpeak>>
<<speak "lucas.flustered" >> Unreadable?! Then why would they be circulated Tri-Kingdom wide, then? <</speak>>
<<speak "lucas.flustered" >> You-- you just don't understand his vision. <</speak>>
<<qSpeak "quincy.neutral" >> I understand what he's communicating. They're just not enjoyable to read. <</qSpeak>>
<<speak "lucas.flustered" >> But his //wordplay//-- I mean, I thought it was very effortful. <</speak>>
<<speak "lucas.annoyed" >> ...Ugh. Pardon me. I must ask to be excused, I was in the middle of something before we stopped to converse. <</speak>>
<<text>>
With that, he makes a brisk exit from the room. The click of his heels sounds angry, somehow.
<</text>>
<</switch>>
<<if $response == "denBad">>
<<set $campLocks.lucas to setup.lastCampTopic()>>
@@.next;
[[Return to the guest wing.|PREP: Camp]]
@@
<<else>>
<<include "PREP: Camp Lucas Choices">>
<</if>><<qSpeak "quincy.neutral" >> You haven't talked much about the assassination attempt on your brother. <</qSpeak>>
<<speak "lucas.neutral" >> And what is there to say? Annette had the courage to tell the truth, so justice will come. The white practitioners say he'll be fine. <</speak>>
<<speak "lucas.eyeroll" >> And I can corroborate this, because he rings his stupid bell every five minutes in the King's Wing for some cake or tea or something or other. I'm glad I'm sleeping in the guest quarters. <</speak>>
<<include "PREP: Camp Lucas - Assassination Hub">><<qSpeak "quincy.neutral">> That's all I wanted to know. <</qSpeak>>
<<speak "lucas.neutral">> Good. I'm sick of the subject. <</speak>>
<<include "PREP: Camp Lucas Choices">><<qSpeak "quincy.neutral" >> Weren't you worried? <</qSpeak>>
<<speak "lucas.neutral" >> Oh, sure. For all of forty-eight hours. I was at my office when it happened; by the time a runner fetched me he was already being seen by white practitioners. <</speak>>
<<speak "lucas.scowl" >> He was awake by the time I hurried home. No sign of infection. Father and Gamgam were so very grave about it all, but the moment he asked me to bring him a plate of candies I knew he was playing feeble and all my fears were for naught. <</speak>>
<<speak "lucas.neutral" >> An injured leg? Tch. *The Prince scoffs.* He'd never settle for such a mundane end, he's too fond of the stage. <</speak>>
<<include "PREP: Camp Lucas - Assassination Hub">><<qSpeak "quincy.neutral" >> Will we get to meet with Oscar before the Convoy departs? <</qSpeak>>
<<speak "lucas.neutral" >> I doubt it. Father's letting hardly anyone come near him. //Honestly, I wish he counted me among the disallowed.// <</speak>>
<<speak "lucas.annoyed" >> If I hear one more @@.posh;"//Dear brother, might you be so kind as to fluff the feathers in this pillow?//"@@, ''I'' will be making the next attempt on his life. <</speak>>
<<include "PREP: Camp Lucas - Assassination Hub">><<qSpeak "quincy.neutral" >> Why would Lord Daeynor want your brother dead? <</qSpeak>>
<<speak "lucas.eyeroll" >> Oh, how am I to know? *He sighs, rubbing his temple.* Deluded dreams of succession, perhaps? Maybe that assassin he sent had a bullet for me, too. Maybe Uncle Claudius thought he could do away with the Andimeurs and take the crown for himself... <</speak>>
<<speak "lucas.thinking">> I suppose such a thing wouldn't be out of the question, should we fail to... *His lip wrinkles; he proceeds with contempt.* ...//marry and beget heirs.// <</speak>>
<<qSpeak "quincy.think">> But that doesn't follow. If the Andimeurs were to die out, the laws of succession state the High Throne would belong to the Southern Kingdom. <</qSpeak>>
<<speak "lucas.glance">> *The Prince shrugs and shakes his head.* Maybe a seat in Diadem Castle would have been enough to satiate him. Or maybe he hates Oscar a third as much as I do. I don't know. <</speak>>
<<include "PREP: Camp Lucas - Assassination Hub">><<qSpeak "quincy.neutral" >> Speaking of marriage... Do you think Oscar will marry this Season? <</qSpeak>>
<<speak "lucas.glance" >> Tch. Not if he can worm his way out of it again. <</speak>>
<<speak "lucas.neutral" >> He should have assumed the throne years ago. A Prince unmarried at age twenty-five... our forebears would be appalled, I'm sure. <</speak>>
<<speak "lucas.eyeroll">> But a rake abhors responsibility how a cat abhors water. He'll avoid commitment for however long he can. <</speak>>
<<set $response to "hunch">>
<<choose>>
<<special "hunch" [[So... you expect to be married by twenty-five?|PREP: Camp Lucas - Assassination Marriage2]]>>
[[Perhaps his brush with death will knock some sense into him.|PREP: Camp Lucas - Assassination Marriage2][$response to "sense"]]
[[I don't blame him for avoiding marriage.|PREP: Camp Lucas - Assassination Marriage2][$response to "dontblame"]]
<</choose>><<switch $response>>
<<case "hunch">>
<<text>>
As far as you can remember, Lucas has been deeply uncomfortable with discussions of marriage. To hear him chide his brother for being unwed gives you pause.
<</text>>
<<qSpeak "quincy.lookaway">> So then... you expect to be married before twenty-five? <</qSpeak>>
<<speak "lucas.surprised">> *The Prince makes a face of shock, as if you had struck him without warning.* <</speak>>
<<speak "lucas.flustered">> @@.stutter;I-- well--@@ if I was eldest son, it would only be responsible! <</speak>>
<<case "sense">>
<<qSpeak "quincy.neutral">> Perhaps this affair will knock some sense into him. <</qSpeak>>
<<speak "lucas.neutral">> I wouldn't hold my breath. <</speak>>
<<case "dontblame">>
<<qSpeak "quincy.lookaway">> I don't blame him for wanting to avoid marriage. *You've always been wary of the idea yourself.* <</qSpeak>>
<<speak "lucas.annoyed">> Don't waste your pity. Whatever your misgivings, I assure you //his// reasons for abstaining are entirely unlike yours. His qualm is with //loyalty.// <</speak>>
<</switch>>
<<include "PREP: Camp Lucas - Assassination Hub">><<text>>
Victoria greets you with a half-hearted salute and an even more half-hearted attempt to fix her shirt.
<</text>>
<<speak "vicky.sillysalute">> $VQname. <</speak>>
<<include "PREP: Camp Vicky Choices">><<choose>>
<<present "fruitJar" [[*Return her lost candies.*|PREP: Camp Vicky - Fruit]]>><</present>>
<<if !hasVisited("PREP: Camp Vicky - About Hometown","PREP: Camp Vicky - About Opona","PREP: Camp Vicky - About Woman")>>
[[About you...|PREP: Camp Vicky - About]]
<</if>>
<<actions
[[Your thoughts on the Brothers of the Barehand...|PREP: Camp Vicky - Barehand]]
>>
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<qSpeak "quincy.neutral">> Let's discuss something else. <</qSpeak>>
<<speak "vicky.neutral">> Sure thing, $VQname. <</speak>>
<<include "PREP: Camp Vicky Choices">><<choose>>
<<actions
[[Your life before enlisting...|PREP: Camp Vicky - About Hometown]]
[[Your time in Opona...|PREP: Camp Vicky - About Opona]]
>>
<<if !hasVisited("PREP: Camp Vicky - About Woman")>>
<<link [[Being a woman in the army...|PREP: Camp Vicky - About Woman]]>>
<<passiveCheck 1 `["emp",4]`>>
<</link>>
<</if>>
[[Let's discuss something else.|PREP: Camp Vicky - nvmd][$response to "nvmd"]]
<<special "end" [[*Conclude conversation.*|PREP: Camp]]>>
<</choose>><<text>>
You are surprised to find Victoria reclining amongst plush cushions, her worn and muddy boots set upon the fine silken hassock. She chews several bonbons at once, open-mouthed, treating you to an unpleasantly clear view of her very large teeth. At your approach, her hand rises to an informal approximation of a soldier's salute. She offers no other reverence or respect. She does not even close her mouth.
<</text>>
<<speak "vicky.sillysalute">> @@.lilt;Your Grace.@@ <</speak>>
<<qSpeak "quincy.lookaway">> Shouldn't you be in the barracks with the other soldiers? <</qSpeak>>
<<speak "vicky.wink">> Angie invited me up here. What, am I s'pposed to turn down an invitation from a Duke? <</speak>>
<<choose>>
<<trait "jester" [[I see. So you had no choice.|PREP: Camp Vicky - Vicky2]]>><<set $response to "teehee">><</trait>>
[[I suppose not.|PREP: Camp Vicky - Vicky2][$response to "suppose"]]
[[Even if he did, I doubt he asked you to defile the guest wing.|PREP: Camp Vicky - Vicky2 Doubt][$response to "doubt"]]
<</choose>><<switch $response>>
<<case "suppose">>
<<qSpeak "quincy.lookaway">> I suppose not... <</qSpeak>>
<<speak "vicky.smirk">> *She nods, and her lip curls into an even toothier smile.* See, Gracie? I had no choice. <</speak>>
<<case "teehee">>
<<toneGain "vicky">>
<<qSpeak "quincy.think">> I see. So you had no choice. <</qSpeak>>
<<speak "vicky.smirk">> *She jabs her index finger at you, enthused. It's covered in melted chocolate.* Exactly. Only doing what I gotta, Gracie. <</speak>>
<</switch>>
<<choose>>
<<if $response == "suppose">>
[[I'm not certain that's true.|PREP: Camp Vicky - Vicky3][$response to "dunno"]]<<else>>
[[Aren't we all?|PREP: Camp Vicky - Vicky3][$response to "teehee"]]
<</if>>
[[Don't call me "Gracie."|PREP: Camp Vicky - Vicky3][$response to "dont"]]
<</choose>><<toneLoss "vicky" "fun">>
<<qSpeak "quincy.furrow">> Be that as it may, I doubt he asked you to defile the guest wing. <</qSpeak>>
<<speak "vicky.incredulous">> Nah, that's pretty much word-for-word what he asked. *Lowering her pitch, she mocks your brother's cadence:* "Hey Vick, can you //@@.lilt;please-please-please@@// defile the guest wing? And smear your muddy boots on everything while you're at it!" <</speak>>
<<qSpeak "quincy.lookaway">> And I very much doubt he said that. <</qSpeak>>
<<speak "vicky.smirk">> Go on and ask him, then, Gracie. <</speak>>
<<choose>>
[[Maybe I will.|PREP: Camp Vicky - Vicky3][$response to "maybe"]]
[[Don't call me "Gracie."|PREP: Camp Vicky - Vicky3][$response to "dont"]]
<</choose>><<if $response != "dont">>
<<set $VQname to "Gracie">>
<</if>>
<<switch $response>>
<<case "dont">>
<<if hasVisited("PREP: Camp Vicky - Vicky2 Doubt")>>
<<qSpeak "quincy.furrow">> Don't call me that. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Don't call me that. <</qSpeak>>
<</if>>
<<speak "vicky.sillysalute">> Got it, @@.posh;Your Grace@@. <</speak>>
<<case "maybe">>
<<qSpeak "quincy.furrow">> Maybe I will. <</qSpeak>>
<<speak "vicky.wink">> 'Kay. Until then, I'll be doing as I was told, putting my boots on stuff. <</speak>>
<<case "teehee">>
<<qSpeak "quincy.pleased">> Aren't we all? <</qSpeak>>
<<speak "vicky.neutral">> Uh-huh. <</speak>>
<<case "dunno">>
<<qSpeak "quincy.lookaway">> I am not entirely certain that's true. <</qSpeak>>
<<speak "vicky.incredulous">> $VQname, nothing's certain 'cept death, if you think about it. <</speak>>
<</switch>>
<<include "PREP: Camp Vicky Choices">><<speak "vicky.incredulous">> Wow, $VQname, you look like shit. You need a drink? <</speak>>
<<text>>
You instinctively glance down at your body, as if you might be able to confirm this without a mirror. You cannot, but you //must// look wretched <<if hasVisited("PREP: Camp Kaitos - Pledge") || hasVisited("PREP: Camp Elijah - Pledge") || hasVisited("PREP: Camp Lucas - Pledge") || hasVisited("PREP: Camp DAngelo - Pledge")>>seeing as the people around you keep bringing it up<<else>>if you look even half as bad as you feel<</if>>.
<</text>>
<<qSpeak "quincy.tilt">> Ungh. No. I'm... I'm fine. <</qSpeak>>
<<speak "vicky.neutral">> If you say so. <</speak>>
<<include "PREP: Camp Vicky Choices">><<if $rumor.calypso>>
<<speak "vicky.cackle">> @@.lilt;<<if $VQname == "Gracie">>Gracie, you dog!<<else>>You gloved dog!<</if>>@@ ``I had no idea you were an aspiring rake! Angie always made you sound so //shy!// <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> I am not an "aspiring rake." This is all a preposterous misunderstanding. <</qSpeak>>
<<speak "vicky.wink">> Is it? You can tell your pal Vicky if it's not. <</speak>>
<<qSpeak "quincy.furrow">> //It is a misunderstanding.// *You stress.* <</qSpeak>>
<<speak "vicky.indifferent">> Ah. I see. <</speak>>
<<else>>
<<qSpeak "quincy.harrowed">> I am-- I am not an "aspiring rake!" *You stammer.* This is all a preposterous misunderstanding. A terrible dream I hope to wake from soon. <</qSpeak>>
<<speak "vicky.incredulous">> Sure, sure. *She snort-laughs.* And when you wake, which bed'll it be in? Hers or yours? <</speak>>
<<qSpeak "quincy.tilt">> Ugh... <</qSpeak>>
<<speak "vicky.neutral">> Don't worry, I'm just ribbing. I know you ain't that bold. <</speak>>
<</if>>
<<else>>
<<speak "vicky.cackle">> @@.lilt;<<if $VQname == "Gracie">>Gracie, you dog!<<else>>You gloved dog!<</if>>@@ ``Did you really insult the big bitch of the Boreal South to her face? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> No! All of this is a terrible misunderstanding. <</qSpeak>>
<</if>>
<<speak "vicky.unimpressed">> Oh. Well that's disappointing. <</speak>>
<</if>>
<<include "PREP: Camp Vicky Choices">><<speak "vicky.think">> There's something up with the new guy, $VQname. <</speak>>
<<qSpeak "quincy.think">> You find Asenath suspicious? <</qSpeak>>
<<speak "vicky.unimpressed">> Eh... not suspicious like //"this one's gonna put a knife in me."// More suspicious like //"I bought these horse antlers but they're actually rabbit antlers."// <</speak>>
<<qSpeak "quincy.lookaway">> I think you've lost me. <</qSpeak>>
<<speak "vicky.think">> Gah. Hard to explain. It's an instinct thing, I guess. My nose knows something's not right... but I don't know what. <</speak>>
<<choose>>
[[You're overthinking this.|PREP: Camp Vicky - Kaitos2][$response to "overthink"]]
[[Is it his women's gloves?|PREP: Camp Vicky - Kaitos2][$response to "gloves"]]
[[I know what you mean.|PREP: Camp Vicky - Kaitos2][$response to "know"]]
<</choose>><<if $response == "overthinking">>
<<qSpeak "quincy.neutral">> I think you might be overthinking Kaitos Asenath. <</qSpeak>>
<<speak "vicky.think">> Eh, maybe. <</speak>>
<<elseif $response == "gloves">>
<<qSpeak "quincy.lookaway">> Is it the fact he wears women's gloves? <</qSpeak>>
<<speak "vicky.think">> Does he? *She blinks.* Huh. Maybe... <</speak>>
<<else>>
<<if $cFlags.kaitos.guilty == true && !hasVisited("PREP: Camp Kaitos - DontThink")>>
<<qSpeak "quincy.think">> I think I know what you mean. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> I think I understand what you mean. <</qSpeak>>
<</if>>
<<speak "vicky.neutralserious">> Well, if you figure it out, let me know. It's driving me crazy. <</speak>>
<</if>>
<<include "PREP: Camp Vicky Choices">><<speak "vicky.unimpressed">> You know, I don't think @@.posh.lilt;the good practitioner@@ likes me much. <</speak>>
<<qSpeak "quincy.lookaway">> Why? Did something happen? <</qSpeak>>
<<speak "vicky.unimpressed">> He //circled// at me. *She brings her arms together in an arc, as men of faith do.* You know, that "I'll pray for you" thing holy men do when you're poor or dying or a leper or something? <</speak>>
<<choose>>
[[What nonsense.|PREP: Camp Vicky - Elijah2][$response to "nonsense"]]
[[He's expressing his concern in his own way.|PREP: Camp Vicky - Elijah2][$response to "concern"]]
<</choose>><<if $response == "nonsense">>
<<qSpeak "quincy.neutral">> What nonsense. You're not destitute or dying, and you don't have leprosy. <</qSpeak>>
<<speak "vicky.incredulous">> No, I might as well for how he avoids me. //Whatever.// Guess I prefer this to preaching. <</speak>>
<<else>>
<<toneLoss "vicky" "fun">>
<<toneLoss "vicky">>
<<qSpeak "quincy.lookaway">> I know men of faith are... irksome, but he means well... I think. <</qSpeak>>
<<speak "vicky.unimpressed">> Pfft. "Concern." Sure. <</speak>>
<</if>>
<<include "PREP: Camp Vicky Choices">><<friend "vicky">>
<<toneGain "vicky">>
<<toneGain "vicky">>
<<qSpeak "quincy.neutral">> I believe this belongs to you? <</qSpeak>>
<<itemShow "fruitJar">>
<<speak "vicky.cackle">> Thank Architect! I was wondering where that one got off to. <</speak>>
<<itemRemove "fruitJar">>
<<text>>
She swipes the bottle from your hands with the glee of a rat in a storeroom. In order to free the candied fruit from their prison, she turns the jar upside down and shakes it vigorously. With enough force, the hardened and congealed cherries break down into smaller shards which rattle down the neck of the bottle and into her hand.
<</text>>
<<speak "vicky.sillysalute">> *With a mouth full of stale sugar, she mutters:* Thanks, <<print $VQname>>. <</speak>>
<<include "PREP: Camp Vicky Choices">><<speak "vicky.cackle">> Well, I'll be! A Noble toting a Duruger M1775. Now there's a Northerner's weapon there. <</speak>>
<<text>>
You hoist your rifle from your shoulder and allow Victoria a closer look. She whistles.
<</text>>
<<speak "vicky.incredulous">> A beautiful hunk of junk. Makes me almost miss mine... the Luxe M1790 is a fine machine, sure, but it don't got enough heft. Never quite feels right when you're aiming. <</speak>>
<<speak "vicky.smirk">> So what's her name? My Luxe's name is "Li'l Vee." <</speak>>
<<qSpeak "quincy.pleased">> Her name is $gun. <</qSpeak>>
<<set _weirdList to ["vicky","vick","victoria","oscar","lucas","lazarus","rhea","gun", "gunny", "shooty", "bullet","shooter","d'angelo","angie","quintrell","quincy","mommy","daddy","mom","dad","papa","mama","dada","mother","father"]>>
<<if $camp.includes("kaitos")>>
<<run _weirdList.push("kaitos")>>
<</if>>
<<if $camp.includes("elijah")>>
<<run _weirdList.push("elijah")>>
<</if>>
<<if $campTopics.includes("party")>>
<<run _weirdList.push("calypso")>>
<</if>>
<<if _weirdList.includes($gun.toLowerCase())>>
<<switch $gun.toLowerCase()>>
<<case "lucas">>
<<speak "vicky.cackle">> Pfft. Oh, come on, a name like that for a beautiful old girl like her? $VQname, you're outta your mind. <</speak>>
<<qSpeak "quincy.neutral">> I disagree. <</qSpeak>>
<<speak "vicky.unimpressed">> <sup>Well, I guess he is something of a ball and chain...</sup> <</speak>>
<<qSpeak "quincy.lookaway">> Pardon? <</qSpeak>>
<<speak "vicky.neutral">> Never mind. <</speak>>
<<case "oscar">>
<<speak "vicky.think">> Huh. I don't see a resemblance. But... I guess she's yours, not mine. <</speak>>
<<case "gun" "gunny" "shooty" "bullet" "shooter">>
<<toneGain "vicky" "fun">>
<<speak "vicky.cackle">> //''Perfect.''// You're a genius. <</speak>>
<<case "quincy" "quintrell">>
<<speak "vicky.incredulous">> Pfft. Well, guess I can't judge now, can I? <</speak>>
<<case "mommy" "daddy" "mom" "dad" "papa" "mama" "dada" "mother" "father">>
<<speak "vicky.cackle">> @@.surprise;HAH!@@ Hilarious. //I// wouldn't wanna be killed by something named "$gun," that's for sure. <</speak>>
<<case "calypso">>
<<if $rumor.calypso>>
<<speak "vicky.cackle">> //Interesting// name there. Very //interesting.// <</speak>>
<<qSpeak "quincy.lookaway">> It's not that interesting. <</qSpeak>>
<<speak "vicky.smirk">> If you say so. <</speak>>
<<else>>
<<speak "vicky.think">> Well, that's a weird one. <</speak>>
<<qSpeak "quincy.lookaway">> I don't think it's all that strange. <</qSpeak>>
<<speak "vicky.indifferent">> Huh. <</speak>>
<</if>>
<<case "vick" "vicky" "victoria">>
<<toneGain "vicky">>
<<friend "vicky">>
<<toneGain "vicky" "fun">>
<<set $cFlags.vicky.gunName to true>>
<<text>>
This prompts a loud and prolonged gasp from Victoria. Her eyes bulge and the corners of her mouth stretch so wide they threaten to tear open.
<</text>>
<<speak "vicky.incredulous">> @@.yell;WHAT?@@ *She yelps in disbelief.* @@.surprise;REALLY.@@ @@.intense;You didn't!@@ <</speak>>
<<qSpeak "quincy.neutral">> I did. <</qSpeak>>
<<text>>
She proceeds to double over in laughter, slapping her knee as she struggles for breath.
<</text>>
<<speak "vicky.cackle">> I am ''so honored.'' <</speak>>
<<qSpeak "quincy.pleased">> And here D'Angelo thought it would distress you. <</qSpeak>>
<<speak "vicky.incredulous">> Distress me? No, no. This is //hilarious.// ''Love it.'' <</speak>>
<<case "d'angelo" "angie">>
<<speak "vicky.cackle">> Well, I guess they're both big ol' beautiful killers! <</speak>>
<<default>>
<<speak "vicky.incredulous">> Weird name, but I guess Li'l Vee isn't much better! <</speak>>
<</switch>>
<<else>>
<<speak "vicky.neutral">> Eh. Cute, but mine's better. <</speak>>
<</if>>
<<include "PREP: Camp Vicky Choices">><<if hasVisited("PREP: Camp Vicky - About Hometown") || hasVisited("PREP: Camp Vicky - About Opona") || hasVisited("PREP: Camp Vicky - About Woman") >>
<<qSpeak "quincy.think">> I've a question for you. <</qSpeak>>
<<speak "vicky.smirk">> I'm sure you do, $VQname. <</speak>>
<<include "PREP: Camp Vicky - About Hub">>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I've been meaning to ask: who are you, exactly? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> ...I feel as though I'm still not entirely certain as to who you are. <</qSpeak>>
<</if>>
<<speak "vicky.neutral">> Ah. Did Angie not tell you the chamberpot scrubbing story? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> No, no - he did. But that's about all I know. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> No, no - he did. It's just that... that's about all I know. <</qSpeak>>
<</if>>
<<speak "vicky.think">> Eh... well... *She offers a half-hearted shrug.* Rank and occupation just about sums it up. Just your average soldier in the King's Army earning my keep. <</speak>>
<<qSpeak "quincy.neutral">> You know perfectly well there's nothing "average" about your presence here. A common guard - and a woman, for that matter - does not simply //happen// upon this... unofficial position. <</qSpeak>>
<<speak "vicky.incredulous">> Funny you say that, 'cause from how I see it, that's //exactly// what happened! <</speak>>
<<speak "vicky.smirk">> I'm a nobody from nowhere, same as all the other ungloved nobodies-in-arms. Only difference between me and them is that I got guts out the ass and I don't know when to shut the Hell up. Any one of 'em could earn a Duke's favor if they mouthed off more. <</speak>>
<<choose>>
[[I feel as though you're avoiding the question.|PREP: Camp Vicky - Vicky Dodge]]
[[Or it would get them killed.|PREP: Camp Vicky - Vicky Killed]]
[[I can think of at least one more difference than that.|PREP: Camp Vicky - Vicky Woman]]
<</choose>>
<</if>><<qSpeak "quincy.neutral">> I feel as though you are avoiding the question. <</qSpeak>>
<<speak "vicky.incredulous">> Nuh-uh! You asked, and I told you: I'm nobody. All the things worth mentioning are tied up in me being a soldier. <</speak>>
<<include "PREP: Camp Vicky - About Hub">><<if $response == "person">>
<<toneGain "vicky">>
<<if setup.hasRep("individualist")>>
<<toneGain "vicky">>
<</if>>
<<friend "vicky">>
<<qSpeak "quincy.think">> Who you are is your own person.<</qSpeak>>
<<speak "vicky.smirk">> You. *She chuckles, waving a finger in your direction.* You get it. *She grins. Her smile shows an inordinate amount of gum.*<</speak>>
<<else>>
<<toneLoss "vicky" "fun">>
<<toneLoss "vicky">>
<<if setup.hasRep("collectivist")>>
<<toneLoss "vicky">>
<</if>>
<<qSpeak "quincy.neutral">> That isn't wholly true. You're a soldier and a subject of the Tri-Kingdom.<</qSpeak>>
<<speak "vicky.incredulous">> Come on, man! First one is a "do." I already said that! But the second one? Well... Guess I can't argue there. *She gives you a shrug of resignation.* <</speak>>
<</if>>
<<include "PREP: Camp Vicky - About Hub">><<toneLoss "vicky" "fun">>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> Or it would get them killed. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Or it would get them killed. <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> Life's full of risks, $VQname. And what kinda soldier would I be if I was afraid of those? <</speak>>
<<include "PREP: Camp Vicky - About Hub">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I can think of at least one more difference than that.<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I can think of at least one more difference than that.<</qSpeak>>
<</if>>
<<speak "vicky.disrespectful">> *She makes a loop with her thumb and forefinger, preparing for a lewd gesture.* Oh, you mean how I got a - <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> That you're a woman, yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> That you're //a woman,// yes. <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> Guess that's one difference, yeah? <</speak>>
<<include "PREP: Camp Vicky - About Hub">><<qSpeak "quincy.neutral">> Surely you existed prior to enlisting? Everyone comes from somewhere. <</qSpeak>>
<<speak "vicky.wink">> Not me! I'll say it again: I'm from nowhere. Dunno how much clearer I can get. <</speak>>
<<qSpeak "quincy.neutral">> *It seems you'll have to make some inferences if you want answers. And so, you put forth your best guess:* A small town, then. <</qSpeak>>
<<speak "vicky.unimpressed">> Yup. One of them forgettable little outposts up North. 'Course, I left a long time ago. Maybe I just ain't //Northy// enough, but I was never one for that //"stick around 'cause your grandpa's grandpa shat here"// crap. <</speak>>
<<speak "vicky.neutral">> So I wouldn't call myself a "Northerner." Wouldn't call myself a "Midlander," either. Thus: I'm nobody. And I'm from nowhere. What I do? That's pretty much all there is to me. There's no "who." <</speak>>
<<choose>>
[[Who you are is your own person.|PREP: Camp Vicky - Vicky Dodge2][$response to "person"]]
[[Who you are is a subject of the Tri-Kingdom.|PREP: Camp Vicky - Vicky Dodge2][$response to "kingdom"]]
<</choose>><<qSpeak "quincy.neutral">> You served in Opona. <</qSpeak>>
<<speak "vicky.indifferent">> I did. You got a question in there somewhere? *The stiffening of her posture<<snout "" " and bristling of her coat">> is slight, but not so subtle as to be missed. * <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt">> None in specific. D'Angelo has said very little, and, well... I suppose I'm curious. That's all. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> None in specific. D'Angelo has told me nothing, and, well... I suppose I am curious. That's all. <</qSpeak>>
<</if>>
<<speak "vicky.unimpressed">> Alright, Duke Curious. I can tell you what Opona was like. *She taps her finger on her chin and pulls at her lip as she decides how to summarize years of warfare.* Ever seen a man drown in mud 'cause his horse fell on him? <</speak>>
<<text>>
No, but you've been that man, in a manner of speaking. $licorice has never harmed you on purpose, but her adolescence was... reckless, to say the least. It took time for her to realize a near-adult man was brittle in comparison to a near-adult hare. In the interim, the silly girl managed to kill you a few times by mistake. Silly, silly girl.
<</text>>
<<qSpeak "quincy.think">> I can... imagine. <</qSpeak>>
<<speak "vicky.indifferent">> 'Kay, now imagine the Crown's told you to rescue him, but the horse don't want him rescued. That fucker's ready to gore you with his antlers the minute you get close. <</speak>>
<<qSpeak "quincy.think">> Alright... <</qSpeak>>
<<speak "vicky.indifferent">> Now imagine all you've got to do the job is a stick. <</speak>>
<<choose>>
<<trait "jester" [[I need to know more about this stick before I judge how dire the situation is.|PREP: Camp Vicky - About Opona2]]>><<set $response to "joke">><</trait>>
[[But... you had Noblemen with you. Surely it couldn't have been so dire?|PREP: Camp Vicky - About Opona2][$response to "noble"]]
[[That sounds difficult.|PREP: Camp Vicky - About Opona2][$response to "difficult"]]
[[That sounds impossible.|PREP: Camp Vicky - About Opona2][$response to "impossible"]]
<</choose>><<switch $response>>
<<case "joke">>
<<toneGain "vicky" "fun">>
<<toneGain "vicky">>
<<qSpeak "quincy.neutral">> And what qualities does this stick have? In order to get a better grasp on the scene. I must know the quality of my tools. <</qSpeak>>
<<speak "vicky.unimpressed">> S'alright. Good for a few hard whacks, but nothing that's going to take down a horse. <</speak>>
<<qSpeak "quincy.neutral">> Is it at least sharp? Perhaps you could take out an eye. <</qSpeak>>
<<speak "vicky.incredulous">> Oh, it's gone blunt already from all the eyes it's taken out. And don't think about sharpening it, you don't got time with all the horses you'll be beating with it. <</speak>>
<<qSpeak "quincy.think">> Horses? As in, more than one? <</qSpeak>>
<<case "noble">>
<<toneLoss "vicky">>
<<qSpeak "quincy.think">> But... you had Noblemen in your division. Surely things could not have been so dire? <</qSpeak>>
<<speak "vicky.unimpressed">> "Noblemen." *She snorts.* King's Army sent a bunch of boys straight outta the academy. You really think minding a bunch of kids'd make the job any easier? <</speak>>
<<case "difficult">>
<<qSpeak "quincy.lookaway">> That sounds like a difficult endeavor. <</qSpeak>>
<<case "impossible">>
<<qSpeak "quincy.tilt">> That sounds like an impossible endeavor. <</qSpeak>>
<</switch>>
<<speak "vicky.incredulous">> <<switch $response>><<case "joke">>Yup. There's<<case "difficult">>Oh, you think? Didn't even get to the part where there's<<case "impossible">>Well, not //IMPOSSIBLE.// But there //ARE//<<case "noble">>I haven't even mentioned the<</switch>> five other horses in the bushes waiting to kick you in the skull the moment you let your guard down. <</speak>>
<<qSpeak "quincy.neutral">> Mm. *That does sound dire<<if $response == "noble">> indeed<</if>>.* <</qSpeak>>
<<if $response != "noble">>
<<text>>
All of a sudden, a thought abruptly occurs to you.
<</text>>
<<qSpeak "quincy.lookaway">> Pardon... where are the Noblemen in your metaphor? <</qSpeak>>
<<speak "vicky.unimpressed">> "Noblemen." *She snorts.* King's Army sent a bunch of boys straight outta the academy. You really think minding a bunch of kids'd make the job any easier? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> Thank Architect Angie's got a brain in that pretty little head of his. Can't say the same for the other gloves who were there. <</speak>>
<<include "PREP: Camp Vicky - About Hub">><<qSpeak "quincy.neutral">> I am curious about your experiences as a woman in the King's Army. <</qSpeak>>
<<set _hadConvo to false>>
<<if hasVisited("PREP: Vicky Curiosity") || hasVisited("PREP: Vicky LOLs")>>
<<set _hadConvo to true>>
<</if>>
<<if $cFlags.vicky.flirted != true && _hadConvo == true>>
<<speak "vicky.indifferent">> Already told you: guys're like birds. It's fine. <</speak>>
<<qSpeak "quincy.think">> The pecking order, I know. But the logistical and social challenges-- <</qSpeak>>
<<speak "vicky.incredulous">> Challenges like what? <</speak>>
<<qSpeak "quincy.lookaway">> Well... challenges like enlisting in the first place. A woman in the King's Army... it's practically unheard of. <</qSpeak>>
<<else>>
<<speak "vicky.think">> Yeah, what about it? <</speak>>
<<qSpeak "quincy.think">> Well... the entire premise of a woman in the army raises questions. It seems to me that would present a number of logistical and social challenges. <<if hasVisited("PREP: Vicky Wrestle Loser")>>Not to mention differences of strength.<<else>>Not to imply incompetence - <<if hasVisited("PREP: Vicky Wrestle Cordial")>>I know first hand your strength...<<else>>I'd assume that a woman able to maintain such a station is more competent than most...<</if>><</if>> <</qSpeak>>
<<if hasVisited("PREP: Vicky Wrestle Loser")>>
<<speak "vicky.incredulous">> @@.intense;HAH!@@ Differences of strength. Those differences sure didn't stop me from gelding you, did it? <</speak>>
<<qSpeak "quincy.furrow">> *You bristle.* No, because you used tactics. Therefore, it follows that you use similar tactics day-to-day. <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> @@.singsong;Sheesh!@@ You make my life sound like a damn puzzle. <</speak>>
<<qSpeak "quincy.neutral">> It is. If not to you, then to me, the outside observer. <</qSpeak>>
<<speak "vicky.think">> Pfft. You're overthinkin' it. It's like birds. When a flock gets together, they peck each other and figure out who's in charge of who. Guys more or less respect the pecking order. <</speak>>
<<qSpeak "quincy.tilt">> Even so... how did you enlist in the first place? A woman in the King's Army... it's practically unheard of. <</qSpeak>>
<</if>>
<<speak "vicky.neutral">> //Practically.// *She repeats back to you.* There're a few of us. Not many, 'cause strictly speaking we're not "supposed" to be here. But... where there's a will there's a way, and I'd rather take orders from a lieutenant than a husband. <</speak>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<toneGain "vicky">>
<<text>>
An anomalous sentiment for a woman, or so you have been told. After giving it a moment of thought, you decide you'd rather not do the work of a wife, either. The cooking, the cleaning, the sticky-handed children... it's enough to <<snout "give you the chills" "raise your pelt">>.
<</text>>
<<qSpeak "quincy.think">> I suppose if those are your only options, the choice is obvious. <</qSpeak>>
<<speak "vicky.indifferent">> Mmhmm. If I gotta take orders from some man, it's gonna be for pay. <</speak>>
<<qSpeak "quincy.neutral">> And how did you manage to secure this life for yourself? <</qSpeak>>
<<else>>
<<toneLoss "vicky">>
<<text>>
An anomalous sentiment for a woman, or so you have been told. Puzzled, you blurt out:
<</text>>
<<qSpeak "quincy.surprised">> ...Why? <</qSpeak>>
<<speak "vicky.unimpressed">> If I gotta take orders from some man, it's gonna be for pay. <</speak>>
<<qSpeak "quincy.think">> You've no interest in motherhood at all? <</qSpeak>>
<<speak "vicky.incredulous">> Nope. Being a brat was bad enough, I sure as shit don't want to raise one. Don't wanna cook, either. <</speak>>
<<text>>
When put like that, it makes perfect sense. You'd rather not do the work of a wife, either. The cooking, the cleaning, the sticky-handed children... it's enough to <<snout "give you the chills" "raise your pelt">>.
``You hadn't heard there were women who felt the same. How peculiar. You will have to make note of this //other// type of woman for future consideration.
<</text>>
<<qSpeak "quincy.lookaway">> I... see. So how did you come across this... alternate path of yours? <</qSpeak>>
<</if>>
<<speak "vicky.unimpressed">> Well... *She clears her throat and coughs. When she resumes, she speaks in a lower register.* When I was a girl, a change of clothes and a change of pitch had me looking and sounding like every other reedy little peasant boy looking to join. Was pretty easy for "Victor" to enlist. <</speak>>
<<speak "vicky.incredulous">> Took a while for anyone to realize the mistake. By then, I'd been on highway patrol for about a year, something like that. The first couple guys to figure it out were fine keeping my secret, so it was //even longer// before my commanding officer got it. <</speak>>
<<speak "vicky.wink">> By the time they had it all figured out, they knew I was too good a shot to get rid of. "Just keep being Victor," I was told. <</speak>>
<<speak "vicky.neutral">> So I did, right up until they stopped believing it. <</speak>>
<<choose>>
<<trait "dense" [[Why did they stop believing it?|PREP: Camp Vicky - About Woman2]]>><<set $response to "why">><</trait>>
<<if setup.hasTrait("shameless") || setup.hasRep("individualist")>>
<<if setup.hasRep("individualist")>>
<<ideal "individualist" [[*With admiration.* You're grotesquely insubordinate.|PREP: Camp Vicky - About Woman2]]>><<set $response to "admire">><</ideal>>
<<else>>
<<trait "shameless" [[*With admiration.* You're grotesquely insubordinate.|PREP: Camp Vicky - About Woman2]]>><<set $response to "admire">><</trait>>
<</if>>
<<link "*With contempt.* You're grotesquely insubordinate." "PREP: Camp Vicky - About Woman2">><<set $response to "disrespect">><</link>>
<<else>>
[[You're grotesquely insubordinate.|PREP: Camp Vicky - About Woman2][$response to "disrespect"]]
<</if>>
[[You're very resourceful.|PREP: Camp Vicky - About Woman2][$response to "resource"]]
[[You're very bold.|PREP: Camp Vicky - About Woman2][$response to "bold"]]
<</choose>><<switch $response>>
<<case "why">>
<<qSpeak "quincy.think">> They believed you were "Victor" for many years. Why did they stop? <</qSpeak>>
<<speak "vicky.indifferent">> Dairy farm moved in. <</speak>>
<<qSpeak "quincy.lookaway">> I don't see what agriculture has to do with the topic at hand. <</qSpeak>>
<<speak "vicky.cackle">> *This prompts a cackle, but she offers no further explanation.* Don't worry about it. <</speak>>
<<case "admire">>
<<toneGain "vicky">>
<<toneGain "vicky" "fun">>
<<friend "vicky">>
<<qSpeak "quincy.surprised">> How grotesquely insubordinate. <</qSpeak>>
<<speak "vicky.wink">> @@.lilt;Well, when the situation calls for it!@@ ``The wolf that's afraid of antlers's not gonna catch the rabbit. I do what I gotta, even if that means going against the pack every now and then. <</speak>>
<<case "disrespect">>
<<toneLoss "vicky">>
<<toneLoss "vicky" "fun">>
<<enemy "vicky">>
<<qSpeak "quincy.lookaway">> How grotesquely insubordinate. <</qSpeak>>
<<speak "vicky.wink">> @@.lilt;Well, when the situation calls for it!@@ ``The wolf that's afraid of antlers's not gonna catch the rabbit. I do what I gotta, even if that means going against the pack every now and then. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I wasn't complimenting you. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I wasn't complimenting you. <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> Too bad. Sounded like one to me! <</speak>>
<<case "admire">>
<<toneLoss "vicky">>
<<toneLoss "vicky" "fun">>
<<enemy "vicky">>
<<qSpeak "quincy.lookaway">> How grotesquely insubordinate. <</qSpeak>>
<<speak "vicky.wink">> @@.lilt;Well, when the situation calls for it!@@ ``The wolf that's afraid of antlers's not gonna catch the rabbit. I do what I gotta, even if that means going against the pack every now and then. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I wasn't complimenting you. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I wasn't complimenting you. <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> Too bad. Sounded like one to me! <</speak>>
<<default>>
<<toneGain "vicky">>
<<if $response == "resource">>
<<qSpeak "quincy.think">> How very resourceful. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> How very bold. <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> The wolf that's afraid of antlers's not gonna catch the rabbit. I do what I gotta, even if that means going against the pack every now and then. <</speak>>
<</switch>>
<<include "PREP: Camp Vicky - About Hub">><<qSpeak "quincy.neutral">> What do you think of the Brothers of the Barehand? <</qSpeak>>
<<speak "vicky.neutralserious">> I don't. <</speak>>
<<qSpeak "quincy.surprised">> What? <</qSpeak>>
<<speak "vicky.indifferent">> *She scoffs.* I don't. <</speak>>
<<qSpeak "quincy.lookaway">> But you're a subject of the North. And a commoner. Surely you must have thoughts on the Barehand movement? <</qSpeak>>
<<speak "vicky.unimpressed">> Lemme put it this way: I just got back from a three year holiday in Opona. I don't know anything about how the mines're going or this "Lazarus." <</speak>>
<<choose>>
[[I see. You've missed a lot, then.|PREP: Camp Vicky - Barehand2][$response to "see"]]
[[The North is your home. How can you be so apathetic?|PREP: Camp Vicky - Barehand2][$response to "home"]]
<</choose>><<if $response == "see">>
<<qSpeak "quincy.neutral">> I see. A lot has happened in the past three years. <</qSpeak>>
<<speak "vicky.indifferent">> More like the past ten. Haven't been "home" in a //long// time, $VQname. <</speak>>
<<speak "vicky.wink">> 'Sides. I'm a soldier. If I need an opinion on Lazarus and friends, orders from up top will let me know. <</speak>>
<<else>>
<<toneLoss "vicky">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.furrow">> You're a subject of the Northern Kingdom. How can you be so apathetic? <</qSpeak>>
<<speak "vicky.incredulous">> I haven't been "home" in a //long// time, $VQname. I'm a soldier first, one of your pop's "subjects" second. If I need an opinion on Lazarus and friends, orders from up top will let me know. <</speak>>
<</if>>
<<choose>>
[[What if you disagree with what they tell you?|PREP: Camp Vicky - Barehand3][$response to "disagree"]]
[[You must have a lot of faith in Vestur.|PREP: Camp Vicky - Barehand3][$response to "faith"]]
[[You think whatever you are told to think? That's preposterous.|PREP: Camp Vicky - Barehand3][$response to "buy"]]
<</choose>><<switch $response>>
<<case "disagree">>
<<qSpeak "quincy.lookaway">> And if you disagree with those orders? <</qSpeak>>
<<speak "vicky.indifferent">> Follow it anyways, probably. I'm a soldier. <</speak>>
<<speak "vicky.unimpressed">> I know me. I know I sure as Hell couldn't do a better job running things. So, I keep my mouth shut. <</speak>>
<<case "faith">>
<<qSpeak "quincy.neutral">> You must have a lot of faith in Vestur. <</qSpeak>>
<<speak "vicky.unimpressed">> Faith's a funny word for it. It's more like... I know me. I know I sure as Hell couldn't do a better job running things. So, I keep my mouth shut. <</speak>>
<<case "buy">>
<<toneLoss "vicky">>
<<qSpeak "quincy.furrow">> So your thoughts - your morality - it all depends upon what your superiors tell you? <</qSpeak>>
<<speak "vicky.smirk">> What, is the glove gonna start tellin' me to think for myself? Trust me, $VQname, nobody wants that. There's a reason people like me don't get put in charge. Best I leave that to your folk. <</speak>>
<</switch>>
<<choose>>
[[You're making excuses to avoid thinking.|PREP: Camp Vicky - Barehand4][$response to "excuse"]]
[[Because you lack education?|PREP: Camp Vicky - Barehand4][$response to "education"]]
[[Because you lack moral fiber?|PREP: Camp Vicky - Barehand4][$response to "moral"]]
[[Because you lack political sense?|PREP: Camp Vicky - Barehand4][$response to "poltic"]]
<</choose>><<switch $response>>
<<case "excuse">>
<<enemy "vicky">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.furrow">> You make excuses to avoid thinking. <</qSpeak>>
<<speak "vicky.incredulous">> @@.lilt;"You make excuses to avoid thinking."@@ ``Pff. I think plenty. But I also know those thoughts belong in here. *She taps her skull with a finger.* <</speak>>
<<case "moral">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.lookaway">> So... what? You haven't the moral fiber to form a legitimate opinion? <</qSpeak>>
<<speak "vicky.smirk">> Mmhmm. *She nods.* <</speak>>
<<default>>
<<qSpeak "quincy.lookaway">> So... what? You don't trust yourself to have an opinion because you lack <<if $response == "education">>the education<<else>>political savvy<</if>>? <</qSpeak>>
<<speak "vicky.neutral">> A bit of that. A bit of... personal philosophy, let's call it. <</speak>>
<</switch>>
<<speak "vicky.disrespectful">> See, if I were made King, first thing I'd do is lift the ban on a girl havin' multiple husbands and get me about twenny-three male concubines. Then I'd declare my @@.lilt;"childhood sweetheart"@@ an enemy of the Crown and have him hunted for sport. <</speak>>
<<qSpeak "quincy.surprised">> Oh. <</qSpeak>>
<<speak "vicky.incredulous">> <<switch $response>><<case "moral">>So yeah, maybe the morality of the Brothers is a little //above my station.//<<default>>//My// priorities ain't exactly in line with what "the people" or "the country" needs. So I dunno why the Hell I'd start mouthing off about how I think things should be run.<</switch>> <</speak>>
<<include "PREP: Camp Vicky Choices">><<letters>><</letters>>
@@.next;[[Cease your letter-writing.|$currentCamp]]@@<<choose>>
<<link "@@.talk-action;Return to your letters.@@" "MAIL HUB">><</link>>
<<link "@@.talk-action;Cease your letter-writing.@@" $currentCamp>><</link>>
<</choose>><<include $viewMail>>
<<choose>>
<<link "@@.talk-action;Return to your letters.@@" "MAIL HUB">><<set $letterTab to "old">><</link>>
<<link "@@.talk-action;Cease your letter-writing.@@" $currentCamp>><</link>>
<</choose>><<written>>
<span class='written-to'>My dearest Duke Quinchtrell,</span>
``I believe a proper thanks is in order. Your performance at my party was unlike anything that has ever graced the stage in the history of ever. Bravo! A beautiful finale I couldn't have planned better myself. You spent the entire evening running in fear of what I might do only to invent a new danger for yourself to blunder into. Narratively <strike>fascinating</strike> fascenating. They will write epics about you one day.
``Now that the South has given the Fifth Convoy her blessing, I am to return to VRMA and resume my studies. I will be regaling my peers with creative accounts of the evening, of course. How would you like me to portray you? <<if $rumor.calypso>>A star-crossed lover? A young and naive gentleman bewitched by an older and more powerful woman?<<else>>A Northern patriot pushed too far? Or perhaps you would rather I describe you as frothing with irrational prejudice toward the good people of the Boreal South.<</if>> Every time someone asks if you are really as tall as they say, I am going to add one inch to your height and see if anyone notices.
``Do keep me up to date on your travels, will you? And don't you dare spare me the horrid details! I crave to hear the worst of what my beautiful Vestur has to offer. <<icon "romanceF">>
<span class='written-from'>
Your eternal devotee,
<span class='written-from-signature'>
Rhea
</span>
</span>
<</written>><<if $actTracker.act == 1 && $actTracker.season == 1 && $actTracker.episode == 1>>
<<text>>
Your stomach drops at the sight of another roc-printed envelope. But this is not a letter from the Archduke reprimanding you for your <<if $rumor.calypso>>rakish ways<<else>>transgressions<</if>>. Instead, it is a flagrant misuse of her family's crest committed by Duchess Keshet. You suppose you should be relieved.
<</text>>
<</if>>
<<include "MAIL: RheaAfterParty">>
<<mailOptions>><<set $letterTemp to {
welcome:0,
write:false,
story:0
}>>
<<written>>
<<viewOriginalLetter>>
<span class='written-to'>Duchess,</span>
``<<cycle "$letterTemp.welcome" autoselect>>
<<option "I've no idea why you are thanking me. I have embarrassed both my name and yours." 0>>
<<option "Your thanks is unwanted and I had no intention to entertain you." 1>>
<<option "I am glad one of us is enjoying my public humiliation. I most certainly am not." 2>>
<</cycle>> Your games will be the death of me, or at least my reputation.
``As things are, I will suffer for these rumors. I would <<cycle "_letterTempAsk" autoselect>>
<<option "beg" true>>
<<option "plead" true>>
<<option "demand" false>>
<</cycle>> you not slander me further, but I know such appeals for mercy fall on deaf ears.
<<if $rumor.calypso>><<cycle "$letterTemp.story" autoselect>>
<<option "I will save my ink." 0>>
<<option "If you must, say we are star-crossed lovers." 1>>
<<option "If you must, say she seduced me." 2>>
<</cycle>><<else>><<cycle "$letterTemp.story" autoselect>>
<<option "I will save my ink." 0>>
<<option "If you must, say the state of trade pushed me too far." 1>>
<<option "If you must, say I hate the Boreal South for what it has done to Northern cuisine." 2>>
<</cycle>>
<</if>>
``In regards to correspondence,
<<cycle "$letterTemp.write" autoselect>>
<<option "no. I am very busy. Do not write me again unless it is urgent." false>>
<<option "I suppose I could write from time to time, if the opportunity presents itself. I cannot promise anything." true>>
<</cycle>>
<span class='written-from'>
<span class='written-from-signature'>
-Duke Quintrell Barghur
</span>
</span>
``P.S. - You spelled "fascinating" correctly the first time. Your correction is, in fact, incorrect.
<</written>>
<<mailOptions>><<if $letterTemp.story != 0>>
<<toneGain "rhea">>
<<toneGain "rhea" "fun">>
<</if>>
<<if $letterTemp.welcome == 1>>
<<toneLoss "rhea">>
<<toneLoss "rhea" "fun">>
<<toneLoss "rhea" "fun">>
<<elseif $letterTemp.welcome == 0>>
<<toneLoss "rhea" "fun">>
<</if>>
<<text>>
You give the letter one last read. Cynicism creeps over you as you do.
<</text>>
<<if $letterTemp.write == true>>
<<toneGain "rhea">>
<<qSpeak "quincy.lookaway">> I've probably made a terrible mistake, telling her I'll write. <</qSpeak>>
<<else>>
<<toneLoss "rhea">>
<<qSpeak "quincy.lookaway">> ...She's going to write me anyway. <</qSpeak>>
<</if>>
<<text>>
Despite your misgivings, you seal the envelope.
<</text>>
<<mailOptions>><<written>>
<span class='written-to'>
To the Fledgeling Convoy,</span>
``I'd like to personally extend my congratulations to Prince Lucas in regards to his appointment as Convoy Prince. It is a fitting choice: an unprecedent Prince for unprecedent times.
``Unfortunately, unprecedent times tend to present unprecedent complications.
``My lack of a son in Vestur's time of need is a wound upon the pride of the Keshets. I have taken it upon myself to field applications among the Southern Nobility for a young Nobleman suitable to serve the Convoy on behalf of the Southern Throne. But such a task will take time. In the interim, I shall grant the Convoy an allotment from my personal treasury so that you might hire a scribe in his stead. That should satisfy the practical needs of the Fifth Convoy.
``Of course, the matter of public reception remains. An honor as high as Left Hand cannot pass from one family to another behind closed doors. Such a thing demands ceremony.
``I've arranged a party here at my castle in Alnilam. We will hold a rite so the Southern Throne may, in an official and public capacity, grant the Convoy permission to fill our rightful post with a substitute. The attendance of both the Prince and his Right Hand is of utmost importance - it is imperative that the heirs of our three kingdoms be seen standing together as one.
``All is taken care of. You need only make an appearance.
<span class='written-from'>
Your obedient servant,
<span class='written-from-signature'>
Archduke Midas Keshet of the Southern Kingdom
</span>
</span>
<</written>><<text>>
Wrapped in red and gold paper, embossed envelopes such as these are reserved for business of utmost importance to the Southern throne. The Archduke Keshet has never written you directly, as you are beneath his address, but you know his stationary well from the many complaints he has drafted to your father over the years.
``You make quick work of the seal, decapitating the roc depicted upon it in the process.
<</text>>
<<include "MAIL: MidasParty">>
<<text>>
A //party.// Of course. It was inevitable you would be made to attend such a thing eventually. No doubt this is the first of many, but what a cruelty it is that your first one must be be in the home of a man with such power and such loathing for you. And - worst of all - //his daughter will be there.//
<</text>>
<<addTask "11-convoy-party" "start">>
<<mailOptions>><<written>>
<span class='written-to'>My most dearest Duke Quinchtrell,</span>
<<if $outbox[0] == undefined || $outbox[0] == false>>
<p>I wrote you not long after the party, but I've yet to receive word back. I hope this pigeon finds you in good health? You must be oh so busy to neglect your letters. Or perhaps you have simply forgotten how to read and write? Whatever the case, I will forgive your callousness... just this once.</p>
<p>Every which way I turn, I am told what is mine and then barred from having it. Not only am I disallowed from my rightful place as Left Hand, but they punish me further with pointless schooling. Everyone knows I am destined for a yellow pledge, and yet I am expected to waste my time with other classes regardless! Ridiculous. I am not sure how many more disappointments I can weather. And who knows where my whims may lead me if I am not placated?</p>
<<else>>
<p><<if $outbox[0].write>>Thank you. I am not an unreasonable woman. Your un-promise is all I ask.<<else>>I gently suggest you reconsider your decision to ignore my pestering.<</if>> Every which way I turn, I am told what is mine and then barred from having it. Not only am I disallowed from my rightful place as Left Hand, but they punish me further with pointless schooling. Everyone knows I am destined for a yellow pledge, and yet I am expected to waste my time with other classes regardless! Ridiculous. <<if $outbox[0].write>>At least a word from you every now and again should soothe the indignity of the former.<<else>>I am not sure how many more disappointments I can weather. And who knows where my whims may lead me if I am not placated? I've a feeling you don't wish to know.<</if>></p>
<</if>>
``If what I hear is true, then you must've made it back to Barghur by now. Have you met with your Man of the Third Estate yet? What is he like? Has His Highness begun barking for this commoner's approval yet? I wait with bated breath for your <<if $outbox[0] == undefined || $outbox[0] == false>>prompt<<else>><u>fascenating</u><</if>> response.
<span class='written-from'>
Your eternal devotee,
<span class='written-from-signature'>
Rhea
</span>
</span>
<<if $outbox[0] == undefined || $outbox[0] == false || !$outbox[0].write>>
<p>P.S. - I would like to remind you that I am aiding my Papa in the selection of your Convoy's Left Hand. Just a little food for thought. A snack, if you will.</p>
<</if>>
<</written>><<if $actTracker.act == 1>>
<<if $actTracker.season == 1>>
<<if $actTracker.episode == 2>>
<<text>>
You had caught sight of a brillaint, red-headed pigeon flying in the distance earlier in your travels. The sight struck you as odd, but didn't think anything else of it.
``What a disappointment to realize it was the Duchess's pigeon, searching for //you.//
<</text>>
<</if>>
<</if>>
<</if>>
<<include "MAIL: Rhea-2">>
<<mailOptions>><<set $letterTemp to {
nowrite:0,
man:0,
lucas:0
}>>
<<if $outbox[0] != undefined && $outbox[0] != false && !$outbox[0].write>>
<<run delete $letterTemp.nowrite>>
<</if>>
<<written>>
<<viewOriginalLetter>>
<span class='written-to'>Duchess,</span>
``<<if $outbox[0] == undefined || $outbox[0] == false>>Of course I have not forgotten how to write. Do not be absurd. My birth and my work both require my literacy. <<cycle "$letterTemp.nowrite" autoselect>>
<<option "I did not reply because I did not wish to encourage you. I won't be writing again." 0>>
<<option "It simply slipped my mind. I lead a very busy life - there is no need for threats." 1>>
<<option "Please forgive my silence. I swear it was an accident." 2>>
<</cycle>> Bear in mind that your
<<elseif !$outbox[0].write>>
First - <<cycle "$letterTemp.nowrite" autoselect>>
<<option "I've made my decision, and I stand by my word. I will not be entertaining any more of your letters." 0>>
<<option "my rejection is impersonal. I lead a very busy life - there is no need for threats." 1>>
<<option "please forgive my lapse in judgment. I will write, if it stays your hand." 2>>
<</cycle>> Second, bear in mind that your
<<else>>
Your
<</if>> schooling is a privilege. <<if setup.hasTrait("dense")>>Trust my experience when I say you do not wish to be ignorant.<<else>>It never hurts one to be knowledgeable about fields outside their own expertise.<</if>>
``We left the Sovereignty just this morning. I write from our camp in south Kagthur. Much has happened during our short stay in Morbre - too much to detail by hand. I could not have expected our Man of the Third Estate, nor the unrest which followed her arrival. To put things as simply as I can: she is an old friend. <<if setup.flag(231)>><<cycle "$letterTemp.man" autoselect>>
<<option "To meet her again, under these circumstances, is nothing short of unreal. I don't know how to feel." 0>>
<<option "She is a deeply competent woman, but one who I fear has been lead astray. It is a difficult situation." 1>>
<<option "I am still processing the circumstances under which she became Man of the Third Estate, but I hold her in high esteem." 2>>
<</cycle>>
<<else>><<cycle "$letterTemp.man" autoselect>>
<<option "It feels unreal to meet her again under these circumstances, and I cannot say for certain how I feel." 0>>
<<option "I know her to be a deeply competent woman, and yet I find myself having reservations about her selection." 1>>
<<option "I hold her in high esteem, though I am still grappling with the circumstances of her selection." 2>>
<</cycle>><</if>> As for Lucas - <<cycle "$letterTemp.lucas" autoselect>>
<<option "pardon? He does not bark, he is no dog." 0>>
<<option "he has been a perfect gentleman and a professional. There is no shame in showing respect to one's subjects. It is the duty of the Second Estate to serve the Third." 1>>
<<option "I fear the barking has begun..." 2>>
<</cycle>>
<span class='written-from'>
<span class='written-from-signature'>
-Duke Quintrell Barghur
</span>
</span>
<<if $outbox[0] != undefined && $outbox[0] != false>>
<p>P.S. - You misspelled "fascinating" a second time. Why?</p>
<</if>>
<</written>>
<<mailOptions>><<if $letterTemp.lucas == 2>>
<<toneGain "rhea">>
<<toneGain "rhea" "fun">>
<<toneGain "rhea" "fun">>
<</if>>
<<if $letterTemp.hasOwnProperty("nowrite")>>
<<toneGain "rhea">>
<<toneGain "rhea" "fun">>
<</if>>
<<text>>
<<if $letterTemp.hasOwnProperty("nowrite")>>
<<if $letterTemp.nowrite == 0>>It seems that //not// responding to the Duchess is easier said than done.
<<else>>You've cooperated. Hopefully that will earn you some paltry amount of mercy from the Duchess.
<</if>>
<<else>>You sigh.
<</if>> No doubt she'll have further questions about the Convoy's Woman of the Third Estate, nosy as she is. But you are tired. This will have to satiate her for now.
<</text>>
<<mailOptions>><<written>>
<span class='written-to'>
To Prince Lucas of the Fifth Convoy,</span>
``As the Lord and steward of all Kagthur, I am grieved to hear the plight of Amalugh's Cradle. To think that its people have suffered in silence for six long years without the glove of a Noble to guide and protect them brings me great pain. I weep on their behalf.
``<<if setup.flag("59a") || setup.flag("59b")>>I recently recieved word from your Master Elkhatu on Viscount Tokhumal's death, and have been expecting a formal summon since.<<else>>I understand time is short, and neither Yolmar nor the Prince's Convoy can wait for long.<</if>> I have made arrangements with Viscount Yojin of the Barrens on your behalf. He is to meet with you in the town of Idkol to the north, and introduce you to the righteous Noblemen who have offered themselves and their meur for the health of the valley's people.
``Elysium guide the hooves of your steeds, and Architect bless your journey.
<span class='written-from'>
Your humble servant,
<span class='written-from-signature'>
Lord Vonn Kagthur of the Northern Kingdom
</span>
</span>
<</written>><<include "MAIL: KagthurGreen">>
<<mailOptions>><<levelUp>><</levelUp>><div id='levelUpButtonHolder'><<script>>$(document).one(":passagedisplay", function (event) {
setup.statBuyAppendLabels();
});<</script>>
<div id='levelup-error' class='name-error'></div>
@@.next;<<link "Proceed to "+$leveling.nextEp+" <<icon 'right'>>">>
<<script>>setup.commitStatBuy();<</script>>
<<goto $leveling.nextPass>>
<<run delete $leveling>>
<</link>>@@<<print "<img src='" + setup.PathImg + "gui/fglogo.png' aria-label='Forever Gold'>">><span class='current-ep'><<print "Act "+setup.roman($actTracker.act)+", Season "+setup.roman($actTracker.season)+", Episode "+setup.roman($actTracker.episode)>></span>
<span class='title'><<print setup.getEpisodeName()>></span>
<span class='version'>Version $version</span>Forever Gold<<set $tempTraits to []>>
<<once>>
<<set $g to 50>>
<</once>>
<div class='holder'>
<div>
<h1>Alas.</h1>
<div class='introImgSingle large glow'>
<<introImg `["intro_angels1.png","intro_angels2.png","intro_angels3.png"]` "The angels have come for you.">>
</div>
Due to most unfortunate circumstances,
<br>
<span class='faded'>
(albeit very <em>avoidable</em> circumstances)
</span>
<br>
<span class='red'>it seems you have died.</span>
</div>
</div>
@@.next;
[[Your dying mind drifts to the child you leave behind.|Build Quincy Licorice]]
@@<div class='holder'>
<div>
<h1>You found them one late winter.</h1>
A beautiful pair of twins...<br>
orphaned.
<div class='introImgSingle'>
<<introImgLic `["intro_twins_salmiak1.png","intro_twins_salmiak2.png","intro_twins_salmiak3.png"]` "The hazy, mirrored shape of the twins, distored by your dying mind.">>
</div>
One midnight blue, a representative of his kind.<br>
His sister, <<licoriceBuilder>><</licoriceBuilder>><br>
Rare, anomalous, breathtaking.<br><br>
The boy was always destined to travel far -<br>
to walk a different path -<br>
but the @@.red;girl was yours to keep@@.<br><br>
You were asked to name them both...<br><br>
<<set _currentName to 1>>
<div class='randomize-button'>
<<button "Cycle Preset Names">>
<<switch _currentName>>
<<case 1>>
<<set $licorice to "Ajka">>
<<set $salmiak to "Thesh">>
<<case 2>>
<<set $licorice to "Cerise">>
<<set $salmiak to "Vermeil">>
<<case 3>>
<<set $licorice to "Rhalta">>
<<set $salmiak to "Nenvu">>
<<case 4>>
<<set $licorice to "Magpie">>
<<set $salmiak to "Rook">>
<<set _currentName to -1>>
<<default>>
<<set $licorice to "Licorice">>
<<set $salmiak to "Salmiak">>
<</switch>>
<<set _currentName++>>
<<replace "#licoriceBox">><<textbox "$licorice" $licorice autofocus>><</replace>>
<<replace "#salmiakBox">><<textbox "$salmiak" $salmiak autofocus>><</replace>>
<</button>>
</div>
<div class='name-grid'>
<div class='nameHare'>@@.red;THE GIRL'S NAME WAS...@@<br>
<span id='licoriceBox'><<textbox "$licorice" "Licorice" autofocus>></span>
<br><span id='licoriceError' class='name-error'></span>
</div>
<div class='nameHare'>@@.red;THE BOY'S NAME WAS...@@<br>
<span id='salmiakBox'><<textbox "$salmiak" "Salmiak">></span>
<br><span id='salmiakError' class='name-error'></span>
</div>
</div>
</div>
</div>
@@.next;
<<link "Your life flashes before your eyes." >>
<<script>>
var okay = true;
let strRegex = new RegExp(/^[a-z]+$/i);
State.variables.licorice = State.variables.licorice.trim();
State.variables.salmiak = State.variables.salmiak.trim();
var forbiddenChar = strRegex.test(State.variables.licorice);
var forbiddenCharS = strRegex.test(State.variables.salmiak);
if (State.variables.licorice.contains(" ")){
State.variables.licorice.replaceAll(" "," ");
}
if (State.variables.salmiak.contains(" ")){
State.variables.salmiak.replaceAll(" "," ");
}
var forbiddenName = setup.forbidName(State.variables.licorice);
var forbiddenNameS = setup.forbidName(State.variables.salmiak);
var tooLong = false;
var tooLongS = false;
if (State.variables.licorice.length >= 16){
tooLong = true;
}
if (State.variables.salmiak.length >= 16){
tooLongS = true;
}
State.variables.licorice = State.variables.licorice.charAt(0).toUpperCase() + State.variables.licorice.slice(1).toLowerCase();
State.variables.salmiak = State.variables.salmiak.charAt(0).toUpperCase() + State.variables.salmiak.slice(1).toLowerCase();
var el = document.getElementById("licoriceError");
var el2 = document.getElementById("salmiakError");
if (forbiddenChar != true){
el.innerHTML = "(a child's name cannot contain numbers or symbols...)";
okay = false;
}
else if (forbiddenName != true){
el.innerHTML = "(that name belongs to another...)";
okay = false;
}
else if (tooLong == true){
el.innerHTML = "(that name feels too long...)";
okay = false;
} else if (State.variables.licorice.toLowerCase() == State.variables.salmiak.toLowerCase()){
el.innerHTML = "(she can't share a name with her brother...)";
okay = false;
} else {
el.innerHTML = "";
}
if (forbiddenCharS != true){
el2.innerHTML = "(a child's name cannot contain numbers or symbols...)";
okay = false;
}
else if (forbiddenNameS != true){
el2.innerHTML = "(that name belongs to another...)";
okay = false;
}
else if (tooLongS == true){
el2.innerHTML = "(that name feels too long...)";
okay = false;
} else if (State.variables.licorice.toLowerCase() == State.variables.salmiak.toLowerCase()){
el2.innerHTML = "(he can't share a name with his sister...)";
okay = false;
} else {
el2.innerHTML = "";
}
if (okay == true){
Engine.play("Build Quincy 1");
}
<</script>>
<</link>>
@@<div class='holder'>
<div>
<h1>You cared for $licorice as your own from that day forward.</h1><br>
$salmiak was raised by a dear friend.<br>
The two of you were young, but it was always inevitable;<br>
you were both @@.red;haretouched@@, after all.<br><br>
Your kind is despised.<br>
@@.faded;(and perhaps rightfully so.)@@<br>
Yet, you @@.red;choose@@ to live amongst men regardless.
<br><br>
<h2>Who is in the wrong?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_shameful1.png","intro_shameful2.png","intro_shameful3.png"]` "The abstract sensation of responsibility.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_shameless1.png","intro_shameless2.png","intro_shameless3.png"]` "The abstract sensation of persecution.">>
</div>
</div>
@@.next;Make a decision.@@
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = "Build Quincy 2" data-setter="$qSetup to 'me'" role="link" tabindex="0">
@@.oChoice;
I am.
@@
@@.explain;
They are right to look upon me with contempt.
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Build Quincy 2" data-setter="$qSetup to 'world'" role="link" tabindex="0">
@@.oChoice;
The world.
@@
@@.explain;
They begrudge a wolf for having been born with fangs.
@@
</div>
</div>
</div>
</div>
<<script>>
$(document).one(':passagedisplay', function (ev) {
var el1 = document.getElementById("intro-but1");
var el2 = document.getElementById("intro-but2");
var pic1 = document.getElementById("intro-opt1");
var pic2 = document.getElementById("intro-opt2");
el1.onmouseover = function(){
pic1.classList.add("selected");
};
el1.onmouseout = function(){
pic1.classList.remove("selected");
};
el2.onmouseover = function(){
pic2.classList.add("selected");
};
el2.onmouseout = function(){
pic2.classList.remove("selected");
};
});
<</script>><div class='holder'>
<div >
<<if $qSetup == "me">>
<<if !$tempTraits.includes("shameful")>>
<<run $tempTraits.push("shameful")>>
<</if>>
<h1>The gift of fear seperates the living from the dead.</h1><br>
To ask them not to fear you is to ask them to ignore their deepest instincts.<br>
You cannot begrudge them for their humanity.<br><br>
Besides... @@.red;you know well they are right about you.@@<br>
<<else>>
<<if !$tempTraits.includes("shameless")>>
<<run $tempTraits.push("shameless")>>
<</if>>
<h1>The curse is a heavy burden as it is.</h1><br>
You refuse to drag judgment alongside it.<br>
Better an outcast than a prisoner of your own making.<br><br>
You'd rather they keep their distance than @@.red;realize the truth in their prejudice.@@<br>
<</if>>
As a younger man, you committed a terrible crime.<br>
Though you were spared the noose,<br>
you will @@.red;pay for it@@ yet.
<br><br>
<h2>How long do you deserve to suffer for what you've done?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_guilty1.png","intro_guilty2.png","intro_guilty3.png"]` "The abstract sensation of ongoing guilt.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_unguilty1.png","intro_unguilty2.png","intro_unguilty3.png"]` "The abstract sensation of having already paid the price and repented.">>
</div>
</div>
@@.next;Make a decision.@@
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = 'Build Quincy 4' data-setter="$qSetup to 'suffer'" role="link" tabindex="0">
@@.oChoice;
Until I Redeem Myself
@@
@@.explain;
I've earned my reputation. I must prove to the world that I've changed.
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Build Quincy 4" data-setter="$qSetup to 'ugh'" role="link" tabindex="0">
@@.oChoice;
Until I've Learned
@@
@@.explain;
I changed long ago. Further punishment is torture for torture's sake.
@@
</div>
</div>
</div>
</div>
<<script>>
$(document).one(':passagedisplay', function (ev) {
var el1 = document.getElementById("intro-but1");
var el2 = document.getElementById("intro-but2");
var pic1 = document.getElementById("intro-opt1");
var pic2 = document.getElementById("intro-opt2");
el1.onmouseover = function(){
pic1.classList.add("selected");
};
el1.onmouseout = function(){
pic1.classList.remove("selected");
};
el2.onmouseover = function(){
pic2.classList.add("selected");
};
el2.onmouseout = function(){
pic2.classList.remove("selected");
};
});
<</script>><div class='holder'>
<div>
<<if $qSetup == "kin">>
<<if !$tempTraits.includes("packbonded")>>
<<run $tempTraits.push("packbonded")>>
<</if>>
<<set $cast.dangelo.relationship = 3>>
<<set $cast.dangelo.feelings.affinity.current = 75>>
<<set $cast.dangelo.feelings.affinity.total = 75>>
<<set $cast.imani.relationship = 2>>
<<set $cast.imani.feelings.affinity.current = 40>>
<<set $cast.imani.feelings.affinity.total = 40>>
<h1>Your kin have always stood by you.</h1><br>
Even though they may not understand your ways,<br>
@@.faded;(who could hope to?)@@<br>
and even knowing the terrible fate that awaits you.<br><br>
Their continued forgiveness is a precious rarity -<br>
especially in the face of what you've done.<br>
<<else>>
<<if !$tempTraits.includes("dispersal")>>
<<run $tempTraits.push("dispersal")>>
<</if>>
<<set $cast.imani.relationship = 3>>
<<set $cast.imani.feelings.affinity.current = 75>>
<<set $cast.imani.feelings.affinity.total = 75>>
<<set $cast.dangelo.relationship = 2>>
<<set $cast.dangelo.feelings.affinity.current = 40>>
<<set $cast.dangelo.feelings.affinity.total = 40>>
<h1>Only the rare stranger dares see you clearly.</h1><br>
The rituals of familial ties reek of obligation.<br>
Your kin turn a blind eye to your true nature;<br>
they avoid knowing you on purpose.<br><br>
Only strangers acknowledge you for what you are,<br>
and it is only strangers who are fit to forgive you.<br>
<</if>>
As a younger man, you committed a terrible crime.<br>
Though you were spared the noose,<br>
you will @@.red;pay for it@@ yet.
<br><br>
<h2>How long do you deserve to suffer for what you've done?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_redeem1.png","intro_redeem2.png","intro_redeem3.png"]` "The abstract sensation of ongoing redemption efforts.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_repent1.png","intro_repent2.png","intro_repent3.png"]` "The abstract sensation of having already repented.">>
</div>
</div>
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = 'Build Quincy 4' data-setter="$qSetup to 'suffer'" role="link" tabindex="0">
@@.oChoice;
Until I Redeem Myself
@@
@@.explain;
I've earned my reputation. I must prove to the world that I've changed.
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Build Quincy 4" data-setter="$qSetup to 'ugh'" role="link" tabindex="0">
@@.oChoice;
Until I've Repented
@@
@@.explain;
I changed long ago. Further punishment is torture for torture's sake.
@@
</div>
</div>
</div>
</div>
@@.next;Make a decision.@@
<<script>>
$(document).one(':passagedisplay', function (ev) {
var el1 = document.getElementById("intro-but1");
var el2 = document.getElementById("intro-but2");
var pic1 = document.getElementById("intro-opt1");
var pic2 = document.getElementById("intro-opt2");
el1.onmouseover = function(){
pic1.classList.add("selected");
};
el1.onmouseout = function(){
pic1.classList.remove("selected");
};
el2.onmouseover = function(){
pic2.classList.add("selected");
};
el2.onmouseout = function(){
pic2.classList.remove("selected");
};
});
<</script>><div class='holder'>
<div >
<<if $qSetup == "suffer">>
<<if !$tempTraits.includes("guilty")>>
<<run $tempTraits.push("guilty")>>
<</if>>
<h1>You've no right to define what punishment is fair.</h1><br>
The suffering you've caused is unimaginable.<br>
You will pay your penance with dignity.<br>
It is the least you can do.<br><br>
You keep out of trouble and out of sight these days -<br>
<<else>>
<<if !$tempTraits.includes("noguilt")>>
<<run $tempTraits.push("noguilt")>>
<</if>>
<h1>The only way forward is upon your own two feet.</h1><br>
A man cannot walk if he is kneeling in agony.<br>
Your continued punishment has long since lost its purpose,<br>
and you tire of performing guilt.<br><br>
At least you are well hidden now -<br>
<</if>>
beneath @@.red;dirt and stone@@, where the bones sleep<br>
and the sun dares not venture.
<br><br>
<h2>Are you safe here?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_moleman1.png","intro_moleman2.png","intro_moleman3.png"]` "The abstract sensation of safety underground.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_cleithro1.png","intro_cleithro2.png","intro_cleithro3.png"]` "The abstract sensation of terror underground.">>
</div>
</div>
@@.next;Make a decision.@@
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = 'Build Quincy 5' data-setter="$qSetup to 'dirt'" role="link" tabindex="0">
@@.oChoice;
Yes
@@
@@.explain;
The dirt blankets me. The bones embrace me. I'm home.
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Build Quincy 5" data-setter="$qSetup to 'no'" role="link" tabindex="0">
@@.oChoice;
No
@@
@@.explain;
I'm trapped. I can't breathe. I'm going to die.
@@
</div>
</div>
</div>
</div>
<<script>>
$(document).one(':passagedisplay', function (ev) {
var el1 = document.getElementById("intro-but1");
var el2 = document.getElementById("intro-but2");
var pic1 = document.getElementById("intro-opt1");
var pic2 = document.getElementById("intro-opt2");
el1.onmouseover = function(){
pic1.classList.add("selected");
};
el1.onmouseout = function(){
pic1.classList.remove("selected");
};
el2.onmouseover = function(){
pic2.classList.add("selected");
};
el2.onmouseout = function(){
pic2.classList.remove("selected");
};
});
<</script>><div class='holder'>
<div >
<<if $qSetup == "dirt">>
<<if !$tempTraits.includes("moleman")>>
<<run $tempTraits.push("moleman")>>
<</if>>
<h1>In another life, you would have chosen the dirt on purpose.</h1><br>
Her depths are as beautiful as they are unknowable.<br>
Even more astounding, this fascination of yours<br>
manages to be the least strange thing about you.<br><br>
She swaddles your body as a mother would with her child.<br>
You have come to @@.red;enjoy it, almost@@.
<<else>>
<<if !$tempTraits.includes("cleithro")>>
<<run $tempTraits.push("cleithro")>>
<</if>>
<h1>The earth crushes the life from your body.</h1><br>
Buried beneath rock and stone is precisely<br>
where a dead man such as yourself ought to be.<br>
There is no better place for you.<br>
There never was.<br><br>
Not even your family would dare to part you from the dirt.<br>
Your body @@.red;belongs to the earth@@.
<</if>>
</div>
</div>
@@.next;[[Which body was yours, again?|Build Quincy Stats]]@@
<<set $qStats.skills = {haretouch: setup.skillKey.hare.init, empathy: setup.skillKey.emp.init, etiquette: setup.skillKey.etiq.init, deception: setup.skillKey.dec.init, physical: setup.skillKey.phys.init}>><div class='holder'>
<div>
<h1>It is becoming difficult to remember what sort of body you had.</h1>
<div class='introImgSingle' style='max-width:180px;'>
<<introImg `["intro_body1.png","intro_body2.png","intro_body3.png"]` "Your body, perhaps...?">>
</div>
You think you recall the basic idea:<br>
five fingers to a hand, five toes to a foot.<br>
A strong man in the prime of your life...<br><br>
...and utterly @@.red;wretched@@ at performing social norms.<br>
You are @@.red;slow to improve@@ on @@.red;all@@ social skills.<br><br>
<<set $statPool to 0>>
<<set $qSkillTemp = {haretouch: setup.skillKey.hare.init, empathy: setup.skillKey.emp.init, etiquette: setup.skillKey.etiq.init, deception: setup.skillKey.dec.init, physical: setup.skillKey.phys.init}>>
<<set $statPoolTotal to 6>>
<<levelUp true>><</levelUp>><div id='levelUpButtonHolder'><<script>>$(document).one(":passagedisplay", function (event) {
setup.statBuyAppendLabels();
});<</script>></div>
</div>
</div>
@@.next;<<link 'I recognize this body...' 'Build Quincy Snout'>><<script>>setup.commitStatBuy();<</script>><</link>>@@<div class='holder'>
<div>
<h1>Yes, that sounds familiar.</h1>
There's just one last thing...<br>
<br><br>
<h2>Do you feel... human?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_humie1.png","intro_humie2.png","intro_humie3.png"]` "The abstract perception of your alleged human form.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_snout1.png","intro_snout2.png","intro_snout3.png"]` "The abstract perception of your alleged canid form.">>
</div>
</div>
@@.next;Make a decision.@@
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = "Build Quincy Confirm" data-setter="$qSetup to 'humie'" role="link" tabindex="0">
@@.oChoice;
No, but I am.
@@
@@.explain;
My body is shaped like a man.
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Build Quincy Confirm" data-setter="$qSetup to 'snout'" role="link" tabindex="0">
@@.oChoice;
No, not at all.
@@
@@.explain;
My body is shaped like a wolf.
@@
</div>
</div>
</div></div>
<<script>>
$(document).one(':passagedisplay', function (ev) {
var el1 = document.getElementById("intro-but1");
var el2 = document.getElementById("intro-but2");
var pic1 = document.getElementById("intro-opt1");
var pic2 = document.getElementById("intro-opt2");
el1.onmouseover = function(){
pic1.classList.add("selected");
};
el1.onmouseout = function(){
pic1.classList.remove("selected");
};
el2.onmouseover = function(){
pic2.classList.add("selected");
};
el2.onmouseout = function(){
pic2.classList.remove("selected");
};
});
<</script>><<if $qSetup == "snout">>
<<set $snoutMode to true>>
<<set $modeFilePath to "snout">>
<<addclass "html" "snout">>
<<set settings.snout to true>>
<<else>>
<<set $snoutMode to false>>
<<set $modeFilePath to "humie">>
<<removeclass "html" "snout">>
<<set settings.snout to false>>
<</if>>
<div class='holder'>
<div class='noQuestion'>
Shaped like a <<if settings.snout == true>>
@@.red;wolf@@,
<<else>>
@@.red;man@@,
<</if>><br>
father to @@.red;$licorice@@,<br>
the <<print setup.licoriceEye()>>-eyed hare with the <<print setup.licoriceColor(true)>> pelt,<br>
<<if $tempTraits.includes("shameful")>>
@@.red;Shameful@@ bearer of the curse,
<<else>>
@@.red;Repugnant@@ bearer of the curse,
<</if>><br>
<<if $tempTraits.includes("guilty")>>
dragged by your @@.red;guilt@@
<<else>>
@@.red;driven away@@ by your fellow man,
<</if>><br>
<<if $tempTraits.includes("moleman")>>
down into the @@.red;forgiving darkness of the earth@@.
<<else>>
down into the @@.red;crushing darkness of the earth@@...
<</if>><br><br>
<<script>>
State.temporary.mods = setup.getAllMods("levelUp");
<</script>>
<div class='mode-grid'>
<div class='opening-portrait'>
<<print setup.printQuincyPort()>>
</div>
<div class='opening-confirm-mode'><strong><<icon "party">> Mode: <<if settings.snout == true>>Snout<<else>>Flesh<</if>></strong><span>Illustrations and prose descriptions depict <<if settings.snout == true>>canid<<else>>human<</if>> characters.</span></div>
</div>
<div class='opening-confirm-grid'>
<div class='stat-holder'>
<div class='skill-holder'>
<<print setup.drawQuincyStats()>>
</div>
</div>
<div class='trait-holder'>
<<print setup.traitListing($tempTraits)>>
</div>
</div>
<h2>Is this you?</h2>
</div>
@@.next;Make a decision.@@
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = "Build Quincy Finish" role="link" tabindex="0">
@@.oChoice;
Yes.
@@
@@.explain;
That's right...
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Begin Game" role="link" tabindex="0">
@@.oChoice;
No.
@@
@@.explain;
Let me try again...
@@
</div>
</div>
</div><div class='holder'>
<div>
<h1>There, in the distance.</h1><br>
<div class='introImgSingle glow'>
<<introImg `["whitehare_1.png","whitehare_2.png","whitehare_3.png"]` "The white hare flickers in the distance...">>
</div>
It's the <span style="color:#FFF">white hare</span> again.<br>
@@.faded;(again? you've met before? when?)@@<br>
One day, you will find yourself here,<br>
@@.red;alone@@,<br>
and you will @@.red;die in earnest.@@<br>
@@.faded;("die in earnest?" is this death not "earnest?")@@
<br>
<br>
But that day is not today.<br><br>
<span style="color:#FFF">Today, she spares you.</span><br>
</div></div>
@@.next;[[Come. She beckons you to breathe again.|OPEN: Begin]]@@
<<silently>>
<<if Array.isArray($tempTraits)>>
<<for _i to ($tempTraits.length - 1); _i > -1; _i-->>
<<traitAdd $tempTraits[_i]>>
<</for>>
<</if>>
<<unset $qSetup>>
<<unset $tempTraits>>
<</silently>><<addCodex "people.quincy">>
<<addCodex "people.dangelo">>
<<addCodex "people.lucas">>
<<addCodex "people.imani">>
<<addCodex "factions.tri">>
<<addCodex "factions.north">>
<<addCodex "factions.south">>
<<addCodex "factions.middle">>
<<addCodex "bestiary.licorice">>
<<addCodex "bestiary.salmiak">>
<<addCodex "bestiary.hare">>
<<addCodex "bestiary.unicorn">>
<<addCodex "bestiary.manticore">>
<<addCodex "bestiary.roc">>
<<addCodex "bestiary.cat">>
<<addCodex "bestiary.dog">>
<<addCodex "bestiary.fowl">>
<<addCodex "bestiary.goat">>
<<addCodex "bestiary.horse">>
<<addCodex "bestiary.orc">>
<<addCodex "bestiary.pigeon">>
<<addCodex "concepts.haretouch">>
<<addCodex "concepts.meur">><<text>>
You bring the blade to the throat of the mock hare. Your knife presses against its wax skin.
<</text>>
<<img 1 "ceremony_hareknife.png" "Quincy holds his trembling hand to the wax neck of the hare effigy." `["modeNeutral"]`>>
<<text>>
''How do you justify its death to yourself?''
<</text>>
<<choose>>
[[I'm putting this ailing kit out of its misery.|PREP: Blessing Ceremony Hare Kill][$response to "euth"]]
[[I've killed a hare for survival before. This too is for my survival.|PREP: Blessing Ceremony Hare Kill][$response to "survive"]]
<<ideal "ambition" [[It dies for a greater purpose.|PREP: Blessing Ceremony Hare Kill][$response to "ambition"]]>><</ideal>>
<<ideal "apathy" [[It's not alive and it's not real.|PREP: Blessing Ceremony Hare Kill][$response to "apathy"]]>><</ideal>>
<</choose>><<img 1 "ceremony_backroom.png" "Quincy stands in the back room." `["modeNeutral"]`>>
<<if $tempQ.blessing.round == 0>>
<<locationBoardSetup `["church-basilica-inner.png","clock.png","desk.png"]`>>
<<location "andimeur" `["Saint Alistair's Basilica","Diadem"]`>>
<<if !hasVisited("PREP: Blessing Prep NotDone")>>
<<text>>
You have been granted a quiet place to preen and prepare for the ceremony. Some quiet back room, seldom frequented by the monks and sybils who mill about the cathedral. Aside from the holy spire hung upon the wall, it is mercifully devoid of religious idols.
``You have been preparing all morning, of course, but your nerves are so frayed you cannot say whether or not it helped any.
``It would behoove you to review your lines... and wash your gloves, for that matter. They don't look particularly dirty to your eyes, but your fellow Noble has a keen and uncanny ability to distinguish seemingly identical shades of white.
<</text>>
<<else>>
<<text>>
It seems unlikely that you will leave this room unless you relent and apply those hideous oils.
<</text>>
<</if>>
<<else>>
<<locationBoardSetup `["church-basilica-inner.png","clock.png","desk.png"]`>>
<<updateLocationBoard>>
<<location "andimeur" `["Saint Alistair's Basilica","Diadem"]`>>
<<if $tempQ.blessing.actions.length < 1>>
<<switch $tempQ.blessing.deathtype>>
<<case "first">>
<<qSpeak "quincy.harrowed">> ''My cape.'' <</qSpeak>>
<<text>>
//Somehow, it snagged upon a decoration as you passed and brought the entire arch crashing down on you.//
``You find yourself alone in the back room, sharing this revelation of yours with no one in particular. A quick assessment of your body tells you that you've yet to do your final preparations.
<</text>>
<<default>>
<<text>>
It seems you are in the back room once more. <<switch $tempQ.blessing.deathtype>><<case "fire">>The hallucinatory scent of burnt oil and cooked man lingers on your nose and tongue.<<case "cape">>Your bones ache. <p>You really ought to do something about that troublesome cape.</p><<case "impale">>Your abdomen still hurts, but only because you clutch it so fiercely. You loosen your grip.<</switch>>
<</text>>
<</switch>>
<<else>>
<<text>>
It seems you are in the back room once more.
<</text>>
<</if>>
<</if>>
<<include "PREP: Blessing Prepare Hub">><<imgAnimate 1 `["death_collapse_1.png","death_collapse_2.png","death_collapse_3.png"]` "Quincy's arm vanishes under the collapsing arch." `["modeNeutral"]`>>
@@.next;
[[It seems the archway has killed you again.|PREP: Blessing Cape Death2]]
@@<<whitehare>>
<<text>>
That shouldn't have happened more than once.
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|PREP: Blessing Backroom][$tempQ.blessing.round++]]@@
<<set $tempQ.blessing.deathtype to "cape">>
<<include "PREP: Ceremony Death Reset">><<whitehare>>
<<text>>
It all happened so fast, you hadn't even the time to determine what killed you. Was it some fault of your own? Deliberate sabotage, perhaps? Your head feels too murky here to think.
``Perhaps it will be clearer to your living self.
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|PREP: Blessing Backroom][$tempQ.blessing.round++]]@@
<<set $tempQ.blessing.deathtype to "first">>
<<include "PREP: Ceremony Death Reset">><<imgAnimate 1 `["death_collapse_1.png","death_collapse_2.png","death_collapse_3.png"]` "Quincy's arm vanishes under the collapsing arch." `["modeNeutral"]`>>
<<text>>
It was not merely your nerves.
<</text>>
@@.next;
[[What happened?|PREP: Blessing Ceremony 1 Death]]
@@<<once>>
<<set $tempQ.blessing.progress++>>
<</once>>
<<text>>
A trio of small, ornate knives have been set upon the altar. Fanned before the spicket, their short blades point inward so that they might be grasped with ease.
<</text>>
<<img 1 "ceremony_knives.png" "The ceremonial knives lay in a row upon the altar." `["modeNeutral"]`>>
<<speak "ancha.sybil.glance">> By tradition, the Left Hand would swear his oath first. In an ideal time, a son of Keshet would be here at the Prince's side, but our time is far from ideal. In his absence, we - the people of the South - will carry a blade in his stead. <</speak>>
<<text>>
Three monks emerge from her shadow. As if one, three hands grab the hilt of one knife and raise it towards the flame of the roc-engraved candle. With uncanny coordination, the Brothers call:
<</text>>
<<speak "cetolmonk1.neutral" "Cetolist Monk">> On behalf of Hyas, Manos, Orion, and Iakovos... <</speak>>
<<speak "cetolmonk2.neutral" "Cetolist Monk">> We pray for a worthy Left Hand to serve the golden Prince of the Fifth Convoy. <</speak>>
<<speak "cetolmonk3.neutral" "Cetolist Monk">> A Keshet in spirit, if not in blood. <</speak>>
<<speak "cetolmonk1.neutral" "Cetolist Monk">> We are common, and we are humble. <</speak>>
<<speak "cetolmonk2.neutral" "Cetolist Monk">> We bear no Gift or title. <</speak>>
<<speak "cetolmonk3.neutral" "Cetolist Monk">> The oath of a Noble is not ours to make. <</speak>>
<<speak "cetolmonk1.neutral" "Cetolist Monk">> But still, we are dutiful. <</speak>>
<<speak "cetolmonk2.neutral" "Cetolist Monk">> Still, we serve Vestur. <</speak>>
<<text>>
The monks draw the hot blade from the fire. Collectively, they turn towards the false roc perched at the edge of the stage.
<</text>>
<<speak "cetolmonk3.neutral" "Cetolist Monk">> In The Architect's name, we slay this beast on behalf of a Left Hand yet to come. We slay it so that Vestur may prosper. The people will hunger no more. <</speak>>
<<img 1 "ceremony_rocslay.png" "The roc is slain." `["modeNeutral"]`>>
<<text>>
With that, the trio plunges the blade of the knife into the wax chest of the effigy. The heat of the metal turns the bird's chest cavity malleable, and the monks descend upon it like a pack of wolves, prying its body open to free the guilder piled inside.
``As the coins rain down into the crowd, their cacophonous cheers grow louder. You nearly miss the High Sybil's quiet prodding over the din.
<</text>>
<<speak "ancha.sybil.eyebrow">> @@.whisper;Psst. You're up, darling.@@ <</speak>>
<<text>>
She's looking at you. //They're all looking at you.//
``''What was it you were supposed to say?''
<</text>>
<<if !$tempQ.blessing.actions.includes("bigOils")>>
@@.next;<<link "Take the knife in hand. Raise it over the flame." "PREP: Blessing Ceremony Knife">>
<<passiveCheck 1 `["etiq",12]`>>
<</link>>@@
<<else>>
@@.next;
<<link "Take the knife in hand. Raise it over the flame." "PREP: Blessing Fire Death">>
<<if hasVisited("PREP: Blessing Fire Death")>>
<<set $qStats.deaths++>>
<</if>>
<</link>>
@@
<</if>><<img 1 "ceremony_knives.png" "The ceremonial knives lay in a row upon the altar." `["modeNeutral"]`>>
<<img 1 "ceremony_rocslay.png" "The roc is slain." `["modeNeutral"]`>>
<<img 1 "ceremony_altar.png" "And you will raise your knife..." `["modeNeutral"]`>>
<<if !$tempQ.blessing.actions.includes("bigOils")>>
@@.next;<<link "Take the knife in hand. Raise it over the flame." "PREP: Blessing Ceremony Knife">><<passiveCheck 1 `["etiq",setup.DCKey.easy]`>><</link>>@@
<<else>>
@@.next;
<<link "Take the knife in hand. Raise it over the flame." "PREP: Blessing Fire Death">>
<<if hasVisited("PREP: Blessing Fire Death")>>
<<set $qStats.deaths++>>
<</if>>
<</link>>
@@
<</if>><<text>>
Peering through the curtains, you watch as the palanquin makes its way past the altar and to the center of the stage. Together, the men lower it to the ground with a fluid, unified movement like the recess of the tides. The High Sybil's regalia flows behind her as she emerges in short, measured steps. With a wordless gesture, she banishes the litter from the stage, along with the two monks who hurry it away. The remaining six fan around her like the tail of a peacock, their heads bowed in reverence. With the same ease with which she breathes, she turns to the courtyard and draws her hands together in a wide arc evocative of the holy spire of her faith.
<</text>>
<<speak "ancha.sybil.pray">> Children of The Divine Architect, <<atlantean setup.atlantean.faith.blessingsUponUs>>. <</speak>>
<<speak "ancha.sybil.glance">> Long ago, we lived in an era of great strife. Beset by invasion, tormented by famine, and ravaged by the beasts of the land, the Middle Kingdom was on the brink of ruin. <</speak>>
<<text>>
Always "an era of great strife." Always that exact verbiage.
<</text>>
<<speak "ancha.sybil.glance">> The great King Alistair felt the suffering of his people, and grieved each of their tragedies as his own. Though his head carried the crown, he was a mere man like any other. No lone man can defeat war, hunger, nor nature; such is the realm of the divine. <</speak>>
<<speak "ancha.sybil.pray">> King Alistair prayed for six days and six nights, hoping to be heard by Him Above. And on the dawn of the seventh morning... He answered. <</speak>>
<<speak "ancha.sybil.curious">> But The Architect did not send food down from the fields of Elysium. He did not purge the beasts from the woods, and He did not fell the armies which threatened the Midland. He sent not the unicorn's horn, but //the unicorn.// <</speak>>
<<speak "ancha.sybil.tilt">> //"The beasts of the land hold great power,"// said Him Above. //"So long as you use it to serve your people, that power is yours to command."// <</speak>>
<<speak "ancha.sybil.glance">> An era of great strife casts a shadow over Vestur once again. The three thrones hear your cries, just as the sainted King Alistair heard the Midland's. The Second Estate shall honor its hallowed promise once more. <</speak>>
<<speak "ancha.sybil.pray">> ''The time for the Fifth Prince's Convoy is upon us.'' <</speak>>
<<text>>
At these words, Lucas jumps. He rights himself immediately, squaring his shoulders and straightening his cape, but no preening can prepare for the reality of the situation. The two of you are about to present yourselves before an incalculable horde of eyes. This ceremony is not merely public - it is //historic.//
``Your stomach churns<<if setup.hasRep("ambition")>> in spite of your resolve<</if>>. The Prince gives you one last wordless nod, then leaves the safety of the curtain's obscurity.
``''Were you supposed to exit with him, or after him?''
<</text>>
<<choose>>
<<link "@@.talk-action;Exit with him.@@" "PREP: Blessing Ceremony Follow">>
<<set $response to "with">>
<</link>>
<<link "@@.talk-action;Exit after him.@@" "PREP: Blessing Ceremony Follow">>
<<set $response to "after">>
<</link>>
<</choose>><<imgAnimate 1 `["death_knife_1.png","death_knife_2.png","death_knife_3.png"]` "Quincy has landed skull-first on the knife.">>
<<text>>
You had forgotten, for one blessed moment, that you were made to wear "proper shoes." //Those damned Midland heels.// <<if $tempQ.blessing.round <= 1>>You must have forgotten to buckle them upon your return to life.<<else>>In the struggle to make it through the lustration alive, you had forgotten to buckle those wretched buckles.<</if>> Now you find yourself tumbling forward, following the hare effigy to your death.
``<<if hasVisited("PREP: Blessing Stage Death2")>>The fall, as you know well, would not have killed you on its own merit. It would have hurt, certainly, but not killed you.<<else>>It is a short drop. You doubt the fall could have killed you on its own merit. It would have hurt, certainly, but the stage is only so high from the ground.<</if>> Instead, it is your own foolish instincts that end your life, as is often the case with these accidental deaths of yours.
``In a misguided attempt to break your fall, you swing your arm forward without regard for the knife wrapped tightly in your fingers. When you hit the ground, you land on it face first.
``It's unpleasantly warm.
``The feeling of //heated metal// sliding through your eye socket is not one you would recommend to anyone. Your hearing goes odd. The screams of the crowd hardly even register.
``You know that you are dying, but it is the single piece of guilder wedged uncomfortably under your body which grieves you most. More than anything, you'd like to turn it flat so you can die upon it more comfortably, but it seems your extremities have gone numb. Maybe it is due to shock, or the fall. Maybe <<if setup.hasTrait("dense")>>there //was// something important behind your eyes all along<<else>>it was something the knife severed in your head<</if>>. You can't be certain, and you are in no state to form hypotheses right now.
``It is a relief you die face down. Lucas is surely in hysterics right now, and you hate to watch him watch you die. You'd prefer to put off seeing that sight again for as long as possible.
<</text>>
@@.next;[[You're going to feel that coin in your nightmares.|PREP: Blessing Ceremony Death 2]]@@<<whitehare>>
<<text>>
//"I'm sorry,"// you plead to the white hare, //"I didn't mean what I said during the ceremony. I beg of you, please believe me - I had no choice."//
``Her blazing red eyes pierce through your words and see your intentions... and she deigns to let you live.
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|PREP: Blessing Ceremony Postdeath]]@@<<text>>
<<if $response == "with">>
The murmurs of the crowd intensify into chatter as you and Lucas emerge from behind the curtain.
<</if>>
You can barely see the crowd past the animal effigies at the edge of the stage, but their murmurs intensify as Lucas reveals himself. In the brilliant light of the Midland afternoon, the nervousness melts away from his features, leaving behind the stately, assured demeanor of his public persona.
<</text>>
<<img 1 "ceremony_altar.png" "Three ceremonial spickets sit upon the altar." `["modeNeutral"]`>>
<<text>>
At the stage's center is an altar. Upon it, you spy the spickets salvaged from the castle storeroom. Scrubbed clean of a century of dirt, they shine bright beneath the light of their own flames.
<</text>>
<<img 1 "ceremony_effigies.png" "Three effigies stand in a line, one for each Kingdom." `["modeNeutral"]`>>
<<text>>
Opposite, at the very edge of the stage, effigies of each kingdom's crest animal loom. The roc is burly and strangely un-avian, its beak agape; the unicorn rears off-kilter from the size of its horn; the hare stares out with a pitiful face.
<</text>>
<<img 1 "ceremony_crowd.png" "A mass of onlookers gaze up at the stage.">>
<<text>>
``Further still lies the crowd. The writhing horde of subjects seems to stretch endlessly into the horizon. Their gaze is like maggots on your skin.
<</text>>
<<speak "ancha.sybil.smug">> Led by the golden Prince of the High Throne, with the son of the Northern Kingdom at his Right, the Prince's Convoy shall travel the peninsula and restore peace to our holy Tri-Kingdom. <</speak>>
<<speak "ancha.sybil.pray">> Come, children. Make your vows. <</speak>>
@@.next;[[Approach the altar.|PREP: Blessing Ceremony Follow Bottleneck]]@@<<img 1 "ceremony_arch.png" "An arch, decorated with roses and a swarm of doves." `["modeNeutral"]`>>
<<text>>
You trudge forward as the High Sybil commands. Thanks to the height of your heels, it takes all your coordination not to wobble with each step.
``As you near the altar, a terrible, irrational feeling prickles the <<snout "hairs" "fur">> on the back of your neck and burns your bones. It's the same awful feeling you get when your death is at hand.
``It wouldn't be the first time you thought you sensed death where there was none. You reassure yourself it is merely nerves.
<</text>>
@@.next;[[Proceed, despite your instincts.|PREP: Blessing Ceremony Altar StageCollapse]]@@<<if !$tempQ.blessing.mistakes.includes("approach")>><<run $tempQ.blessing.mistakes.push("approach")>><</if>>
<<text>>
With a hot blade in hand, you make your way across the stage to where the mock hare sits.<<if hasVisited("PREP: Blessing Ceremony Hare Approach Death")>> You know it is not your intended route, but it is the one you hope to survive.<</if>> The walk feels inordinately long. //An executioner's march.//
<</text>>
<<img 1 "ceremony_hareeffigy.png" "The hare effigy. Its appearance is pitiful." `["modeNeutral"]`>>
<<text>>
Aside from the ears, the figure scarcely resembles a hare. An approximation crafted by someone who has never seen one. Even so, you are reluctant to destroy it. The off-kilter proportions lend it a pitiful, innocent appearance. You swear you've seen an ailing runt with a lumpy body and weepy eyes just like it.
``Your fingers tighten around the hilt of your knife. <<if !hasVisited("PREP: Blessing Glovewash")>>Catching sight of your own grey fingers, you realize you've forgotten to wash your gloves.<</if>>
<</text>>
<<qSpeak "quincy.tilt">> In The Architect's name, I slay this beast to protect Vestur. *You swallow.* The people will live in fear of it no more. <</qSpeak>>
@@.next;[[Do what must be done.|Blessing Ceremony Hare2]]@@<<imgAnimate 1 `["death_stagefall_1.png","death_stagefall_2.png","death_stagefall_3.png"]` "Quincy has fallen beneath the stage. He has been unfortunately impaled on a beam.">>
<<if !hasVisited("PREP: Blessing Stage Death2")>>
<<text>>
The heaving of the boards beneath your feet alerts you of danger far too late. //Something// beneath your feet snaps, though you are uncertain which part of the stage is first to give out. The next thing you know, you are underneath the stage, gazing up at the blinding white sky as your vision blurs.
``The fall itself was not the worst you've weathered, and you briefly entertain the idea that you might survive this. However, when you try to move, you hear a terrible squelch followed by a sharp and unforgiving pain coursing through your midsection.
``You've been impaled by a fallen support.
<</text>>
<</if>>
<<if !hasVisited("PREP: Blessing Stage Death2")>>
@@.next;
[[Perhaps doing this ceremony properly is impossible.|PREP: Blessing Stage Death2]]
@@
<<else>>
@@.next;
[[Doing this ceremony properly is impossible.|PREP: Blessing Stage Death2]]
@@
<</if>><<text>>
<<switch $response>>
<<case "euth">>//Deformities like those cannot be comfortable,// you tell yourself. //A kit like this could not run or play. It is beyond help.//
<<case "survive">>//You've killed a hare before,// you remind yourself. //You'll kill again if you have to.//
<<case "ambition">>//This kit dies for a greater purpose,// you tell yourself. //Its death will not be in vain.//
<<case "apathy">>//It's not a real hare,// you remind yourself. //It's not alive.//
<</switch>>
``You plunge the blade into the effigy's neck.
``<<switch $response>>
<<case "euth">>// It has no quality of life. A swift death is kinder than letting it languish.//
<<case "survive">>//You'll do whatever it takes to survive, as any animal would.//
<<case "ambition">>//Its end marks your beginning as Right Hand.//
<<case "apathy">>//What you do is not cruel.//
<</switch>>
``As you draw the knife along the round of the figure's throat, the softening wax of its neck begins to sink inward under the weight of its head. With little coaxing, it separates from the body and tumbles over the stage. Tipping the effigy forward, guilder pours from the hollow of its body and into the roiling crowd.
<</text>>
<<img 1 "ceremony_coins.png" "Coins spill out towards the audience." `["modeNeutral"]`>>
<<text>>
The people gather where the guilder falls like crows to a wolf's kill. A sea of grasping hands reach over one another for small tokens of wealth, pushing and pulling whoever is unfortunate enough to be in the way. The cries of the people are celebratory, but their merriment borders on frenzy, and a horrible suspicion falls over you that the smallest nudge could turn the celebration violent.
``You loosen your grip. The hare's body slips from your fingers and drops into the crowd, where it is violently torn to pieces by eager claws. <<switch $response>><<case "euth">>//Its suffering is no more,//<<case "survive">>//It is simply the way of things,//<<case "ambition">>//You will change this land,//<<default>>//It feels no pain,//<</switch>> you promise yourself, but the sight is still too much. You feel dizzy. You avert your eyes and step back...
<</text>>
@@.next;[[...but something catches your foot.|PREP: Blessing Ceremony Death]]@@<<img 1 "ceremony_jonah.png" "A moustached man has appeared to block your progress, his grin manic.">>
<<text>>
...as does an obstacle.
``A thin, scraggly Midlander emerges from the crowd.
<</text>>
<<speak "jonah.neutral" "Moustached Stranger" >> Pardon me, Your Grace. Your Highness. My good sirs! <</speak>>
<<text>>
The stitching of his overcoat tells you it was once expensive; now it is one-third coat and two-thirds patchwork. The small bit of hair that escapes the shade of his top hat shines with too much grease, and his gratuitous mustache curls so tightly that it forms two perfect spirals <<snout "beneath his nose" "at the end of his snout">>.
<</text>>
<<speak "jonah.smile">> My name is Jonah, Jonah Veloana! I'm a writer for the Horse's Mouth! The first greatest and eighth largest publication in the Midland, yes sir! *He grasps your free hand without asking and shakes it like a hare shakes stubborn prey - a terrible faux pas that seemingly goes unnoticed by the rippling crowd.* I'm covering the ceremony. Beautiful, beautiful event! Lovely, just lovely. Would you mind putting in a word for the paper? <</speak>>
<<text>>
You cannot think of a string of words you would like to hear less right now.
``Lucas bristles. You feel his hand tighten around yours as his brows twist in anger and his <<snout "hackles rise" "face reddens">>.
<</text>>
<<speak "lucas.bigmad">> Are you daft? Now is not the time or the place-- <</speak>>
<<speak "jonah.smile">> It will only be a minute of your time, I promise! <</speak>>
<<speak "lucas.bigmad">> //No!// <</speak>>
<<speak "jonah.neutral">> What about you, Your Grace? Out of the public eye for so long, you must be dying to loose your jaw! <</speak>>
<<qSpeak "quincy.lookaway">> No, I-- <</qSpeak>>
<<speak "jonah.smile">> Come now, don't be shy! Your adoring public craves answers! <</speak>>
<<qSpeak "quincy.lookaway">> "Adoring" seems a strong word-- <</qSpeak>>
<<speak "jonah.neutral">> Ah, so they've failed to please you, then? They need to bow a little lower, maybe? *He chuckles.* <</speak>>
<<qSpeak "quincy.lookaway">> I am not looking to be "pleased." <<if setup.hasTrait("ambition")>>I am here to serve Vestur.<<else>>I only wish to fulfill my duty to Vestur.<</if>> <</qSpeak>>
<<speak "jonah.smile">> So I heard! *He gestures back to the stage.* You "exact the will of Him Above!" Wonderful, just wonderful. You don't see piety up North so often. They don't have a lot of respect for the big man upstairs, no sir! And how, if I may, ask did you come to know The Architect? Have you always been a man of faith? <</speak>>
<<text>>
He asks this in the courtyard of Saint Alistair's Basilica, in the wake of a religious ceremony, surrounded by swathes of the faithful who seemingly believe in your divinely chosen status. Lucas looks from you to the journalist, brow furrowed, jaw slack, and equally speechless as you.
``You stand half-caught in some sort of wicked trap without escape. ''You've only a split second to decide: how will you answer?''
<</text>>
<<passiveCheck 1 `["dec",setup.DCKey.medium]`>>
<<passiveCheck 2 `["etiq",setup.DCKey.medium]`>>
<<choose>>
<<chooseRep "earnest" [[I am not a man of faith.|PREP: Jonah Earnest]]>>
<<chooseRep "cunning" [[*Lie.* I found my faith in the mountains.|PREP: Jonah Cunning]]>>
<</choose>><<once>>
<<set $tempQ.blessing.progress++>>
<</once>>
<<if $tempQ.blessing.progress < 4>>
<<text>>
The blade feels unsteady in your hands.<<if hasVisited("PREP: Blessing Fire Death")>> Not quite so unsteady as when you caught fire, but unsteady nevertheless.<</if>>
<</text>>
<</if>>
<<img 1 "ceremony_candles.png" "You raise your knife to the flames." `["modeNeutral"]`>>
<<if $tempQ.blessing.progress < 4>>
<<text>>
Still, you steel yourself and try to muster the sense to deliver your line. Over the flame, the knife grows warm.
<</text>>
<</if>>
<<passiveCheck 2 `["emp",12]`>>
<<choose>>
<<if setup.checkPass(1)>>
<<gate `["etiq",1]` [[Bearing the blood of Rhyland, Sigmond, Vondell, and Willet...|PREP: Blessing Ceremony Names]] "repeat">><<set $response to "correct">><</gate>>
[[On behalf of Rhyland, Vondell, Sigmond, and Willet...|PREP: Blessing Ceremony Names][$response to "incorrect"]]
<<else>>
[[On behalf of Rhyland, Vondell, Sigmond, and Willet...|PREP: Blessing Ceremony Names][$response to "incorrect"]]
[[Bearing the blood of Rhyland, Sigmond, Vondell, and Willet...|PREP: Blessing Ceremony Names][$response to "correct"]]
<</if>>
<</choose>><<text>>
The Prince's heels click furiously to your rescue.
<</text>>
<<speak "lucas.neutral">> @@.yell;Bearing the blood of Gabriel, Gabriel II, Louis, and Oliver, I, Lucas Andimeur, son of Queen Amalthea Andimeur, accept the duty of my family name and bear the oath of Saint Alistair as my own!@@ <</speak>>
<<text>>
He says his oath with such demand for the crowd's attention that the giggling ceases. The Prince will surely have questions about your behavior later - behaviors you can't begin to explain to him - but for now, you are grateful for his aid. You feel the judging eyes slide off you, and retreat to nurse your wounded pride beneath the cover of the unicorn effigy's shadow.
``It is larger than the other two beasts, meant to be raised by three men rather than one. The gaggle of Southern monks have already taken their place on the opposite side, eyes averted and deathly silent.
<</text>>
<<speak "lucas.glasses">> //People of Vestur!// I shall fulfill our promise to The Architect just as the four Princes did before me. @@.intense;''When shadows fall over Vestur, you needn't fear, for I am your divine servant!''@@ <</speak>>
<<text>>
His voice rises and falls, lilts and peaks; each word shines brilliant in his bared teeth. Whether he is compelled by conviction or the sheer theater of it all, the end result is captivating. He struts across the stage with full confidence, brandishing his knife at the false unicorn with fire in his eyes.
<</text>>
<<speak "lucas.bigmad">> @@.big-yell;In The Architect's name, I slay this beast and bring prosperity to Vestur! The bounty of her horn is yours! With her might, our rivers run clear and the fields of our Tri-Kingdom grow forever gold!@@ <</speak>>
<<img 1 "ceremony_coins.png" "Coins spill out towards the audience." `["modeNeutral"]`>>
<<text>>
With great fervor, Lucas draws his blade across the horn of the unicorn and lobs it into the crowd with all his might. The joyous exclamations of the crowd are deafening, and as you and the monks tilt the effigy over the edge of the stage even the clatter of coins is lost in the unyielding human noise.
``As his people tear into the idol, Lucas turns to you with a proud face and...
<</text>>
<<speak "lucas.glasses">> *He says something, but you cannot make it out over the crowd. He extends a hand towards you after.* <</speak>>
<<choose>>
<<link "@@.talk-action;Take his hand with your left hand.@@" "PREP: Blessing Ceremony Lucas Correct">><</link>>
<<link "@@.talk-action;Take your hand with your right hand.@@" "PREP: Blessing Ceremony Lucas Wrongo">><</link>>
<</choose>><<img 1 "ceremony_end1.png" "The wide, stone steps of the basilica." `["modeNeutral"]`>>
<<text>>
Together, the two of you descend down the steps and into the terrifying sea of your public. They writhe about like worms in carrion. Mercifully, they have the grace not to touch you; instead, they bend and bow around the Prince's path. Their eyes gleam with a mix of fascination and disgust. Your ear catches jeering amongst the praise.
``To your surprise, Lucas seems unbothered by this. Perhaps he understands that public humiliation is the price of knowing you. Perhaps it is a price he is willing to pay.
<</text>>
@@.next;[[Continue.|PREP: Blessing Ceremony Through]]@@
<<if $tempQ.blessing.rank >= 4>>
<<set $tempQ.blessing.outcome to true>>
<<else>>
<<set $tempQ.blessing.outcome to false>>
<</if>><<text>>
You take his outstretched hand with your left. The Prince must not be too angry with you, for he takes a moment to regard your clasped hands with sentimentality. He says something else - again, unintelligible over the noise of the ceremony - and smiles as he tugs you and your buckled shoes across the stage.
<</text>>
<<include "PREP: Blessing Ceremony Lucas Bottleneck">><<if !$tempQ.blessing.mistakes.includes("wronghand")>><<run $tempQ.blessing.mistakes.push("wronghand")>><</if>>
<<text>>
You take his outstretched hand with your right. At first, you assume he must be angry with you, for he regards your hand with confusion. But then, he says something else - again, unintelligible over the noise of the ceremony - and reaches for your other hand instead. Figuring he knows better than you, you allow him to take it and lead you and your buckled shoes across the stage.
<</text>>
<<include "PREP: Blessing Ceremony Lucas Bottleneck">><<switch $response>>
<<case "correct">>
<<if $tempQ.blessing.progress < 4>>
<<text>>
You take a deep breath. Reluctant as you are, you know what is expected of you. Clasping the knife in your hand, you raise the blade over your respective candle and recite your line.
<</text>>
<</if>>
<<qSpeak "quincy.neutral">> Bearing the blood of Rhyland, Sigmond, Vondell, and Willet, I, Quintrell Barghur, son of Archduke Deion Barghur, swear my life to serve the Fifth Convoy as the Prince's protector and Right Hand. <</qSpeak>>
<<case "incorrect">>
<<if !$tempQ.blessing.mistakes.includes("badnames")>><<run $tempQ.blessing.mistakes.push("badnames")>><</if>>
<<if $tempQ.blessing.progress < 4>>
<<qSpeak "quincy.neutral">> On behalf of Rhyland, Vondell, Sigmond, and Willet, I, Quintrell Barghur, son of Archduke Deion Barghur-- <</qSpeak>>
<<qSpeak "quincy.surprised">> ...! *Wait. That isn't right.* <</qSpeak>>
<<text>>
"On behalf?" It should be "by the blood." You're an //heir,// not a substitute. And Vondell //was// the Right Hand of the Second Convoy, wasn't he...? <<if hasVisited("PREP: Blessing Ceremony Follow With")>><p>Hold on. Weren't you supposed to wait for the Prince to take the stage first?</p><</if>>
<</text>>
<<qSpeak "quincy.harrowed">> I, uh, swear my life to serve the Fifth Convoy as the Prince's protector and Right Hand. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> On behalf of Rhyland, Vondell, Sigmond, and Willet, I, Quintrell Barghur, son of Archduke Deion Barghur, swear my life to serve the Fifth Convoy as the Prince's protector and Right Hand. <</qSpeak>>
<<text>>
You're fairly certain that is incorrect, but you're just looking to get through this alive.
<</text>>
<</if>>
<</switch>>
<<passiveCheck 3 `["emp",12]`>>
<<choose>>
<<if setup.checkPass(2)>>
<<gate `["etiq",1]` [[In service of the golden Prince, I serve all of Vestur...|PREP: Blessing Ceremony Serve]] "repeat">><<set $response to "correct">><</gate>>
[[In serving the golden Prince, I serve all of Vestur...|PREP: Blessing Ceremony Serve][$response to "serving"]]
[[In servicing the golden Prince, I serve all of Vestur...|PREP: Blessing Ceremony Serve][$response to "servicing"]]
<<else>>
[[In serving the golden Prince, I serve all of Vestur...|PREP: Blessing Ceremony Serve][$response to "serving"]]
[[In service of the golden Prince, I serve all of Vestur...|PREP: Blessing Ceremony Serve][$response to "correct"]]
[[In servicing the golden Prince, I serve all of Vestur...|PREP: Blessing Ceremony Serve][$response to "servicing"]]
<</if>>
<</choose>><<locationBoardSetup `[
{img:"diadem.png",text:"A grand stage has been erected where the basilica's steps descend into the city."},
{img:"crowd-1.png",text:"The crowd outside is a legion. Thousands of voices murmur and thunder over one another."},
{img:"church-basilica-inner.png",text:"All that separates you from thousands of eyes is a thick set of velvet curtains."}
]`>>
<<location "andimeur" `["Saint Alistair's Square","Diadem"]`>>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
You cannot bring yourself to look beyond it; the Prince does so on your behalf.
<</processTxt>>
<</locationDesc>>
<<speak "lucas.weary">> It's... not the //largest// crowd I've ever stood before. <</speak>>
<<text>>
You know he has attended all sorts of horrid coronations and christenings before, but the veracity of this particular statement is dubious. Lucas's own tone indicates he isn't certain himself. He withdraws his head from the gap between the stage curtains and gives you an odd half-grimace which you suspect is meant to convey some sort of reassurance or apology.
``You acknowledge him with a disheartened shake of the head as you fumble with the buckles upon your shoes. <<if !hasVisited("PREP: Blessing Clothes")>>For reasons that escape you, you have been forbidden to wear your boots. They have been confiscated from you under the pretense of "proper dress." A pair of vile Midland heels has been foisted upon you in their stead. Properly fastened, you feel like an animal with a snare around each leg.<<else>>You yearn for your boots.<</if>>
<</text>>
@@.next;[[Continue.|PREP: Blessing Ceremony Opening Ancha]]@@<<text>>
The stomp of synchronized footsteps precedes the sight of the palanquin they carry. From further within Saint Alistair's, it crawls into view like a silvered caterpillar.
``The eight monks which bear the litter upon their shoulders are not of this Basilica. Their robes, immodest by Midland standard, are of Southern make, sporting the telltale ocean waves which pattern the religious attire of Cerostianism's Cetolist sect. Standing together, they look unpleasantly identical: bare arms carved with the same inks, hair dreaded to the same length, the tips dyed with the same blue. Were it not for their differing heights and <<snout "beards of varying fullness" "varied coats">>, you might think you were looking upon eight copies of the same man.
``Heads cast down, they refuse eye contact as they pass out of respect for your "divinity." However, before their path reaches the curtain, a hand bearing many rings extends from the window of the litter, and the men slow to a stop without question.
``Lucas lets out a sigh of exasperation. He approaches the window with a scrutinous squint and scoffs:
<</text>>
<<speak "lucas.scowl">> Don't you think this is a little //much?// You're more than capable of walking a few feet. <</speak>>
<<text>>
The hand chuckles and lunges out to pinch his cheek.
<</text>>
<<speak "ancha.sybil.smug" `["shadow"]`>> Oh, hush, darling. You //know// it's for the drama. <</speak>>
<<speak "lucas.annoyed">> *He snorts.* Is //that// what you call it? <</speak>>
<<speak "ancha.sybil.eyebrow" `["shadow"]`>> That is what I said, is it not? *The hand flexes.* <</speak>>
<<speak "lucas.eyeroll">> //Ugh.// <</speak>>
<<speak "ancha.sybil.neutral" `["shadow"]`>> Good luck to you too, darling. *She pauses.* And you as well, Your Grace. <</speak>>
<<text>>
With that, the hand pats him on the head and withdraws. The horrid, decorated caterpillar rises again and leaves for the stage beyond.
<</text>>
@@.next;[[Continue.|PREP: Blessing Ceremony Begin]]@@<<locationBoardSetup `[
{img:"diadem.png",text:"A grand stage has been erected where the basilica's steps descend into the city."},
{img:"crowd-1.png",text:"The crowd outside is a legion. Thousands of voices murmur and thunder over one another."},
{img:"church-basilica-inner.png",text:"All that separates you from thousands of eyes is a thick set of velvet curtains."}
]`>>
<<location "andimeur" `["Saint Alistair's Square","Diadem"]`>>
<<switch $tempQ.blessing.round>>
<<case 1>>
<<speak "lucas.weary">> It's... not the //largest// crowd I've ever stood before. <</speak>>
<<qSpeak "quincy.tilt">> Mm. <</qSpeak>>
<<text>>
The Prince is ignorant to your visions. You have never spoken of them to anyone. As far as he knows, you are simply //odd.// Sometimes silence grips you for no apparent reason. Other times, you twitch and heave with no provocation. You are irrational and paranoid; meticulous and pedantic about eclectic fears you may or may not be able to explain.
``He thinks little of it at this point. This is standard, fretful Quintrell Barghur behavior to his eyes.
<</text>>
<<case 2>>
<<speak "lucas.neutral">> Come, now. We're about to begin. <</speak>>
<<qSpeak "quincy.tilt">> Mmhmm. <</qSpeak>>
<<speak "lucas.neutral">> Quintrell. <</speak>>
<<qSpeak "quincy.lookaway">> Mmm...? <</qSpeak>>
<<speak "lucas.glance">> Gamgam saw no danger in your future. She is the most practiced sybil alive. You will be fine. <</speak>>
<<qSpeak "quincy.tilt">> Right. <</qSpeak>>
<<case 3>>
<<speak "lucas.scowl">> Don't you think this is a little //much?// You're more than capable of walking a few feet. <</speak>>
<<speak "ancha.sybil.smug" `["shadow"]`>> Oh, hush, darling. You //know// it's for the drama. <</speak>>
<<speak "lucas.annoyed">> *He snorts.* Is //that// what you call it? <</speak>>
<<speak "ancha.sybil.eyebrow" `["shadow"]`>> That is what I said, is it not? <</speak>>
<<speak "lucas.eyeroll">> //Ugh.// <</speak>>
<<speak "ancha.sybil.neutral" `["shadow"]`>> Good luck to you too, darling. *She pauses.* And you too, Your Grace. <</speak>>
<<text>>
As the High Sybil's palanquin crawls away, you wonder whether the uncomplicated future the High Sybil foresaw has made itself impossible by being known.
<</text>>
<<case 3>>
<<speak "lucas.weary">> . . . <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "lucas.weary">> You're certain you're alright? <</speak>>
<<qSpeak "quincy.harrowed">> It's fine. I just need one more try. <</qSpeak>>
<<speak "lucas.weary">> "One more try" at what? <</speak>>
<<qSpeak "quincy.lookaway">> Forget it. <</qSpeak>>
<<case 4>>
<<qSpeak "quincy.harrowed">> //One. More. Try.// *You're muttering to yourself.* <</qSpeak>>
<<speak "lucas.weary">> Quintrell, you're at it with the shaking and muttering again. Are you certain you're alright? <</speak>>
<<qSpeak "quincy.furrow">> I've already told you: I'm fine. <</qSpeak>>
<<speak "lucas.weary">> ...This is the first time I've asked. *He scoffs.* <</speak>>
<<qSpeak "quincy.lookaway">> ...Oh. Apologies. It's... my nerves. <</qSpeak>>
<<default>>
<<speak "lucas.weary">> You're //absolutely certain// that you're alright? <</speak>>
<<qSpeak "quincy.harrowed">> //Yes.// <</qSpeak>>
<</switch>>
<<choose>>
<<if $tempQ.blessing.actions.includes("clothes")>>
<<link "@@.talk-action;Exit with Lucas.@@" "PREP: Blessing Ceremony To Altar">>
<<set $response to "with">>
<<run $tempQ.blessing.mistakes.push("with")>>
<</link>>
<<link "@@.talk-action;Exit after Lucas.@@" "PREP: Blessing Ceremony To Altar">>
<<set $response to "after">>
<</link>>
<<else>>
<<link "@@.talk-action;Exit with Lucas.@@" "PREP: Blessing Cape Death">>
<<set $response to "with">>
<<if hasVisited("PREP: Blessing Cape Death")>>
<<set $qStats.deaths++>>
<</if>>
<</link>>
<<link "@@.talk-action;Exit after Lucas.@@" "PREP: Blessing Cape Death">>
<<set $response to "after">>
<<if hasVisited("PREP: Blessing Cape Death")>>
<<set $qStats.deaths++>>
<</if>>
<</link>>
<</if>>
<</choose>><<if !$tempQ.blessing.mistakes.includes("buckler")>><<run $tempQ.blessing.mistakes.push("buckler")>><</if>>
<<img 1 "ceremony_coins.png" "Coins spill out towards the audience." `["modeNeutral"]`>>
<<text>>
The crowd is clawing apart the hare effigy again. Your nausea returns, but a careful step back brings you safely away from the ledge.<<if $tempQ.blessing.round >= 2>> It is a small comfort to see something other than the four walls of the basilica back room, at least.<</if>> You take care to keep your feet apart that the belts of your heels do not endanger you.
``It is awkward to move this way. A grim realization dawns that you cannot continue on like this for the entire ceremony. Your lethal shoes //must// be buckled. The alternative is to invite death with your step - or worse, a blunder that //does not kill you// which will then be remembered by all.
``Your sweat beads cold on your <<snout "skin" "fur">>. Seeing no other option, you tuck your knife away, kneel down, and fasten your shoes.
``A horrid giggle runs through the crowd like a wave. You must appear a madman. Your throat tightens and you push their judgment from your mind. You try not to think about the names they'll call you in the papers. //"The Duke of Shoes,"// perhaps. //"The Buckler of the North."// It doesn't matter whether you prepare yourself or not, humiliation will always find you.
``<<if setup.hasRep("ambition")>>What a rotten start to your tenure as Right Hand.<<else>>You don't belong on this stage.<</if>>
<</text>>
@@.next;[[Continue.|PREP: Blessing Ceremony Lucas]]@@<<once>>
<<set $tempQ.blessing.progress++>>
<</once>>
<<switch $response>>
<<case "correct">>
<<qSpeak "quincy.neutral">> In service of the golden Prince, I serve all of Vestur, and exact the will of Him Above. <</qSpeak>>
<<if $tempQ.blessing.progress < 5>>
<<text>>
It feels awkward and grotesque to ascribe holy inspiration to anything you do, but you deliver the words as they were written with perfect clarity in spite of your disgust.
``But... an even more unpleasant idea awaits you yet.
``You must slaughter the hare effigy.
<</text>>
<</if>>
<<default>>
<<if !$tempQ.blessing.mistakes.includes("service")>><<run $tempQ.blessing.mistakes.push("service")>><</if>>
<<if $response == "servicing">>
<<if !$tempQ.blessing.mistakes.includes("servicing")>><<run $tempQ.blessing.mistakes.push("servicing")>><</if>>
<</if>>
<<qSpeak "quincy.neutral">> In $response the golden Prince-- <</qSpeak>>
<<if $tempQ.blessing.progress < 5>>
<<if $response == "servicing">>
<<text>>
A snicker escapes the crowd.
<</text>>
<</if>>
<<qSpeak "quincy.surprised">> ...! *Hold on. That's the wrong verbiage.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<<qSpeak "quincy.lookaway">> In service of the golden Prince, I serve all of Vestur, and... exact the will of Him Above... <</qSpeak>>
<<if $tempQ.blessing.progress < 5>>
<<text>>
It feels grotesque to ascribe holy inspiration to anything you do, but an even more unpleasant idea awaits you yet.
``You must slaughter the hare effigy.
<</text>>
<</if>>
<</switch>>
<<choose>>
<<if setup.checkPass(3)>>
<<gate `["etiq",1]` [[*Walk to your right as you approach the effigy.*|PREP: Blessing Ceremony Hare Approach Death]] "repeat">><<set $response to "correct">><</gate>>
<<link "@@.talk-action;Walk to the right of the stage as you approach the effigy.@@" "PREP: Blessing Ceremony Hare Approach">><</link>>
<<else>>
<<link "@@.talk-action;Walk to the right of the stage as you approach the effigy.@@" "PREP: Blessing Ceremony Hare Approach">><</link>>
<<link "@@.talk-action;Walk to your right as you approach the effigy.@@" "PREP: Blessing Ceremony Hare Approach Death">><</link>>
<</if>>
<</choose>><<img 1 "ceremony_end2.png" "Saints at the tops of columns watch your progress." `["modeNeutral"]`>>
<<text>>
Each step you take is <<if setup.hasRep("ambition")>>daunting<<else>>terrifying<</if>>, but you walk with a friend by your side. <<if setup.hasRep("ambition")>>You are in this together.<<else>>For better or for worse, you are in this together.<</if>>
<</text>>
@@.next;[[Continue.|PREP: Blessing Ceremony Through2]]@@<<img 1 "ceremony_end3.png" "The exit shines bright in front of you." `["modeNeutral"]`>>
<<text>>
Freedom comes into view...
<</text>>
@@.next;[[Continue.|PREP: Blessing Ceremony Jonah Appear]]@@<<once>>
<<set $tempQ.blessing.progress++>>
<</once>>
<<img 1 "ceremony_arch.png" "An arch, decorated with roses and a swarm of doves." `["modeNeutral"]`>>
<<text>>
The crowd feels more distant than before. The sensation that they are further away is not unwelcome, though everything else about your situation is.
``You do your utmost to give the murderous archway a wide berth as you pass beneath it. You know well that the decor is much more precarious and far heavier than it would appear at a glance. Your cape brushes against it anyway, but there is no stray thread to catch on its edges.
``You survive.
<</text>>
@@.next;[[Approach the altar.|PREP: Blessing Ceremony At Altar]]@@<<img 1 "ceremony_altar.png" "Three ceremonial spickets sit upon the altar." `["modeNeutral"]`>>
<<img 1 "ceremony_effigies.png" "Three effigies stand in a line, one for each Kingdom." `["modeNeutral"]`>>
<<img 1 "ceremony_crowd.png" "A mass of onlookers gaze up at the stage.">>
<<img 1 "ceremony_arch.png" "An arch, decorated with roses and a swarm of doves." `["modeNeutral"]`>>
<<if $tempQ.blessing.progress < 1>>
@@.next;[[Approach the altar.|PREP: Blessing Ceremony At Altar]]@@
<<else>>
@@.next;[[Approach the altar.|PREP: Blessing Ceremony At Altar Repeat]]@@
<</if>><<img 1 "room_mirror.png" "An ornate mirror." `["modeNeutral"]`>>
<<if !$tempQ.blessing.actions.includes("clothes")>>
<<run $tempQ.blessing.actions.push("clothes")>>
<</if>>
<<if $tempQ.blessing.visited.clothes == false && $tempQ.blessing.round == 0>>
<<text>>
A full-length mirror lays angled against the wall. If you had to guess, you have spent more time today contemplating your reflection than you ever have.
``The servants have fussed over you already, <<snout "squaring your hairline" "clipping your fur">> and combing your mustache. It makes you appear even starker than usual, yet still you cannot bring yourself to let your guard down. You periodically assess your buttons and fumble with your collar to the point of compulsion. It makes no difference. By all apparent measures, you look perfectly presentable.
``The only thing you find amiss is your shoes.
``For reasons that escape you, you have been forbidden to wear your boots. They have been confiscated under the pretense of "not being proper dress." You have been supplied with a pair of vile Midland heels with strangling buckles in their stead.
``You hate how these rotten things sit on your feet with all your heart. Properly fastened, you feel like an animal with a snare around each leg. You opt to leave them unbuckled until the ceremony begins, for your own sanity.
<</text>>
<<elseif $tempQ.blessing.visited.clothes == false>>
<<text>>
A full-length mirror lays angled against the wall. You have spent more time today contemplating your reflection today than you ever have before, but apparently this was not contemplation enough.
``Never mind that the servants had spent hours fussing over you already, <<snout "squaring your hairline" "clipping your fur">> and combing your mustache. At a glance, you look perfectly presentable. Except...
``A trailing thread strays from the stitching on your cape where the tundra elk trim meets the hare pelt. When you lay your eyes upon it, your skin goes cold<<snout "" "beneath your fur">>. //This// is the thing which lead to your death.
``You trim it with extreme prejudice.
<</text>>
<<elseif $tempQ.blessing.deathtype == "first">>
<<text>>
Standing before the mirror again, you feel yourself a fool. All that time wasted preening, and you had missed something of such vital importance that you //died.// With a frustrated huff, you interrogate your cape for clues as to where things went wrong.
``A trailing thread strays from the stitching on your cape where the tundra elk trim meets the hare pelt. When you lay your eyes upon it, your skin goes cold<<snout "" "beneath your fur">>. //This// is the thing which lead to your death.
``You trim it with extreme prejudice.
<</text>>
<<elseif $tempQ.blessing.deathtype == "cape" && $tempQ.blessing.visited.clothes2 != true>>
<<text>>
Your face flushes with humiliation. You knew your cape was a problem. Why did you proceed without fixing it? With a frustrated huff, you interrogate your cape for clues as to where things went wrong.
``A trailing thread strays from the stitching on your cape where the tundra elk trim meets the hare pelt. When you lay your eyes upon it, your skin goes cold<<snout "" "beneath your fur">>. //This// is the thing which lead to your death.
``You trim it with extreme prejudice.
<</text>>
<<elseif $tempQ.blessing.deathtype == "cape">>
<<text>>
Your face flushes with humiliation. You knew your cape was a problem. Why did you proceed without fixing it?
``That damned bit of loose thread won't get the best of you again. Furious, you trim it.
<</text>>
<<else>>
<<text>>
That damned bit of loose thread won't get the best of you again. Furious, you trim it.
<</text>>
<</if>>
<<include "PREP: Blessing Prepare Hub">><<written "print">>
@@.headline;TEMPLAR OF THE NORTH SECT? SHOE-BUCKLING DUKE QUINTRELL BARGHUR CONFESSES FAITH@@
``Following the Fifth Lustration (and a quick buckle of the shoe), <<if !hasVisited("PREP: Blessing Glovewash")>>a filthy-gloved <</if>>Duke Quintrell Barghur confided in our sources about the nature of his faith. Although his father and brother are known to be Holy Cerostians, it seems the young Duke has found his faith in the high mountains of the far North, seeing The Architect through the eyes of a disciple of the North sect.
``Though The Horse's Mouth was moved by his honesty, our publication had a great many questions. In true stoic Northern fashion, the shoe-buckling Duke refused to answer in detail. For now, his opinions on controversial North sect practices (such as: animal sacrifice, sky burial, polyandry, and the tattooing of the unmentionables) remains a thing of speculation<<if !hasVisited("PREP: Blessing Glovewash")>>, as does his reasons for neglecting to wash his gloves<</if>>. Given his difficulties with basic ideas (what differentiates his right and his left, <<if $tempQ.blessing.mistakes.includes("badnames")>> his family's own history,<</if>><<if $tempQ.blessing.mistakes.includes("service")>> the proper use of certain words,<</if>><<if $tempQ.blessing.mistakes.includes("with")>> the Prince's higher status,<</if>> etc) perhaps he simply forgot the contents of his own beliefs.
``<<if $rumor.calypso>>Given the rumors regarding his intentions towards Lady Nephthei of the Boreal South, perhaps he seeks a faith which would allow his love to flourish rather than condemn it.<<else>>However, one thing is clear: given the tension between Cetolist-Cerostians and North Cerostians in the Boreal South, it is no wonder why the young Duke would asperse Lady Nephthei.<</if>> <<if $rumor.calypso>>We at the Horse's Mouth will watch this young petticoat pensioner with great interest in his pursuit of married women twice his age.<<else>>It remains to be seen what this hidebound man, seemingly intent on reviving old interkingdom feuds, has in mind for the future of Tri-Kingdom and Cerostian unity.<</if>>
<</written>><<written "print">>
@@.headline;THE DIVINE-ORDAINED BLASPHEMER? SHOE-BUCKLING DUKE BARGHUR SLANDERS THE FAITHFUL@@
``Following the Fifth Lustration (and a quick buckle of the shoe), <<if !hasVisited("PREP: Blessing Glovewash")>>a dirty-gloved <</if>>''Duke Quintrell Barghur'' disparaged The Architect in the courtyard of Saint Alistair's Basilica. Though he swore an oath to exact His will only minutes earlier, the young Duke confessed to our source that his so-called beliefs were a ruse to win the favor of the faithful. When questioned on whether or not he felt remorse for this subterfuge, Duke Barghur denied holding any feelings of guilt.
``Although we are a secular publication, we at The Horse's Mouth are nothing short of appalled by the shoe-buckling Duke's disrespect towards the Church of Ceros and all its sects. Such <<if !hasVisited("PREP: Blessing Glovewash")>>filthy<<else>>underhanded<</if>> behavior is most unbecoming for the Right Hand of a Prince's Convoy.
``Perhaps this is simply what we should expect from a <<if !hasVisited("PREP: Blessing Glovewash")>>gray-gloved <</if>>"gentleman" of his make - from <<if $rumor.calypso>>a petticoat pensioner who pursues married women twice his age<<else>>a hidebound man intent on reviving old interkingdom feuds<</if>>,<<if $tempQ.blessing.mistakes.includes("badnames")>> one who struggles to recall his own Noble lineage,<</if>><<if $tempQ.blessing.mistakes.includes("service") || $tempQ.blessing.mistakes.includes("badnames")>> an individual most inarticulate,<</if>><<if $tempQ.blessing.mistakes.includes("with") || $tempQ.blessing.mistakes.includes("with")>> a Duke who walks beside a Prince without proper regard for his higher status,<</if>> who ''buckles'' under pressure.
``For those dear readers who might find this assessment harsh, this journalist would like to remind you that this is not the first time he has sought to disrespect the good people of Vestur. ''(Recall: <<if $rumor.calypso>>his shameless flirtations with the married Lady Nephthei<<else>>his blatant contempt for Lady Nephthei<</if>>, as reported in our last issue.)''
<</written>><<endQuest "11-convoy" "a">>
<<addTask "11-closing">>
<<removeTask "11-convoyprep">>
<<addCodex "jonah">>
<<addCodex "church">>
<<addCodex "ivorywell">>
<<addCodex "ceros">>
<<addCodex "holyceros">>
<<addCodex "northceros">>
<<addCodex "cetolism">>
<<addCodex "architect">>
<<addCodex "elysiumhell">>
<<addCodex "alistair">>
<<addCodex "saints">>
<<addCodex "narwhal">>
@@.next;[[Continue.|PREP: Blessing End2]]@@<<if setup.hasRep("cunning")>>
<<include "PREP: Blessing Cunning Insert">>
<<else>>
<<include "PREP: Blessing Earnest Insert">>
<</if>>
@@.next;[[Continue.|0open: drank loc]]@@<<imgAnimate 1 `["death_burn_1.png","death_burn_2.png","death_burn_3.png"]` "Quincy is immolated.">>
<<if !hasVisited("PREP: Blessing Fire Death2")>>
<<text>>
You realize too late that those repugnant perfumed oils have made your hands slippery. You lose your grasp on the knife only moments after taking it. In your frantic attempts to recapture the blade, your hand strays too close to the candle flame. While unicorn hide is somewhat resistant to //catching// fire, it offers little protection from the heat, and so when the oils combust your fingers cook within the glove.
``In your flailing attempt to manage the blaze, a stray ember catches the oils at the base of your neck and your entire head is set ablaze.
<</text>>
<</if>>
<<if !hasVisited("PREP: Blessing Fire Death2")>>
@@.next;
[[It hadn't occurred to you that those scented oils were flammable.|PREP: Blessing Fire Death2]]
@@
<<else>>
@@.next;
[[For a minute, you had forgotten that those scented oils were flammable.|PREP: Blessing Fire Death2]]
@@
<</if>><<whitehare>>
<<text>>
Another reason to loathe scented oils, you suppose. At least you can take solace in the fact that the smell of your death is a distinct one. The white hare finds you in the darkness with ease. She only need follow the smell of cooked flesh and burnt florals.
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|PREP: Blessing Backroom][$tempQ.blessing.round++]]@@
<<set $tempQ.blessing.deathtype to "fire">>
<<include "PREP: Ceremony Death Reset">><<if !$tempQ.blessing.actions.includes("gloves")>>
<<run $tempQ.blessing.actions.push("gloves")>>
<</if>>
<<if $tempQ.blessing.visited.gloves == false >>
<<text>>
To conduct with dirty gloves is seen as an insult to The Architect among men of faith, and a hideous show of disrespect for one's own nobility among men of reason. You may not ever conduct again, but you will be punished regardless if your gloves do not gleam in the sunlight.
``A bowl of ichor has been left for you in the corner of the room to these ends.
<</text>>
<<img 1 "room_ichor.png" "A vessel embossed with doves around its perimeter." `["modeNeutral"]`>>
<<text>>
The smell and texture of ichor is an unfavorable one, but unicorn hide is a fickle material. They say if you want it //truly// clean, nothing else will do. You are unsure how scientific the idea is. You suspect it is one of those myths the Second Estate has tricked itself into believing true, but unicorn skin is unfathomably rare and utterly irreplaceable. No one, even a black-pledged pariah like yourself, would risk the safety of their gloves to try an alternate method of cleansing.
``Trick of the eyes or not, your gloves appear brighter as you watch the thick, dark liquid roll over white.<<if $tempQ.blessing.actions.includes("oils")>> The damp stains left by the scented oils are no longer visible.<</if>>
<</text>>
<<else>>
<<img 1 "room_ichor.png" "A vessel embossed with doves around its perimeter." `["modeNeutral"]`>>
<<text>>
You submerge your gloves in the ichor. The dirt <<if $tempQ.blessing.actions.includes("oils")>>and oils sink<<else>>sinks<</if>> to the bottom and disappears.
``The room smells like mint and copper.
<</text>>
<</if>>
<<if $tempQ.blessing.actions.includes("bigOils")>>
<<script>>
State.variables.tempQ.blessing.actions = State.variables.tempQ.blessing.actions.filter((entry) => entry != "bigOils" );
<</script>>
<<if !$tempQ.blessing.actions.includes("cleanOils")>>
<<run $tempQ.blessing.actions.push("cleanOils")>>
<</if>>
<</if>>
<<include "PREP: Blessing Prepare Hub">><<locationBoardSetup `[
{img:"church-alistair-interior2.png",text:"Inside, you are greeted by countless idols and tributes to the Cerostian god."},
{img:"church-basilica-inner.png",text:"The devotion of the faithful is evident in every brick in the wall, every tile underfoot, every thread in every tapestry, and every brushstroke upon every painting."},
{img:"church-pews.png",text:"Your every instinct screams that you tread where you do not belong."}
]`>>
<<location "andimeur" `["Saint Alistair's Basilica","Diadem"]`>>
<<locationDesc>>
<<processTxt>>
Great alabaster carvings of saints you know not the names of beckon you into Saint Alistair's Basilica. The ancient temple looms over you, its onslaught of stained glass and polished marble as threatening as it is breathtaking.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
<<set $tempQ to {blessing:{prepare:0,rank:0,outcome:false,paper:[]}}>>
@@.next;[[Continue.|PREP: Blessing Open]]@@<<img 1 "room_oils.png" "Several crystal bottles, each filled with a mysterious liquid." `["modeNeutral"]`>>
<<if $tempQ.blessing.visited.oils == false >>
<<text>>
The scented oils glint wretchedly from their crystal bottles. You have been instructed to slather your person with these so that the stink of the perfumes might be scented at the far end of the crowd.
``The idea makes your skin crawl, but not as much as the chosen smells themselves. Allegedly, they have been individually chosen to reflect "the dignity and majesty of the North," but your nose detects no such thing. The smell of pine forest or mountain air is nowhere to be found within these bottles.
<</text>>
<<else>>
<<text>>
The scented oils glint wretchedly from their crystal bottles.
<</text>>
<</if>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;Apply them as instructed.@@" "PREP: Blessing Oils Heavy">>
<<if !$tempQ.blessing.actions.includes("oils")>>
<<run $tempQ.blessing.actions.push("oils")>>
<</if>>
<<if !$tempQ.blessing.actions.includes("bigOils")>>
<<run $tempQ.blessing.actions.push("bigOils")>>
<</if>><</link>>
<<link "@@.talk-action;Apply them minimally.@@" "PREP: Blessing Oils Light">><<if !$tempQ.blessing.actions.includes("oils")>>
<<run $tempQ.blessing.actions.push("oils")>>
<</if>><</link>>
<<link "@@.talk-action;Refuse to apply them at all.@@" "PREP: Blessing Backroom">><</link>>
<</choose>><<if hasVisited("PREP: Blessing Fire Death2")>>
<<text>>
Despite your deep misgivings, you smother your neck in oil. The stench conjures the circumstances of your <<if $tempQ.blessing.deathtype == "fire">>most recent<<else>>all-too-recent<</if>> death.
``The palms of your gloves glisten. You feel unwell.
<</text>>
<<else>>
<<text>>
Biting back discomfort, you slather the oils as demanded. It stings your nose and feels vile <<snout "on your skin" "soaked into your fur">>. You must convince yourself to breathe through it.
<</text>>
<</if>>
<<include "PREP: Blessing Prepare Hub">><<text>>
You apply as few drops as you feel you can get away with. The smell is bothersome, but not torturous.
<</text>>
<<include "PREP: Blessing Prepare Hub">><<text>>
While its Nobility assumes the trappings of Cerostianism, the Northern peoples are, by and large, a faithless one. Pagan beliefs were once widespread across the tundra, but the unification of the Tri-Kingdom brought about a spiritual crisis from which the North never recovered. It was The Architect's will that the three lands become one, and The Gift of Meur was proof of His existence. //Northern beliefs,// argued the Midland missionaries, //were demonstrably false.//
``The heathen nomads had little means to dispute such claims. Their prayers had gone unanswered throughout the war, and their so-called gods had lost credibility. And yet, the people of the North were in no rush to adopt this "true faith." Instead, they lost their appetite for gods and spirits altogether. Few still honor //"the Old Ways,"// and genuine belief in //"The Architect"// is just as rare. To invoke named gods is passe, and so the North embraces faceless deities like "luck" and "karma" when they embrace any at all.
``Despite your Noble upbringing, you count yourself among the faithless. You are finding yourself feeling particularly faithless on this day.
<</text>>
@@.next;[[Continue.|PREP: Blessing Open 2]]@@<<text>>
Before you is a mural depicting the origin of the Middle Kingdom's royal family. The massive figure of Saint Alistair bears witness to The Architect - depicted symbolically as a swarm of doves - while his pair of hunting manticores tear into the flesh of a weeping unicorn.
<</text>>
<<img 1 "ceremony_mural.png" "A mural depicting the Architect, here a swarm of doves. Two manticores devour a unicorn.">>
<<text>>
The story states that Saint Alistair was the first Andimeur to rule the Midland, though scholars haven't the records to prove the man ever existed. All that is known about the High Throne's alleged ancestor is what has been passed down through Cerostian myth: he was gallant, chivalrous, and he lived in, quote, "an era of great strife." Precisely //which// era of great strife is unclear and, as far as the story is concerned, irrelevant. The only thing of importance to know is that the Middle Kingdom was on the verge of collapse, and this pious, dubiously-existent man saved it with a prayer.
``It is fitting that a doctrine which would declare //you// of all men to be "blessed" should be founded upon such nonsense.
<</text>>
<<qSpeak "quincy.harrowed">> . . . <</qSpeak>>
<<speak "lucas.neutral">> You seem troubled. <</speak>>
<<qSpeak "quincy.harrowed">> I don't like this. <</qSpeak>>
<<speak "lucas.scowl">> Which part? Alistair's bizarre shoulder, or the insultingly //tiny// manticores? <</speak>>
<<text>>
He speaks of the painting. You do not.
<</text>>
<<qSpeak "quincy.neutral">> The part which demands that I stand before a crowd and endorse this illusion. <</qSpeak>>
<<speak "lucas.neutral">> *He rests a hand on his chin, and a resigned sigh passes through his teeth.* @@.posh;"It's not for you, darling, it's for the people."@@ <</speak>>
<<qSpeak "quincy.lookaway">> "Darling?" <</qSpeak>>
<<speak "lucas.eyeroll">> //I am quoting my Gamgam.// Her response, any time I complain about religious fabrications or the sickening collusion between First and Second Estate. <</speak>>
<<speak "lucas.neutral">> An utterly insufferable justification... but she isn't wrong. To many, nothing is legitimate without the Church's assent. The Prince's Convoy is no exception. //We've a script to fulfill.// *The Prince gives a disdainful tsk.* <</speak>>
<<qSpeak "quincy.lookaway">> I am no good with crowds and I am no good with scripts. <</qSpeak>>
<<speak "lucas.neutral">> You were fine on the stage during the Keshet's blessing. You are overthinking it. <</speak>>
<<qSpeak "quincy.neutral">> I was not and I had no lines. <</qSpeak>>
<<speak "lucas.flustered">> ...No. *He admits.* I suppose you did not and were not... <</speak>>
<<text>>
And now you are to stand on an even larger stage and enact a ritual for a god you do not believe in, for an even larger crowd. The thought of thousands of eyes focused on you twists your gut.
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.harrowed">> The lustration ceremony is our first proper public appearance as "the Fifth Prince's Convoy." Everything must go //just so.// I... I don't know if I can do this. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> I cannot do this, Lucas. Why did you think I could do this? <</qSpeak>>
<</if>>
<<speak "lucas.glasses">> You can. And you must. <</speak>>
<<qSpeak "quincy.harrowed">> *In a rare moment of hyperbole, you plead:* Lucas. I'll die out there. <</qSpeak>>
<<speak "lucas.smirk">> Nonsense! Out of concern for your sanity, I had Gamgam consult the Ivory Well. She saw no danger in your future. //Relax.// <</speak>>
<<text>>
Logically, you know this should come as a comfort. Yet your unease remains.
<</text>>
<<choose "quincy.lookaway">>
[[Thank you, but...|PREP: Blessing Open Well][$response to "thanks"]]
[[The Ivory Well's prophecies are not absolute, Lucas.|PREP: Blessing Open Well][$response to "not"]]
<</choose>><<text>>
``//"The sight"// is one of the few Cerostian practices science does not dispute. The visions granted by the waters of the Ivory Well cannot be dismissed as mere hallucinations, nor comfortably explained away as calculated trickery; instead, evidence suggests the sight truly //does// glimpse outside of linear time. But, even so...
<</text>>
<<if $response == "thanks">>
<<qSpeak "quincy.lookaway">> ...Thank you. But... <</qSpeak>>
<<speak "lucas.neutral">> But? <</speak>>
<<qSpeak "quincy.lookaway">> ...There is always the possibility something else will come to pass. <</qSpeak>>
<<else>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> Prophecy is not absolute, Lucas. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Prophecy is not absolute, Lucas. <</qSpeak>>
<</if>>
<</if>>
<<text>>
To scry into the future is to change what is known in the present. As you understand it, a sybil's vision inherently carries the potential to undermine itself.
``For this reason, the few sybils who practice up North are tight-lipped and reticent to share all but the most grim omens. They believe a bright future must be sheltered, lest it never come to pass. This philosophy is not shared by the other sects, and so you find yourself adrift whenever a Midlander or a Southerner shares prophecy with you.
<</text>>
<<if $response == "thanks">>
<<speak "lucas.neutral">> Well, yes. 'Tis always //possible.// But "possible" and "probable" are different matters. <</speak>>
<<else>>
<<if setup.hasRep("ambition")>>
<<speak "lucas.neutral">> No. But it is very, //very// probable. <</speak>>
<<else>>
<<speak "lucas.smug">> *He snorts.* Well, not with that attitude, it isn't. <</speak>>
<</if>>
<</if>>
<<speak "lucas.neutral">> Look. Try not to get so in your head, hm? <</speak>>
@@.next;[[You are trying.|PREP: Blessing Backroom]]@@
<<set $tempQ.blessing.round to 0>>
<<set $tempQ.blessing.actions to []>>
<<set $tempQ.blessing.progress to 0>>
<<set $tempQ.blessing.deathtype to false>>
<<set $tempQ.blessing.visited to {
gloves: false,
clothes: false,
clothes2:false,
oils: false,
script: false
}>>
<<set $tempQ.blessing.dangelo to {
visit:false,
etiq:false,
trick:false,
phys:false,
die:false,
die2:false,
}>>
<<set $tempQ.blessing.mistakes to []>><<switch $response>>
<<case "ok">>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> ...Alright. I'll be going, now. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> Alright, then. *You say through gritted teeth.* I will be going now. <</qSpeak>>
<</if>>
<<case "child">>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> You needn't treat me like a child, you know. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> You needn't treat me like a child, you know. <</qSpeak>>
<</if>>
<<speak "dangelo.silly">> Apparently not! You've finally big enough to put scents on @@.singsong;all by yourself@@. <</speak>>
<</switch>>
<<speak "dangelo.neutral">> Good luck out there. <</speak>>
@@.next;[[Continue.|PREP: Blessing Prep Done]]@@<<if hasVisited("PREP: Blessing Glovewash")>>
<<set $tempQ.blessing.visited.gloves to true>>
<</if>>
<<if hasVisited("PREP: Blessing Clothes")>>
<<set $tempQ.blessing.visited.clothes to true>>
<<if $tempQ.blessing.deathtype == "cape" || $tempQ.blessing.deathtype == "first">>
<<set $tempQ.blessing.visited.clothes2 to true>>
<</if>>
<</if>>
<<if hasVisited("PREP: Blessing Review")>>
<<set $tempQ.blessing.visited.script to true>>
<</if>>
<<if hasVisited("PREP: Blessing Oils")>>
<<set $tempQ.blessing.visited.oils to true>>
<</if>>
<<if $tempQ.blessing.round == 0>>
<<include "PREP: Blessing Ceremony Opening">>
<<else>>
<<include "PREP: Blessing Ceremony Opening Truncate">>
<</if>><<text>>
You stroll towards the door and extend your wrist.
<</text>>
<<qSpeak "quincy.furrow">> I've applied oils. Smell. <</qSpeak>>
<<speak "dangelo.neutral">> *He snuffles the length of your forearm.* Yup. Them's oils, alright. Dad's demands have been satisfied. You're free to go. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> That was extremely unnecessary, you know. <</qSpeak>>
<<speak "dangelo.neutral">> Maybe. A little. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> Hmph. <</qSpeak>>
<</if>>
<<text>>
D'Angelo takes a step back from the doorway. With his width no longer impeding your progress, you are finally able to attend the lustration ceremony... for better or for worse.
<</text>>
<<speak "dangelo.silly">> *He gives you a nudge in the arm as you pass.* Good luck out there, man. <</speak>>
@@.next;[[Head to the ceremony.|PREP: Blessing Prep Done]]@@<<text>>
You open the door to find D'Angelo once more. <<if $tempQ.blessing.round == 0>>He leans over and gives you another noisy sniff.<</if>>
<</text>>
<<if $tempQ.blessing.round > 0>>
<<speak "dangelo.neutral">> Hey, man. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> Yes. My grooming. I am aware. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> Yes. My grooming. I am aware. <</qSpeak>>
<</if>>
<<speak "dangelo.surprised">> Woah! How'd you know? <</speak>>
<<else>>
<<speak "dangelo.silly">> Sorry, man. Can't let you leave until you're presentable. <</speak>>
<<if $tempQ.blessing.actions.includes("oils")>>
<<qSpeak "quincy.furrow">> I've applied oils. <</qSpeak>>
<<speak "dangelo.eyeroll">> Not enough. Can barely smell 'em. <</speak>>
<</if>>
<</if>>
<<include "PREP: D'Angelo Bicker">><<set $tempQ.blessing.dangelo.talk to true>>
<<text>>
You open the door only to find D'Angelo standing square in the frame, impeding your exit.
<</text>>
<<speak "dangelo.neutral">> Hey, man. <</speak>>
<<qSpeak "quincy.lookaway">> *Preoccupied with thoughts of the ceremony, you unthinkingly blurt in response:* Hey. <</qSpeak>>
<<speak "dangelo.unsure">> ...Huh. Sounds weird when //you// say it. <</speak>>
<<qSpeak "quincy.neutral">> What do you mean? <</qSpeak>>
<<speak "dangelo.unsure">> Never mind. <</speak>>
<<speak "dangelo.silly">> I've been ordered by the sovereign Archduke of the Northern Kingdom to make sure //you// are properly grooming yourself. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> That is entirely unnecessary. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> I am a grown man, D'Angelo. <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll">> I know, I know. He's still hung up on that time you went to Lord Tebenka's party smelling like cheese. <</speak>>
<<qSpeak "quincy.furrow">> *You bristle. That was an entire decade ago.* Must this transgression haunt me for all my years? <</qSpeak>>
<<speak "dangelo.yeesh">> Well... you do //famously// hate smelling good... <</speak>>
<<if setup.hasTrait("shameless")>>
<<set _quincePort to "quincy.furrow">>
<<else>>
<<set _quincePort to "quincy.lookaway">>
<</if>>
<<if $tempQ.blessing.actions.includes("oils")>>
<<speak _quincePort >> Incorrect. I despise smelling any way at all. And besides; I've already masked my natural scent for the public.<<if setup.hasTrait("shameless") || setup.hasTrait("jester")>> Sniff for yourself.<</if>> <</speak>>
<<text>>
D'Angelo leans closer to confirm. <<snout "A series of dramatic, audible sniffs follow." "His nose twitches at the end of his snout, accompanied by a series of dramatic, audible sniffs.">>
<</text>>
<<if $tempQ.blessing.actions.includes("cleanOils") || $tempQ.blessing.actions.includes("bigOils")>>
<<speak "dangelo.neutral">> Eyup. No cheese smell here! *He slaps you on the back.* You're good to go, man. <</speak>>
<<choose _quincePort>>
[[...Alright.|PREP: Blessing Prep D'Angel 1][$response to "ok"]]
[[You needn't treat me like a child.|PREP: Blessing Prep D'Angel 1][$response to "child"]]
<</choose>>
<<else>>
<<speak "dangelo.unsure">> ...You sure? I don't really smell anything. <</speak>>
<<qSpeak "quincy.neutral">> I resolved to only put on what I could endure. <</qSpeak>>
<<speak "dangelo.yeesh">> You know one or two drops doesn't count. <</speak>>
<<speak "dangelo.silly">> Go on. Back in. Put some on for real. <</speak>>
<</if>>
<<else>>
<<speak _quincePort >> Incorrect. I despise smelling any way at all. <</speak>>
<<speak "dangelo.neutral">> Too bad. Everyone's agreed: you gotta smell good for this one. So go back in there and make yourself smell nice! <</speak>>
<</if>>
<<if !$tempQ.blessing.actions.includes("cleanOils") && !$tempQ.blessing.actions.includes("bigOils")>>
<<include "PREP: D'Angelo Bicker">>
<</if>><<choose>>
<<if !$tempQ.blessing.actions.includes("clothes") && $tempQ.blessing.round > 0>>
<<link "@@.talk-action;Scrutinize your cape.@@" "PREP: Blessing Clothes">><</link>>
<</if>>
<<if passage() != "PREP: Blessing Review">>
<<link "@@.talk-action;Review your lines.@@" "PREP: Blessing Review">><</link>>
<</if>>
<<if !$tempQ.blessing.actions.includes("gloves")>>
<<link "@@.talk-action;Wash your gloves.@@" "PREP: Blessing Glovewash">><</link>>
<<elseif $tempQ.blessing.actions.includes("bigOils")>>
<<link "@@.talk-action;Wash your gloves again.@@" "PREP: Blessing Glovewash">><</link>>
<</if>>
<<if !$tempQ.blessing.actions.includes("clothes") && $tempQ.blessing.round == 0>>
<<link "@@.talk-action;Make sure your wardrobe is in order.@@" "PREP: Blessing Clothes">><</link>>
<</if>>
<<if !$tempQ.blessing.actions.includes("oils")>>
<<link "@@.talk-action;Apply your oils.@@" "PREP: Blessing Oils">><</link>>
<<elseif !$tempQ.blessing.actions.includes("bigOils") && !$tempQ.blessing.actions.includes("cleanOils")>>
<<link "@@.talk-action;Reapply your oils.@@" "PREP: Blessing Oils">><</link>>
<</if>>
<<if $tempQ.blessing.round > 0>>
<<if !$tempQ.blessing.actions.includes("cleanOils") && !$tempQ.blessing.actions.includes("bigOils")>>
<<special "end" [[*Attempt to reason with D'Angelo.*|PREP: Blessing Prep NotDone]]>>
<<else>>
<<special "end" [[*Prove your adequate grooming to D'Angelo and head to the ceremony.*|PREP: Blessing Prep Done]]>>
<</if>>
<<else>>
<<if $tempQ.blessing.dangelo.talk == true>>
<<if $tempQ.blessing.actions.includes("cleanOils") || $tempQ.blessing.actions.includes("bigOils")>>
<<special "end" [[*Prove your adequate grooming to D'Angelo.*|PREP: Blessing Prep FirstDangelPass]]>>
<<else>>
<<special "end" [[*Attempt to reason with D'Angelo.*|PREP: Blessing Prep NotDone]]>>
<</if>>
<<else>>
<<special "end" [[*Head to the ceremony.*|PREP: Blessing Prep NotDone First]]>>
<</if>>
<</if>>
<</choose>><<if !$tempQ.blessing.actions.includes("script")>>
<<run $tempQ.blessing.actions.push("script")>>
<</if>>
<<if $tempQ.blessing.visited.script == false >>
<<text>>
On the table is the paper you've tormented yourself with all morning: your script.
``It seems counterintuitive to //script// a solemn vow from the heart, but you suppose tradition is tradition. Better they tell you what to say than they leave you to figure it out on your own.
``It's been annotated for your convenience.
<</text>>
<<else>>
<<text>>
On the table is the paper you've tormented yourself with all morning: your script. It's been annotated for your convenience.
<</text>>
<</if>>
<<include "PREP: Blessing Script">>
<<include "PREP: Blessing Prepare Hub">><<written "print">>
@@.headline;The Lustration of the Prince's Convoy - the part of the Right Hand@@
``The ''CONVOY PRINCE'' takes the stage, <s>followed by his ''LEFT HAND'',</s> then the ''RIGHT''. <sup class='ammendment'>No Left. Just follow Prince Lucas.</sup>
``<s>The ''LEFT'' makes his vow</s> before the ''RIGHT''. The ''RIGHT'' takes the ceremonial blade at the altar and holds it over the fire. As he does, he honors the previous ''RIGHT HANDS'', with whom he shares his blood, and the name of his ''FATHER''. It is on the honor of these names that he swears to serve the ''PRINCE'' as his protector and ''RIGHT HAND''.
<sup class='ammendment'>"Bearing the blood of Rhyland, Sigmond, Vondell, and Willet, I, Quintrell Barghur, son of Archduke Deion Barghur, swear my life to serve the Fifth Convoy as the Prince's protector and Right Hand. In service of the golden Prince, I serve all of Vestur, and exact the will of Him Above."</sup>
``Then, the ''RIGHT'' is to make his way to the center of the stage. From there, he will walk towards the ''HARE EFFIGY'', staying on the ''RIGHT SIDE'' of the stage. Once he has reached the effigy, he is to "slay" it with his knife, and throw its bounty to the crowd. As he does, he is to proclaim: <b>"In The Architect's name, I slay this beast to protect Vestur. The people will live in fear of it no more!"</b> <sup class='ammendment'>Sorry about this...</sup>
``When his vow is done, the ''PRINCE'' makes his own proclamation and dehorns the ''UNICORN EFFIGY''. The ''RIGHT'' <s>and LEFT</s> are to join him in sharing its bounty amongst the people.
``On completion of the ceremony, the ''PRINCE'' will join hands with the <s>''LEFT'' and</s> ''RIGHT'' so that each may serve as his literal hand. <sup class='ammendment'>I had to read this one a few times before I understood what it was trying to say; it means you're supposed to take the Prince's hand with <u>your left hand</u>, so that your own right hand remains free.</sup>
``United, the ''PRINCE'S CONVOY'' shall descend the stairs into the crowd and march to the end of the ''COURTYARD''.
``<sup class='ammendment'>Good luck.</sup>
<</written>><<whitehare>>
<<text>>
You must have pierced something vital, for your precise moment of death is swift and unmemorable. It is a blessing, in a way.
``You sigh as the white hare approaches. You ask her, //"what do they want from me? How can I make them happy?"//
``She hasn't an answer for you.
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|PREP: Blessing Backroom][$tempQ.blessing.round++]]@@
<<set $tempQ.blessing.deathtype to "impale">>
<<include "PREP: Ceremony Death Reset">><<set $tempQ.blessing.dangelo.etiq to true>>
<<if $tempQ.blessing.permaConvince != true>>
<<text>>
An appeal to reason is a shot in the dark when dealing with D'Angelo, but you feel compelled to try.
<</text>>
<<else>>
<<text>>
You've convinced him before. Certainly, you can convince him again.
<</text>>
<</if>>
<<if setup.checkPass()>>
<<qSpeak "quincy.furrow">> D'Angelo. Is this truly the best use of our time? <</qSpeak>>
<<speak "dangelo.unsure">> Uhh... <</speak>>
<<qSpeak "quincy.think">> I will be standing beside at least two others who will certainly be heavily perfumed. Were it possible for the crowd to smell any of us at a distance, my scent would certainly be lost amongst them. <</qSpeak>>
<<speak "dangelo.unsure">> Well, I suppose... <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> Furthermore... This is a historic ceremony, D'Angelo. I would prefer not to be rattled about trivial nonsense when I am trying to focus on the task at hand. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> This is a historic ceremony, D'Angelo. I would prefer not to be rattled about trivial nonsense when I am trying to focus on the task at hand. <</qSpeak>>
<</if>>
<<qSpeak "quincy.tilt">> It is in everyone's best interest that I've my wits about me when I represent the Fifth Convoy. <</qSpeak>>
<<speak "dangelo.smilestress">> . . . <</speak>>
<<if $tempQ.blessing.permaConvince != true>>
<<text>>
D'Angelo considers this for a moment. The troubled expression which briefly graces his face tells you that he agrees with this idea.
<</text>>
<<else>>
<<text>>
Right on cue, your brother steps aside.
<</text>>
<</if>>
<<speak "dangelo.neutral">> Point taken. I won't heckle. <</speak>>
<<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
@@.next;[[Continue.|PREP: Blessing Prep Done][ $tempQ.blessing.permaConvince to true]]@@
<<else>>
<<qSpeak "quincy.lookaway">> No one will be able to smell me anyway. <</qSpeak>>
<<skillCheck>>
<<speak "dangelo.eyeroll">> Yeah, 'cause you're not wearing <<if $tempQ.blessing.actions.includes("oils")>>enough<<else>>any<</if>> scents. <</speak>>
<<qSpeak "quincy.lookaway">> That isn't what I mean. What I mean is that if I wore scents-- <</qSpeak>>
<<speak "dangelo.silly">> Then people would be able to smell you, right. Or rather, the scents. Since, you know, the whole point is that no one wants to smell //you.// <</speak>>
<<qSpeak "quincy.furrow">> Is the subtle, natural odor of an adult man truly so offensive that it needs masking? <</qSpeak>>
<<speak "dangelo.laugh">> *He bursts into laughter.* <</speak>>
<<speak "dangelo.neutral">> Yeah, pretty much. <</speak>>
<<include "PREP: D'Angelo Bicker">>
<</if>><<qSpeak "quincy.tilt">> I'll die, D'Angelo. <</qSpeak>>
<<speak "dangelo.smilestress">> From wearing oils. <</speak>>
<<qSpeak "quincy.tilt">> Yes. <</qSpeak>>
<<speak "dangelo.eyeroll">> Man, you are //so// dramatic sometimes. It's really not that big of a deal. <</speak>>
<<include "PREP: D'Angelo Bicker">><<qSpeak "quincy.tilt">> You don't understand. Wearing the oils will lead directly to my death. <</qSpeak>>
<<speak "dangelo.smilestress">> How? <</speak>>
<<qSpeak "quincy.lookaway">> Well... <</qSpeak>>
<<text>>
Your words trail off into nothingness. Your experiences exist beyond reason. They cannot be proven, and therefore you could not possibly hope to be believed.
<</text>>
<<speak "dangelo.yeesh">> Quince... <</speak>>
<<qSpeak "quincy.lookaway">> Never mind. *You huff.* <</qSpeak>>
<<include "PREP: D'Angelo Bicker">><<set $tempQ.blessing.dangelo.trick to true>>
<<if $tempQ.blessing.permaOutwit != true>>
<<text>>
There must be something you can do to outwit him. Perhaps you can prey upon that older sibling instinct - that seldom seen one bent on protecting younger kin, rather than the more common inclination towards torturing said kin. <<if setup.hasTrait("packbonded")>>It feels wrong to abuse your brother's trust, but...<</if>>
<</text>>
<<else>>
<<text>>
You've done this before. <<if setup.hasTrait("packbonded")>>It feels wrong to abuse your brother's trust, but... you<<else>>You<</if>> know what works.
<</text>>
<</if>>
<<if setup.checkPass()>>
<<qSpeak "quincy.tilt">> *You sigh.* Lumps. <</qSpeak>>
<<speak "dangelo.unsure">> Huh? <</speak>>
<<qSpeak "quincy.lookaway">> Itching lumps wherever I apply it. <</qSpeak>>
<<speak "dangelo.surprised">> Oh shit, really? How bad? Oozing? <</speak>>
<<qSpeak "quincy.tilt">> *You nod, feigning shame. Luckily, such things are typically applied on the neck and wrist, and so your sleeves and <<snout "high collar" "thick fur">> obscure your lie.* <</qSpeak>>
<<skillCheck>>
<<speak "dangelo.disappointed">> Aw, man... you should've said so. I thought you were just being weird again. <</speak>>
<<speak "dangelo.eyeroll">> Look, I'll go grab Elijah and see what we can do. You stay right there, 'kay? <</speak>>
<<qSpeak "quincy.lookaway">> Alright. <</qSpeak>>
<<if $tempQ.blessing.permaOutwit != true>>
<<text>>
With tender, fraternal condescension, D'Angelo gives you a pat on the back and makes his way down the hall.
``It seems your ploy was a success.
<</text>>
<<else>>
<<text>>
You know well you will not be doing that.
<</text>>
<</if>>
@@.next;[[Continue.|PREP: Blessing Prep Done][$tempQ.blessing.permaOutwit to true]]@@
<<else>>
<<set $tempQ.blessing.dangelo.rollFail to true>>
<<qSpeak "quincy.tilt">> Look, D'Angelo... the truth of the matter is... I never learned how to apply such things. How am I to know where to apply it and in what quantity? <</qSpeak>>
<<speak "dangelo.unsure">> So, what? You need me to come in there and slather it for you? <</speak>>
<<qSpeak "quincy.lookaway">> Yes. <</qSpeak>>
<<skillCheck>>
<<speak "dangelo.silly">> You're such a bullshitter. *He chuckles.* <</speak>>
<<include "PREP: D'Angelo Bicker">>
<</if>><<set $tempQ.blessing.dangelo.phys to true>>
<<text>>
There is only one way to deal with D'Angelo when brotherly duty overlaps with an opportunity to annoy you. You must deal with this as brothers do and resolve it with brute force.
``He is stronger than you, and so it is imperative that you catch him off guard.
<</text>>
<<skillCheck>>
<<if setup.checkPass()>>
<<text>>
With a swift motion, you do just that. He stumbles back with a //"woah"// and before he knows it you are flailing down the hall on your disgusting Midlander heels.
<</text>>
@@.next;[[Continue.|PREP: Blessing Prep Done]]@@
<<else>>
<<set $tempQ.blessing.dangelo.rollFail to true>>
<<text>>
Alas, some motion of yours must have given you away. Your charge is met with the full resistance of his weight, and he has no qualms with shoving back. As you stumble, he scolds:
<</text>>
<<speak "dangelo.grumpy">> Woah, man. //Calm down.// You're not five. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "dangelo.eyeroll">> You're a public figure now. Sometimes that means doing stuff that you don't wanna. So just put on the oils already and get over it. <</speak>>
<<include "PREP: D'Angelo Bicker">>
<</if>><<set $tempQ.blessing.actions to []>>
<<set $tempQ.blessing.dangelo to {
talk:false,
etiq:false,
trick:false,
phys:false,
die:false,
die2:false,
rollFail:false,
}>>
<<set $tempQ.blessing.mistakes to []>><<choose "quincy.lookaway">>
<<if hasVisited("PREP: Blessing Fire Death2") >>
<<if !hasVisited("PREP: Ceremony D'Angelo OilKill")>>
[[Wearing the oils will kill me, D'Angelo.|PREP: Ceremony D'Angelo OilKill][$tempQ.blessing.dangelo.die to true]]
<</if>>
<<if passage() == "PREP: Ceremony D'Angelo OilKill" && !hasVisited("PREP: Ceremony D'Angelo OilKill2")>>
[[No, I mean it, D'Angelo. The oils will lead to my death.|PREP: Ceremony D'Angelo OilKill2][$tempQ.blessing.dangelo.die2 to true]]
<</if>>
<</if>>
<<if $tempQ.blessing.dangelo.etiq != true>>
<<if $tempQ.blessing.permaConvince == true>>
<<check `["etiq",-2]` [[*Convince him of the irrelevance of your smell.*|PREP: Ceremony D'Angelo NoSmell]] "repeat">><</check>>
<<else>>
<<check `["etiq",12]` [[*Attempt to convince him of the irrelevance of your smell.*|PREP: Ceremony D'Angelo NoSmell]] "repeat">><</check>>
<</if>>
<</if>>
<<if $tempQ.blessing.dangelo.trick != true>>
<<if $tempQ.blessing.permaOutwit == true>>
<<check `["dec",-1]` [[*Outwit him.*|PREP: Ceremony D'Angelo Outwit]] "repeat">><</check>>
<<else>>
<<check `["dec",12]` [[*Attempt to outwit him.*|PREP: Ceremony D'Angelo Outwit]] "repeat">><</check>>
<</if>>
<</if>>
<<if $tempQ.blessing.dangelo.phys != true>>
<<check `["phys",15]` [[*Attempt to shove past him.*|PREP: Ceremony D'Angelo Shove]] "repeat">><</check>>
<</if>>
<<link "Fine. I'll oil myself if I have to." "PREP: Blessing Backroom">>
<<script>>
State.variables.tempQ.blessing.actions = State.variables.tempQ.blessing.actions.filter((entry) => entry != "oils");
<</script>>
<</link>>
<</choose>><<repute "cunning">>
<<set $rumor.faith to true>>
<<text>>
You have done many foolish things in your life, but admitting your faithlessness on hallowed grounds following a ceremony claiming your own divinity is a step too far. <<if setup.hasTrait("dense")>>//Even for you.//<<else>>You are a strange man, but not a stupid one.<</if>>
``You know enough about Cerostian practice in the North to lie your way through this conversation, so long as you are tactfully vague. Most believers congregate in religious communities in the high mountains - places like the Mul Lordship or the far reaches of Elkhatu. And so, you say:
<</text>>
<<qSpeak "quincy.neutral">> I found my faith up in the mountains. <</qSpeak>>
<<text>>
The reporter's eyes bulge.
<</text>>
<<speak "jonah.surprise">> You're a believer of the //North sect?// <</speak>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<skillCheck 1>>
<<text>>
You're not sure what you've done to cause such awe to spread over his face. Nothing you've said or done has been unusual, and yet the idea of you as a Northern Cerostian is regarded with gleeful fascination.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway">> Uh... yes. <</qSpeak>>
<<skillCheck 1>>
<<text>>
Even to your own ears, your uncertainty is apparent, but that couldn't be less important to the journalist. For whatever reason, the mere //idea// of you as a Northern Cerostian is so exciting that it simply does not matter whether it is true or not.
<</text>>
<</if>>
<<speak "jonah.think">> @@.yell;''A Duke of the North sect!''@@ *He exclaims, all too loud.* @@.surprise;What an utterly bizarre world we live in!@@ Who would have ever thought such a thing? <</speak>>
@@.next;[[At once, the cheers of the crowd subside.|PREP: Jonah Cunning Pic]]@@<<img 1 "ceremony_jonahinterview.png" "The interviewer jabs his piece of graphite at you. The crowd looks on. Lucas regards the situation with mild distress.">>
<<speak "jonah.think">> ''And how brave of you to share in front of everyone!'' <</speak>>
@@.next;[[Continue.|PREP: Blessing End]]@@<<repute "earnest">>
<<set $rumor.faith to false>>
<<text>>
However unpopular the truth may be, you know it would be far worse to be caught in a lie later. You square your shoulders and say as gently and tactfully as you can manage:
<</text>>
<<if setup.checkPass(2)>>
<<qSpeak "quincy.neutral">> I am not. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I don't believe in such nonsense. <</qSpeak>>
<</if>>
<<skillCheck 2>>
<<text>>
<<if setup.checkPass(2)>>You were perfectly polite and non-confrontational, yet still the<<else>>Perhaps you were a tad //too// earnest. The<</if>> reporter's eyes bulge.
<</text>>
<<if setup.checkPass(2)>>
<<speak "jonah.surprise">> You're //not?// But up on the stage-- <</speak>>
<<qSpeak "quincy.neutral">> I was merely honoring tradition. <</qSpeak>>
<<else>>
<<speak "jonah.surprise">> You //what?// But up on the stage-- <</speak>>
<<qSpeak "quincy.neutral">> I was merely honoring tradition. I have no use for fairy stories. <</qSpeak>>
<</if>>
<<speak "jonah.surprise">> Oh my! <</speak>>
<<speak "lucas.eyeroll">> *Lucas makes a bark of appallment.* Please. You can't even feign surprise. You said you write for The Horse's Mouth? Your greasy little rumor-pedaling publication has done at least three pieces on //my// faithlessness! <</speak>>
<<speak "jonah.smile">> @@.yell;''A faithless Convoy!''@@ *He exclaims, all too loud.* @@.surprise;What an utterly bizarre world we live in!@@ Who would have ever thought of such a thing? <</speak>>
@@.next;[[At once, the cheers of the crowd subside.|PREP: Jonah Earnest Pic]]@@<<img 1 "ceremony_jonahinterview.png" "The interviewer jabs his piece of graphite at you. The crowd looks on. Lucas regards the situation with mild distress.">>
<<speak "jonah.think">> ''And how bold of you to share in front of everyone!'' <</speak>>
@@.next;[[Continue.|PREP: Blessing End]]@@<<text>>
With a wary face and cautious hand, the Prince reaches for the letter. He studies the envelope with a scrutinous eye, but he finds it both unmarked and unremarkable.
<</text>>
<<speak "lucas.neutral">> What is this? <</speak>>
<<speak "kaitos.casual.stare">> Consider it my letter of recommendation. Y'know. For the position of Convoy scribe. <</speak>>
<<text>>
This explains nothing, of course, and so you watch Lucas with pressing curiosity as he peels the unmarked wax from the envelope's flap and retrieves its contents. As he unfolds the letter found inside, your nose catches a trace whiff of rose. The scent is present enough to be distinct, but not so strong as to be obtrusive.
<</text>>
@@.next;[[The Prince's eyes go wide.|PREP: Kaitos OscarLetter2]]@@<<text>>
However you thought this outing might end, you did not foresee yourself sitting alone at the table with one of the Southerners from Naktoga. <<if $cFlags.kaitos.guilty>>Though you are beginning to doubt your original suspicions of Kaitos's guilt, it makes the situation no less awkward.<<else>>It is quite awkward.<</if>> He stares at you from across the table in relative silence. The only thing he has to say about the outburst he has caused is this:
<</text>>
<<speak "kaitos.casual.stare">> So silver. <</speak>>
<<text>>
There's that mysterious pejorative again. <<if hasVisited("PREP: Kaitos Scribe No")>>He used it against the both of you earlier.<<else>>He used it against Lucas earlier.<</if>>
<</text>>
<<if hasVisited("PREP: Kaitos Scribe No")>>
<<qSpeak "quincy.furrow">> He's silver all the time. What do you mean? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> He's silver all the time. What do you mean? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.smile">> Woah. Claws out. <</speak>>
<<if hasVisited("PREP: Kaitos Scribe No")>>
<<qSpeak "quincy.furrow">> "Claws out?" <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> "Claws out?" <</qSpeak>>
<</if>>
<<speak "kaitos.casual.thinkinghard">> Huh. Uh... <</speak>>
<<speak "kaitos.casual.neutral">> I don't mean "silver," like the color. Not literally. I mean "silver" like the opposite of gold. You know, something good happens, and you say, "that's gold?" <</speak>>
<<qSpeak "quincy.think">> I don't say that. *You prefer not to dilute your words.* But I understand now. A colloquialism. <</qSpeak>>
<<speak "kaitos.casual.glance">> Yeah. *He nods.* <</speak>>
@@.next;[[Continue.|PREP: Kaitos OscarLetter After2]]@@<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "kaitos.casual.glance">> . . . <</speak>>
<<speak "kaitos.casual.thinkinghard">> Say, uh. Luke didn't pay his tab, did he? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "kaitos.casual.glance">> Didn't think so. I'll, um... do that. Meet you outside? <</speak>>
<<qSpeak "quincy.lookaway">> I suppose. <</qSpeak>>
<<text>>
The Southerner stands from his chair. To your surprise, his slouched posture and gangly limbs straighten into a man who must be nearly as tall as you. It feels unnatural to behold, like when D'Angelo uses green meur to take a sprout to its mature height.
``Stepping away from the table, he gives you a half-hearted wave goodbye and makes his way to the counter.
<</text>>
@@.next;[[Continue.|PREP: Kaitos OscarLetter After3]]@@<<text>>
You are alone now. Alone with your quarter-full coffee mug, the crumpled letter upon the floor, and your own curiosity.
``Desperate to understand more about the events which transpired this evening, you find yourself peeling the torn paper from the floor and unfurling it.
<</text>>
@@.next;[[The letter is... shorter than you expected.|PREP: Kaitos OscarLetter Letter]]@@<<written>>
@@.written-to;My most dearest brother,@@
``Consider your next words <u>carefully.</u>
@@.written-from;Your endlessly loving elder brother,
<b class='written-from-signature'>Prince Oscar II</b>@@
<</written>>
<<addCamp "kaitos">>
<<endQuest "11-convoy-party" "a">>
<<removeTask "11-convoy" "start">>
<<addTask "11-convoy" "storage">>
<<once>>
<<run $campTopics.push("kaitos")>>
<</once>>
<<addCodex "kaitos">>
<<addCodex "kalas">>
<<addCodex "vindication">>
<<addCodex "octantis">>
<<addCodex "kraken">>
<<addCodex "krakenrelics">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<<img 1 "GetKaitos_letter.png" "Lucas regards the letter, his eyes wide, a bead of perspiration sliding down his chin.">>
<<speak "lucas.stressed">> You're blackmailing me. *He breathes.* <</speak>>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> *Reflex springs you from your seat.* Blackmail!? <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> Blackmail? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.idle">> Man, why you always gotta be so dramatic? That's such an ugly way to look at it. <</speak>>
<<speak "lucas.bigmad">> @@.intense;I thought you said my brother wasn't involved.@@ <</speak>>
<<if $cFlags.kaitos.guilty>>
<<text>>
Oh. It's //sibling// blackmail.
``You lower yourself back into your seat.
<</text>>
<</if>>
<<speak "kaitos.casual.glance">> Actually, I said the plan was mine. <</speak>>
<<speak "lucas.stressed">> So, what? This was a test of some sort?! <</speak>>
<<speak "kaitos.casual.neutralserious">> Does it matter? All I need is a chance. Will you give me that chance? <</speak>>
@@.next;[[Continue.|PREP: Kaitos OscarLetter3]]@@<<speak "lucas.stressed">> @@.intense;I cannot--@@ <</speak>>
<<speak "lucas.bigmad">> @@.intense;How dare you--@@ <</speak>>
<<text>>
The Prince's <<snout "lip curls" "hackles crease">> in anger. The edges of the letter crinkle in his furious grasp. He sputters out the beginnings of several different thoughts, but none are taken to completion.
<</text>>
<<speak "lucas.bigmad">> @@.intense;If you think--@@ <</speak>>
@@.next;[[But anger soon gives way to nervous fidgeting.|PREP: Kaitos OscarLetter4]]@@<<speak "lucas.eyeroll">> @@.stutter;Now, look here--@@ <</speak>>
<<text>>
Every now and then, Lucas's eyes dart pleadingly in your direction, but the battle he fights takes place within his own mind. He knows as well as you do that there is nothing you can do to save him.
``The feuds of siblings are seldom understood by anyone but their specific participants; an interloper such as yourself has no power in such a sphere.
<</text>>
<<speak "lucas.flustered">> @@.stutter;I won't...@@ *He protests.* <</speak>>
@@.next;[[Then, the Prince falls into despair.|PREP: Kaitos OscarLetter5]]@@<<speak "lucas.devastated">> @@.stutter; . . . @@<</speak>>
@@.next;[[Continue.|PREP: Kaitos OscarLetter6]]@@<<text>>
Suddenly, the Prince jolts awake from his catatonic despair. Crumpling the accursed letter in his hands, he snaps:
<</text>>
<<speak "lucas.eyeroll">> ''Fine.'' But know that it's the only favor I shall ever do for you. <</speak>>
<<speak "kaitos.casual.neutral">> 'Kay. <</speak>>
<<speak "lucas.scowl">> In return, you must comply with whatever I demand of you. <</speak>>
<<speak "kaitos.casual.neutral">> 'Kay. <</speak>>
<<speak "lucas.neutral">> From now on, you are no longer Oscar's lickspittle. Whilst you are in my presence, it is me you serve. <</speak>>
<<speak "kaitos.casual.stare">> Um... 'kay? <</speak>>
<<speak "lucas.glance">> And you must also wash my linens. <</speak>>
<<speak "kaitos.casual.glance">> Sure, I guess. <</speak>>
<<text>>
Although you watched the Prince arrive at this conclusion, you find yourself adrift. Confused and concerned, you plead for context.
<</text>>
<<qSpeak "quincy.lookaway">> Lucas... are you certain-- <</qSpeak>>
<<speak "lucas.bigmad">> How I feel is irrelevant. The decision was out of my hands the moment Oscar decided to meddle in my affairs. <</speak>>
<<text>>
You hear the screech of wood against wood as Lucas slides away from the table. He stands from his chair, throws the crumpled letter to the ground, and furiously grinds it into the floor with the heel of his shoe. (Given the scorpion motif of his heels, it takes a greater effort than one would think.)
<</text>>
<<speak "lucas.bigmad">> This is just like him. I should've known that bullet wouldn't shut him up for long! He'd rise from the grave to ruin this for me. <</speak>>
<<text>>
When he is satisfied with the torment he has inflicted on his brother's letter, the Prince lets off a furious huff and begins clicking towards the door.
<</text>>
<<qSpeak "quincy.tilt">> Lucas, where are you... <</qSpeak>>
<<speak "lucas.glance">> I need air. There's too much wood in here for me to be this angry. <</speak>>
<<text>>
This is inarguably true, and so you do not stop him.
<</text>>
@@.next;[[Continue.|PREP: Kaitos OscarLetter After]]@@<<if !hasVisited("PREP: Scribe KaitosQ Hunt") || !hasVisited("PREP: Scribe KaitosQ Qualify") || !hasVisited("PREP: Scribe KaitosQ Scribe") || !hasVisited("PREP: Scribe KaitosQ Means")>>
<<choose>>
<<actions
[[You truly have no other means to pursue your uncle?|PREP: Scribe KaitosQ Means]]
[[Do you have experience in manhunting?|PREP: Scribe KaitosQ Hunt]]
[[Your qualifications as a scribe?|PREP: Scribe KaitosQ Qualify]]
[[How did you know we were looking for a scribe?|PREP: Scribe KaitosQ Scribe]]
>>
<</choose>>
<<else>>
<<text>>
Kaitos takes a deep breath. The Southerner flicks a loc out of his view and admits:
<</text>>
<<speak "kaitos.casual.thinkinghard">> I know how it looks. But you guys only need a scribe for a little while. I only //have// a little while to hunt my uncle. <</speak>>
<<speak "kaitos.casual.glance">> Just throw me a bone here. I'll give you like, six mythril oaths. <</speak>>
<<speak "lucas.scowl">> No. <</speak>>
<<speak "kaitos.casual.neutralserious">> Seven oaths. <</speak>>
<<speak "lucas.scowl">> No. <</speak>>
<<speak "kaitos.casual.neutralserious">> Ten. <</speak>>
<<choose>>
[[Perhaps we should consider letting him come along, Lucas.|PREP: Kaitos Scribe Ok]]
[[You're not coming with us, Asenath.|PREP: Kaitos Scribe No]]
<</choose>>
<</if>><<toneLoss "kaitos">>
<<enemy "kaitos">>
<<qSpeak "quincy.furrow">> You're not coming with us, Asenath. <</qSpeak>>
<<speak "kaitos.casual.doleful">> Aw. Why not? <</speak>>
<<qSpeak "quincy.neutral">> We're not a charity. You're not qualified, and the Convoy needs a real scribe. <</qSpeak>>
<<if $cFlags.kaitos.guilty>>
<<toneLoss "kaitos">>
<<enemy "kaitos">>
<<qSpeak "quincy.think">> And that's before you even take into consideration how suspicious this meeting is. It would be absurd to dismiss this unlikely chain of events as mere coincidence. There must be more at play here. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Look, Big Hat. <</speak>>
<<qSpeak "quincy.surprised">> *"Big Hat?"* <</qSpeak>>
<<speak "kaitos.casual.disgruntled">> The only thing //"at play"// here is that my uncle dragged my family name through the dirt and I don't want my parents living as dock vagrants. <</speak>>
<<speak "kaitos.casual.scoff">> Look, Luke knows me. He knows I'm loyal. <</speak>>
<<speak "lucas.scowl">> I know no such thing. I only know you were the rum delivery boy. I avoid learning about my brother's pets as much as I possibly can. I've more trust for a stranger. <</speak>>
<<else>>
<<qSpeak "quincy.think">> And besides - you are woefully unprepared for this manhunt of yours. You know nothing of the North and you are certainly no bounty hunter. You'll only get yourself killed. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Tch! I'm not stupid. I went to VRMA the same as the rest of you. I know you gotta be careful out on the tundra. I know how to wield a sword. I can defend myself. <</speak>>
<<speak "lucas.annoyed">> //"Wield a sword?"// Don't make me laugh! I've seen you at the tourneys. You can hardly draw a blade for the sport of it, never mind against an opponent who wishes you harm! <</speak>>
<</if>>
<<include "PREP: Scribe PreLetter Bottleneck">><<toneGain "kaitos">>
<<friend "kaitos">>
<<qSpeak "quincy.lookaway">> Lucas. Perhaps we should... consider letting him come along. <</qSpeak>>
<<speak "lucas.scowl">> And why the Hell should we do that? <</speak>>
<<qSpeak "quincy.think">> The arrangement is only temporary. His family is in dire straits. <</qSpeak>>
<<qSpeak "quincy.lookaway">> The idea of leaving the Asenaths to their fate... it doesn't sit right with me. Surely the idea of condemning an entire family for the actions of one strikes you as unjust? <</qSpeak>>
<<speak "lucas.eyeroll">> Of course I find it unjust! That does not make it my wrong to right. <</speak>>
<<speak "kaitos.casual.frighten">> Luke... <</speak>>
<<speak "lucas.annoyed">> I will not sacrifice the integrity of the Fifth Convoy. I will not be seen with a //gormless leech// standing at my side! <</speak>>
<<include "PREP: Scribe PreLetter Bottleneck">><<if hasVisited("PREP: Scribe KaitosQ Custody","PREP: Scribe KaitosQ Noble","PREP: Scribe KaitosQ Know Lucas","PREP: Scribe KaitosQ Oscar","PREP: Scribe KaitosQ Naktoga","PREP: Scribe KaitosQ Viscount")>>
<<include "PREP: Scribe KaitosQ Mid">>
<<else>>
<<choose>>
<<if !hasVisited("PREP: Scribe KaitosQ Custody")>>
<<link "Shouldn't you be in custody?" "PREP: Scribe KaitosQ Custody">>
<<passiveCheck 1 `["etiq",setup.DCKey.medium]`>>
<<set $tempQ.coffee.nameLearned to _nameKnown>>
<</link>>
<</if>>
<<actions
[[You know each other?|PREP: Scribe KaitosQ Know Lucas][$tempQ.coffee.nameLearned to _nameKnown]]
[[Don't I know you from somewhere?|PREP: Scribe KaitosQ Noble][$tempQ.coffee.nameLearned to _nameKnown]]
>>
<<if hasVisited("PREP: Scribe KaitosQ Know Lucas")>>
<<actions [[You're friends with Prince Oscar?|PREP: Scribe KaitosQ Oscar][$tempQ.coffee.nameLearned to _nameKnown]]>>
<</if>>
<<if hasVisited("PREP: Scribe KaitosQ Custody")>>
<<actions [[You really had nothing to do with Naktoga?|PREP: Scribe KaitosQ Naktoga][$tempQ.coffee.nameLearned to _nameKnown]]>>
<</if>>
<<if hasVisited("PREP: Scribe KaitosQ Noble")>>
<<actions [[You're a Viscount? Of what?|PREP: Scribe KaitosQ Viscount][$tempQ.coffee.nameLearned to _nameKnown]]>>
<</if>>
<</choose>>
<<if passage() != "PREP: Scribe Kaitos Hi">>
<<set _nameKnown to true>>
<<else>>
<<set _nameKnown to false>>
<</if>>
<</if>><<if $tempQ.coffee.nameLearned == false>>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> Now, hold on. You, Southerner-- <</qSpeak>>
<<speak "kaitos.casual.neutral">> Kaitos. <</speak>>
<<qSpeak "quincy.furrow">> I didn't ask. *You snort. It feels as if every Southern man is named "Kaitos."* <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Pardon me, but-- you, Southerner-- <</qSpeak>>
<<speak "kaitos.casual.neutral">> Kaitos. <</speak>>
<<qSpeak "quincy.lookaway">> Really? *It feels as if every Southern man is named "Kaitos."* Never mind. Kaitos-- <</qSpeak>>
<</if>>
<</if>><<if $cFlags.kaitos.guilty>><<set _kDesc to "taciturn">><<set _kName to "Taciturn Southerner">><<else>><<set _kDesc to "idle">><<set _kName to "Idle Southerner">><</if>>
<<img 1 "GetKaitos_hikaitos.png" "A man has seated himself in front of you, with his own cup of coffee placed in front of him.">>
<<text>>
It's the younger of the two Southerners you saw at Naktoga - the one who was said to have turned himself in.
<</text>>
<<qSpeak "quincy.surprised">> @@.surprise;You--@@ <</qSpeak>>
<<speak "kaitos.casual.thinking" _kName >> <sup>Uh-huh.</sup> <</speak>>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> @@.intense;What are you doing here!?@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> @@.intense;What are you doing here!?@@ <</qSpeak>>
<</if>>
<<speak "lucas.bigmad">> @@.intense;What are you doing here!?@@ <</speak>>
<<text>>
<<if $cFlags.kaitos.guilty>>Willfully ignoring your hostility, the man simply smiles and says:<<else>>The man's answer offers little clarification, for he simply smiles and says:<</if>>
<</text>>
<<speak "kaitos.casual.pleased" _kName >> I hear you're looking for a scribe. <</speak>>
<<text>>
It is a response that feels like something out of a dream. The nonsense sort, not the wistful kind. Here is a man who stood adjacent to treason, now approaching the Prince and his Right Hand with the same sort of casual air as one might his neighbor. Even stranger, Lucas responds in turn, as if this accomplice to terror were some familiar garden pest.
``He swats away each high, breathy mumble with such disinterest and precision that you are forced to assume they know one another.
<</text>>
<<speak "lucas.glasses">> No. <</speak>>
<<speak "kaitos.casual.thinking" _kName >> Total coincidence, but I'm looking for work, so... *He fiddles with the handle of his mug.* <</speak>>
<<speak "lucas.eyeroll">> No. <</speak>>
<<speak "kaitos.casual.pleased" _kName >> I wanted to offer my services. <</speak>>
<<speak "lucas.scowl">> No. <</speak>>
<<speak "kaitos.casual.smile" _kName >> I'm good with a pen. <</speak>>
<<speak "lucas.annoyed">> No. <</speak>>
<<speak "kaitos.casual.smile" _kName >> I'm great with an abacus. <</speak>>
<<speak "lucas.eyeroll">> No. <</speak>>
<<speak "kaitos.casual.smile" _kName >> I'll be your best friend. <</speak>>
<<speak "lucas.bigmad">> ''NO.'' <</speak>>
<<speak "kaitos.casual.doleful" _kName >> Aww, come on, man. <</speak>>
<<text>>
Their familiarity is so apparent that you are forced to wonder if you, too, should know this man somehow.
``Just what is going on?
<</text>>
<<include "PREP: Kaitos Scribe Questions">><<include "PREP: Scribe K Name Stub">>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> Shouldn't you be in custody? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Shouldn't you be in custody...? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.thinking">> Nah. Didn't do anything. <</speak>>
<<speak "kaitos.casual.glance">> Was my Uncle Kalas who was working with the Barehanders. He was the one who was making the deals. <</speak>>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.think">> Surely they would want to keep you for questioning regardless. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Even so, I would think they would want to keep you for questioning. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.stare">> You would think, but. *He clicks his tongue.* Turns out I don't know much. <</speak>>
<<text>>
<<if $cFlags.kaitos.guilty>>You've yet to be convinced this is true, but perhaps your suspicion is unwarranted. The Prince certainly seems to think this assessment is accurate.<<else>>Somehow, you're not finding that terribly hard to believe.<</if>>
<</text>>
<<speak "lucas.eyeroll">> Hmph. I could have told them that. <</speak>>
<<speak "kaitos.casual.disgruntled">> You know, Luke, it prolly would have saved me a lotta trouble if you did. <</speak>>
<<speak "kaitos.casual.stare">> Just saying. <</speak>>
<<speak "lucas.scowl">> You're //Oscar's// pet, not mine. I've no responsibility to you. <</speak>>
<<speak "kaitos.casual.thinking">> Fair enough. *He gives a tiny, resigned sigh.* You've got your hands full as it is. <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
Was it your imagination, or was Kaitos looking at //you// when he said that? <<snout "Your" "The fur on the back of your neck rises and your">> grasp tightens around the handle of your mug. //Just what is he implying?//
<</text>>
<</if>>
<<include "PREP: Kaitos Scribe Questions">><<qSpeak "quincy.think">> Do you have any experience tracking criminals? <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Um. I'm a guy who cleans slops out of canals, so. No. <</speak>>
<<speak "kaitos.casual.thinking">> But I //do// have experience tracking my uncle. When he gets real drunk and wanders off, I'm usually the one who finds him. <</speak>>
<<text>>
The Southerner blinks his dark eyes. They remind you of a goat's: the guileless eyes of an animal which has only ever known the safety of its pen and knows not what danger lies beyond it.
<</text>>
<<qSpeak "quincy.lookaway">> And you expect to track a man who does not want to be found across the tundra despite your complete lack of experience? <</qSpeak>>
<<speak "kaitos.casual.stare">> Uh huh. <</speak>>
<<qSpeak "quincy.furrow">> How? <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> 'Cause I gotta. <</speak>>
<<include "PREP: Kaitos Scirbe Questions 2">><<include "PREP: Scribe K Name Stub">>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> How do you know Lucas? <</qSpeak>>
<<speak "lucas.scowl">> Through unfortunate coincidence. Asenath here happens to be my brother's //favorite// sycophant. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> So. The two of you... know each other, correct? <</qSpeak>>
<<speak "lucas.scowl">> Unfortunately. He's my brother's //favorite// sycophant. <</speak>>
<</if>>
<<speak "kaitos.casual.pleased">> Aw. Did he say that? <</speak>>
<<speak "lucas.annoyed">> No. I was //insulting you,// you brainless parasite. <</speak>>
<<speak "kaitos.casual.doleful">> Aw. <</speak>>
<<include "PREP: Kaitos Scribe Questions">><<qSpeak "quincy.neutral">> Have you truly no other means to pursue your uncle? *To you, this seems doubtful.* <</qSpeak>>
<<speak "kaitos.casual.stare">> Being on the vinnie's only honorable //after// you've caught the guy. It's kind of like exile. So no, I don't got friends to borrow from. Guys back home wouldn't spare me a guilder. <</speak>>
<<qSpeak "quincy.think">> What about Prince Oscar? <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> He's got his own uncle problems to deal with right now. I can't go begging him to solve mine too. I gotta be a man. *He rolls his hand at the wrist.* Self-reliant. Y'know? <</speak>>
<<speak "lucas.scowl">> And so you beg us instead. You've an interesting definition of "self-reliant," Asenath. <</speak>>
<<speak "kaitos.casual.neutral">> *He gives another shrug.* I'm working with what I got. <</speak>>
<<include "PREP: Kaitos Scirbe Questions 2">><<text>>
A great sigh heaves in your chest. <<if passage() == "PREP: Scribe KaitosQ Viscount">>With all this talk of human soil, you cannot help but feel this line of questioning has lost its way somehow.<<elseif passage == "PREP: Scribe KaitosQ Oscar">>You //suppose// that follows, but you cannot help but feel this line of questioning has lost its way somehow.<</if>> The Southerner has answered every question you've posed, and yet the greater picture still eludes you.
<</text>>
@@.next;[[So many questions still remain.|PREP: Scribe KaitosQ Mid2]]@@<<qSpeak "quincy.lookaway">> I still don't understand how all this... nonsense fits together. How did you get here? And how did you know where to find us? <</qSpeak>>
<<speak "kaitos.casual.neutral">> Coach. And everyone knows Luke goes here. <</speak>>
<<qSpeak "quincy.lookaway">> And the fact you were acquitted so quickly...? <</qSpeak>>
<<speak "kaitos.casual.thinking">> Oh no. I wasn't acquitted. Whole family was ruled guilty by association. <</speak>>
<<qSpeak "quincy.surprised">> Hold on. I thought you said they let you go. Did you flee custody? <</qSpeak>>
<<speak "kaitos.casual.doleful">> Um... *He shuffles in his seat.* I'm out on the vinnie. <</speak>>
<<qSpeak "quincy.lookaway">> //Pardon?// <</qSpeak>>
<<speak "kaitos.casual.stare">> The right to vindication. <</speak>>
<<text>>
You've never heard of such a right. Thankfully, Lucas is well-acquainted with the lesser-known details of the Tri-Kingdom's various codes, and sensing your confusion, he translates:
<</text>>
<<speak "lucas.glance">> *The Prince runs a hand through his locs.* It's an old clause in Southern law. <</speak>>
<<speak "lucas.thinking">> A family held culpable for the actions of one criminal member may invoke the right to //"seek vindication"// against him.
``To this end, any prison sentences incurred are temporarily suspended and two-thirds of their legal debt is deferred - usually for several months to a year.
``Should the family capture or kill the offending member, the bounty goes towards their debt and the family's honor is restored. <</speak>>
<<speak "lucas.weary">> ...Technically, in the books, it demands the offending member's head, but it's seldom enforced exactly as written in our modern day. <</speak>>
<<speak "kaitos.casual.stare">> Ew. But yeah. I catch Uncle Kal, life goes back to normal. <</speak>>
<<text>>
This all makes perfect sense to you, except for one thing:
<</text>>
<<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> But what does any of this have to do with wanting to be a scribe? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> But what does this quest for absolution have to do with wanting to be a scribe? <</qSpeak>>
<</if>>
<<speak "lucas.scowl">> Because he hasn't the means to travel the North on his own and he is an //unrepentant sponger.// <</speak>>
<<speak "kaitos.casual.idle">> Pretty much, yeah. *He twists a loc around his finger.* <</speak>>
<<speak "kaitos.casual.glance">> Even with the fine um, deferred, it's all we can do to keep the estate. And we'll only be able to do that for so long. They ah, seized the distillery during investigations, and me and mom's Viscountry work don't bring in enough without it. <</speak>>
<<speak "kaitos.casual.neutralserious">> But if I was with the Convoy... that'd take me across the North. I could look for my uncle along the way. Send a bit of money home, too. <</speak>>
<<include "PREP: Kaitos Scirbe Questions 2">><<if $cFlags.kaitos.guilty>>
<<qSpeak "quincy.furrow">> So, I'm really to believe you had nothing to do with the attack on Naktoga? <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> I mean, you can believe whatever you want if you think about it. <</speak>>
<<set _seg to "Like,">>
<<else>>
<<qSpeak "quincy.think">> So you really had nothing to do with the attack on Naktoga? <</qSpeak>>
<<set _seg to "I mean,">>
<</if>>
<<speak "kaitos.casual.stare">> _seg I was there. And it was my family's rum that was used to blow up the mine. But no. <</speak>>
<<speak "kaitos.casual.neutralserious">> I wasn't planning on ruining my own life for some cause. <</speak>>
<<speak "kaitos.casual.scoff">> I liked my life. <</speak>>
<<include "PREP: Kaitos Scribe Questions">><<include "PREP: Scribe K Name Stub">>
<<qSpeak "quincy.think">> You seem... familiar. I know you from somewhere. <</qSpeak>>
<<speak "kaitos.casual.stare">> Um, yeah. Naktoga. <</speak>>
<<qSpeak "quincy.think">> No. Not Naktoga. Before that. <</qSpeak>>
<<text>>
Kaitos unfurls one arm across the surface of the table. You pause to regard the long, white gloves which creep past his elbows and up around his forearm. The cut is not one worn by Noblemen, but you recognize the material as unicorn hide nonetheless.
<</text>>
<<qSpeak "quincy.surprised">> You're a Noble. <</qSpeak>>
<<speak "kaitos.casual.stare">> *He raises his hand, studying it closely, as if to confirm to himself that he is indeed a Nobleman.* Yeah. <</speak>>
<<qSpeak "quincy.lookaway">> You didn't have gloves at Naktoga. <</qSpeak>>
<<speak "kaitos.casual.glance">> Yeah. They're my mom's. <</speak>>
<<text>>
//It is ladies' gloves he wears.//
``Recognition sparks. Indeed, you know this man.
``The boy known only as "Ladygloves" was a figure of ridicule at the Vestur Royal Military Academy. His infamy transcended his student year. To younger students like yourself, he was something of a mythic figure, a cautionary tale warning against the dangers of effeminate dress. His story was shared with the same gleeful fear as a ghost story around a campfire, and the details changed from legend to legend: some claimed he had been made to wear women's gloves by his parents as part of some twisted punishment, while others claimed he //chose// to wear a feminine cut out of madness.
<</text>>
<<qSpeak "quincy.lookaway">> And you wear them because...? <</qSpeak>>
<<speak "kaitos.casual.stare">> Well, we only got the one pair. <</speak>>
<<text>>
It comes as no surprise that the reality is nothing so lurid as the tales.
<</text>>
<<speak "kaitos.casual.glance">> We trade for our Viscount duties. <</speak>>
<<include "PREP: Kaitos Scribe Questions">><<qSpeak "quincy.think">> So //you// are friends with Prince Oscar? <</qSpeak>>
<<speak "kaitos.casual.neutral">> I don't like to brag, buuuut. Yeah. <</speak>>
<<qSpeak "quincy.lookaway">> Then why haven't I heard so before? <</qSpeak>>
<<speak "kaitos.casual.stare">> *He shrugs.* <</speak>>
<<qSpeak "quincy.neutral">> ...What does that mean? <</qSpeak>>
<<speak "kaitos.casual.smile">> It means: *He shrugs yet again, as if repeating the gesture lent any clarity.* <</speak>>
<<qSpeak "quincy.furrow">> Say what you mean. <</qSpeak>>
<<speak "kaitos.casual.thinking">> Hm. *Resting his jaw in the palm of his hand, he casts a thoughtful look at the ceiling. His leg swings back and forth under the table as he ponders.* Are //you// friends with Oscar? <</speak>>
<<text>>
Vestur's Crown Prince is known for his elusive nature. He has garnered this reputation not by hiding away or spurning company, but because he is so drawn to it that it compels him to be everywhere at all times. He flits from one social obligation to the next like a songbird stopping on a window sill to peck up some crumbs. Your encounters with him have been fleeting and empty; you've only ever had time to exchange pleasantries before the calls of louder, more glamorous guests caused him to take flight once more.
``Lucas often says that you are lucky for it.
<</text>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "kaitos.casual.pleased">> That's prolly why. <</speak>>
<<include "PREP: Kaitos Scribe Questions">><<qSpeak "quincy.lookaway">> You do know that "scribe" is an actual job which needs to be done, correct? It's not simply a ticket across the North. <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Yeah. <</speak>>
<<qSpeak "quincy.neutral">> Are you in any way qualified for such a position? <</qSpeak>>
<<speak "kaitos.casual.stare">> Well, yeah. I did books for my uncle all the time. Family rum business, remember? I know my way around a ledger. <</speak>>
<<qSpeak "quincy.think">> Yet you failed to realize he was doing business with the Brothers of the Barehand. <</qSpeak>>
<<speak "kaitos.casual.thinking">> Well... I knew the numbers were off, and there were some weird names on the ledger, but I kinda thought he was just, uhm, embezzling it, y'know? <</speak>>
<<speak "lucas.eyeroll">> Well, that inspires confidence in your integrity. <</speak>>
<<speak "kaitos.casual.glance">> If my uncle wants to cheat my dad out of a few guilders, that's between them. *He shrugs.* It's still in the family. Or... that's what I thought. <</speak>>
<<speak "lucas.annoyed">> What a stunning sense of honor you have. *The Prince snorts.* I simply //must// have that same unflinching dedication from my scribe. <</speak>>
<<speak "kaitos.casual.scoff">> Look, man, I was only doing the books to help out. I'm a Viscount. I've got my own work. I take my //real work// seriously. <</speak>>
<<speak "kaitos.casual.thinkinghard">> I'm... I'm taking //this// seriously. <</speak>>
<<include "PREP: Kaitos Scirbe Questions 2">><<qSpeak "quincy.think">> How did you learn we were looking for a scribe? There's been no official call. <</qSpeak>>
<<speak "kaitos.casual.stare">> I mean, everyone knows there's no Left Hand. <</speak>>
<<speak "kaitos.casual.smile">> No Left Hand means the Convoy needs someone to do the work in the meantime. No official call means I'm ahead of the rest. <</speak>>
<<speak "lucas.thinking">> That's... a shocking display of reason from you. <</speak>>
<<speak "kaitos.casual.pleased">> *He does a strange dip of his torso in some sort of attempt to bow while seated.* <</speak>>
<<speak "lucas.scowl">> Too reasonable, if you ask me. This has Oscar's stink all over it. <</speak>>
<<speak "kaitos.casual.thinking">> Oscar's stink? I wish. That guy smells like a flower. But no. This plan's all me. <</speak>>
<<speak "lucas.thinking">> Hm. Yes. Oscar would never dream up a plan with so many holes. What if we already had a scribe assigned to us? What would you have done then? <</speak>>
<<speak "kaitos.casual.idle">> I dunno. Beg to be Convoy chamberpot guy? <</speak>>
<<speak "lucas.eyeroll">> And if I were to refuse to hire you at all because I hate you? <</speak>>
<<speak "kaitos.casual.neutral">> Haah. C'mon, you wouldn't leave me to die. Wouldn't be very justice of you. <</speak>>
<<speak "lucas.annoyed">> //"Just,"// Asenath. It wouldn't be very //just// of me. <</speak>>
<<speak "kaitos.casual.smile">> Glad you agree. <</speak>>
<<speak "lucas.scowl">> //Ugh.// <</speak>>
<<include "PREP: Kaitos Scirbe Questions 2">><<qSpeak "quincy.think">> And you're a Viscount of...? <</qSpeak>>
<<speak "kaitos.casual.neutral">> Octantis. <</speak>>
<<text>>
Odd. You would have expected a Noble from the Southern Kingdom's former capital to be... flashier. Gaudy as his dress is, you've seen the absurd heights of Southern Nobility; the vibrant prints on his tunic and mere four necklaces are tame by comparison.
<</text>>
<<qSpeak "quincy.think">> And your duty is... Viscount of rum? *You're not sure if such a thing exists.* <</qSpeak>>
<<speak "lucas.scowl">> No. Worse. He's a Viscount of //human waste.// <</speak>>
<<qSpeak "quincy.surprised">> I... what? <</qSpeak>>
<<speak "kaitos.casual.neutral">> *He shrugs.* Someone's gotta do the aqueducts. <</speak>>
<<qSpeak "quincy.lookaway">> Aqueducts... we don't have those up North. <</qSpeak>>
<<speak "lucas.smug">> It's a Southern thing. No cesspits, no nightsoilmen to carry away the filth! They dig holes under their city, fill them with water, and then dump their waste there. <</speak>>
<<qSpeak "quincy.think">> That's... disgusting. <</qSpeak>>
<<speak "kaitos.casual.idle">> Eh. It's not how Midlanders make it sound. Not a hole. A canal. Canal carries the slops away so the city stays clean. <</speak>>
<<qSpeak "quincy.lookaway">> Carries them where? <</qSpeak>>
<<speak "kaitos.casual.neutral">> Ocean. <</speak>>
<<speak "lucas.pleased">> And that's why I'll //never// visit a Southern beach! <</speak>>
<<include "PREP: Kaitos Scribe Questions">><<text>>
Kaitos's mug slams against the surface of the table. A short, whining groan rises from his throat as he pulls his hand <<snout "down his face" "down the length of his muzzle">>.
<</text>>
<<if passage() == "PREP: Kaitos Scribe Ok">>
<<speak "kaitos.casual.disgruntled">> Man! You're //so// silver. You go on and on about how much you @@.singsong;wanna look out for the people@@ but when you finally have a chance to help a guy out you're all, "oh but it wouldn't look good." <</speak>>
<<else>>
<<speak "kaitos.casual.disgruntled">> Man! You two are //so// silver. I thought the Convoy was for the people, huh? Well, I'm people. This is your first chance to right a wrong, and you take one look and go <<if $cFlags.kaitos.guilty>>"nah, I don't like the look of that one. I'll just let his whole family starve."<<else>>"nah, he doesn't even deserve the chance."<</if>> <</speak>>
<</if>>
<<text>>
With a terse sigh, he begins to fumble about his tunic in search of something. In time, he produces an innocuous white envelope from his person and brandishes it at the Prince.
<</text>>
<<speak "kaitos.casual.sulk">> Look, I didn't wanna do this, but I guess I have to. <</speak>>
@@.next;[[Continue.|PREP: Kaitos OscarLetter]]@@<<written "print">>
@@.headline;
<<if $rumor.calypso>>THE TRI-KINGDOM'S SECRET RAKE? DUKE QUINTRELL BARGHUR'S AFFAIRS IN THE BOREAL SOUTH<<else>>DUKE QUINTRELL BARGHUR STOKES NORTHERN RIVALRY WITH THE BOREAL SOUTH<</if>>
@@
<</written>>
<<text>>
This headline - or some variant of it - is littered across every other newspaper in the room. How <<if $rumor.calypso>>one gesture<<else>>simple inaction<</if>> became so twisted through hearsay, you do not know. The prospect terrifies you.
<</text>>
<<speak "lucas.glance">> Pay it no mind, Quintrell. <</speak>>
<<qSpeak "quincy.tilt">> All this from such a small blunder. What will happen when I am made to make a real decision? <</qSpeak>>
<<speak "lucas.weary">> Worry not. The gossip papers' interest is inversely proportional to the importance of the topic covered. <</speak>>
<<speak "lucas.glance">> ...Mostly. <</speak>>
<<text>>
The silver Prince sighs and takes a sip of his cream-smothered coffee. (You aren't sure how he endures the slimy film such a drink leaves on the tongue. You prefer yours unadulterated.)
<</text>>
<<speak "lucas.neutral">> Seeing as it will take time before the Convoy has a Left Hand, the Southern treasury has offered to grant us extra funds for a scribe. <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> Ah. Good. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> That's... good. <</qSpeak>>
<</if>>
<<speak "lucas.weary">> Yes. There's just one small problem. I've never... hired a scribe before. Have you...? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "lucas.neutral">> I didn't think so. <</speak>>
<<text>>
Being that you are a pair of insufferable and scrutinous pedants, neither you nor Lucas would ever let another budget or pen words on your behalf if it could be avoided. As lone men, this behavior could be called self-sufficiency, but as a Prince's Convoy, it is untenable.
<</text>>
<<speak "lucas.weary">> I've no idea how to go about hiring one of merit, and we've still so much to do. There's the Lustration ceremony and all the preparations that entails... <<if !$camp.includes("elijah")>>meeting with the incumbent practitioner...<</if>> <<if !hasVisited("PREP: GetGun")>>making sure you are properly armed...<</if>> <<if !hasVisited("0OPEN: lymandiscuss loc")>>I've //still// yet to clear out my office...<</if>> <<if !$camp.includes("vicky")>>not to mention whatever military nonsense your brother need do.<<else>>and we've lost so much time indulging your brother's nonsense.<</if>> <</speak>>
<<speak "lucas.annoyed">> I can hardly stomach the idea of //another// chore atop the heap. <</speak>>
<<qSpeak "quincy.neutral">> I suppose that's why we need a scribe. <</qSpeak>>
<<speak "lucas.weary">> Indeed. We must make it a priority. <</speak>>
<<text>>
The Prince gives a long, drawn out groan and slumps over his cup. You are about to offer your thoughts on the matter when a small voice, entirely uninvited, volunteers its own:
<</text>>
<<speak "kaitos.casual.neutral" "High-voiced Man" `["shadow"]`>> Sounds like it. <</speak>>
@@.next;[[Continue.|PREP: Scribe Kaitos Hi]]@@<<set $tempQ.coffee to {}>>
<<once>>
<<set $party to ["lucas"]>>
<</once>>
<<displayTask "11-convoy-party" "left3">>
<<locationBoardSetup `[
{img:"teacup.png",text:"Bean water is bean water to your tongue, and you taste no difference between the coffee served by the Morning Sting from that served by their competition."},
{img:"chairs1.png",text:"But the Prince is nothing if not loyal. He has pledged his patronage to this establishment, and both customers and staff greet him as a familiar face..."},
{img:"newspaper-teaset.png",text:"...and many believe this familiarity entitles them to answers. The headlines have generated a score of tantalizing questions as of late. The Prince is unusually guarded, reluctant to sate the patrons' curiosity."}
]`>>
<<location "andimeur" `["Morning Sting Coffeehouse","Diadem"]`>>
<<locationDesc>>
<<processTxt>>
There's a coffeehouse on every other corner in Diadem's Mane Quarter, but Lucas insists on the half-hour walk to this one. Allegedly, his preference has nothing to do with the mug-toting manticore depicted on the sign, and everything to do with their "superior Caemari brew".
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Scribe Search Begin]]@@<<text>>
Thankfully, <<switch $tempQ.glen.type>><<case "red">>the headmaster is a red conductor. A real one. He quells the blaze with little effort. The only thing damaged is the table... and your pride.<<case "yellow">>the storm you've created is as brief as it is violent. It passes quickly, damaging only the table... and your pride.<<case "green">>the nutrients in the soil limit the extent to which your monstrous creation can grow. The only thing it managed to damage was its pot... and your pride.<<default>>there was only so much water in that vase. The icicles you created only damaged vase and pitcher... and your pride.<</switch>>
Lord Glenmaer doesn't look at you as he pries the $tempQ.glen.weapon from your fingers. You are grateful, as you wouldn't have been able to meet his eye anyway.
<</text>>
<<img 1 "Pledgereassess_byequincy.png" "Lord Glenmaer lays a hand on your shoulder as you look at your wretched hand.">>
<<updateTask "11-convoy-gun" "gun">>
<<once>>
<<run $campTopics.push("pledge")>>
<</once>>
<<addCodex "vrma">>
<<addCodex "ederic">>
<<addCodex "glenmaers">>
<<addCodex "glenmaer">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<<locationBoardSetup `[
{img:"desk.png",text:""},
{img:"castle-stone-window.png",text:""},
{img:"boxes.png",text:""}
]`>>
<<location "glenmaer" `["Storeroom","Vestur Royal Military Academy"]`>>
<<text>>
You find yourself in a dimly-lit storeroom crammed floor-to-ceiling with rows upon rows of towering shelves. The orange light of the dragonbone lamp that Lord Glenmaer lights clarifies little about your surroundings; if anything, the contrast makes it more difficult for your eyes to make sense of where you are.
<</text>>
<<qSpeak "quincy.lookaway">> ...Where are we? <</qSpeak>>
<<speak "glenmaer.neutral">> 'Tis the archive where we store the relics we use to teach intro to practical conduction in second year. Only faculty and ruling monarchs are allowed entry - for everyone else, it is strictly forbidden. <</speak>>
<<speak "glenmaer.wearysmile">> If anyone asks, you were never here. If you tell a soul, I will deny it. You understand, son? <</speak>>
<<choose>>
[[No.|PREP: Glen Storeroom2][$response to "no"]]
[[Yes.|PREP: Glen Storeroom2][$response to "yes"]]
<</choose>><<if $response == "yes">>
<<qSpeak "quincy.neutral">> I understand I'm not to tell anyone, but that's about the extent of it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> To be quite frank: I do not. <</qSpeak>>
<</if>>
<<speak "glenmaer.neutralserious">> You came to right your black pledge. <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...I suppose. <</qSpeak>>
<</if>>
<<speak "glenmaer.neutralserious">> What you ask for is simply not done. A pledge is between you, the people, the Crown - The Architect above. They are not simply //reassigned// or //undone.// Such a thing is unprecedented. Madness to even suggest! <</speak>>
<<text>>
You know he only says the obvious, yet still your chest aches. You wanted so badly to be anything but useless that you've let it derange you. You came all this way, uninvited and unannounced, to argue one of the Tri-Kingdom's oldest laws with a man who never once indicated he wished to hear you out.
<</text>>
<<speak "glenmaer.neutralserious">> And yet... this //entire situation// is unprecedented. A Duke with a black pledge? A Duke with a black pledge, //chosen as Right Hand of the Prince's Convoy//?
``Quintrell, I promise you no law in the book was written with your situation in mind. What's written simply isn't... adequate. <</speak>>
<<text>>
Do your ears deceive you?
<</text>>
<<qSpeak "quincy.surprised">> Headmaster. Are you saying you'll reassign my pledge...? <</qSpeak>>
<<speak "glenmaer.neutralserious">> 'Tis complicated. I cannot promise anything. 'Tisn't solely up to me - at the very least, Alexander would also need to agree. Perhaps Lord Elkhatu. The High Sybil to pardon you in the eyes of The Architect. <</speak>>
<<speak "glenmaer.weary">> And then there's the nature of your crime to consider. You didn't simply engage in criminal misuse of meur, Quintrell, but dangerous malconduction. <</speak>>
<<speak "glenmaer.wearysmile">> But suppose it possible. If it were possible, then convincing me would be the right place to start... <</speak>>
<<text>>
Your heart hammers in your chest. Your own uneven breath is audible. Whether this effort of yours was mad or not, you must look the part now, but righting this is the least of your concerns.
<</text>>
<<qSpeak "quincy.surprised">> What must I do? <</qSpeak>>
<<speak "glenmaer.neutralserious">> There - $tempQ.glen.dir. There's a chest full of $tempQ.glen.weapon rods we use for second-through-fifth year conduction. <</speak>>
<<speak "glenmaer.neutral">> Show me you can wield it responsibly. Then... we'll talk. <</speak>>
@@.next;[[Continue.|PREP: Prove Get Relic]]@@<<set _firstP to "">>
<<chosenTrait>>
<<switch $tempQ.glen.type>>
<<case "red">>
<<set $cFlags.quincy.meur to "red">>
<<set $tempQ.glen.weapon to "salamander tongue">>
<<set $tempQ.glen.dir to "over in the back">>
<<qSpeak "quincy.neutral">> Red conduction, sir. <</qSpeak>>
<<speak "glenmaer.smile">> Right. I remember now - the young Prince was tutoring you. <</speak>>
<<set _firstP to "If it weren't for Lucas, you'd have been as bad with red meur as you were with every other type. Truth be told, you never had any talent for conjuring flames - it was the Prince's clear and technical instructions which carried you through your practicals.">>
<<case "yellow">>
<<set $cFlags.quincy.meur to "yellow">>
<<set $tempQ.glen.weapon to "martlet beak">>
<<set $tempQ.glen.dir to "to the left">>
<<qSpeak "quincy.neutral">> Yellow conduction, sir. <</qSpeak>>
<<speak "glenmaer.smile">> Ah, I should have known. 'Tis a strange field, yellow meur. It is an odd passion that attracts odd people. *He chuckles.* ....Don't tell Cathy I said that. <</speak>>
<<set _firstP to "He really should have; it's only fitting that the meur color you'd handle best would be the most esoteric one. Of course, //\"best\"// is a relative term - it would be more accurate to say you were //\"least terrible\"// working with wind and lightning.">>
<<case "green">>
<<set $cFlags.quincy.meur to "green">>
<<set $tempQ.glen.weapon to "dryad scale">>
<<set $tempQ.glen.dir to "in the front">>
<<qSpeak "quincy.neutral">> Green conduction, sir. <</qSpeak>>
<<speak "glenmaer.smile">> Yes, that's right, like your brother and father. I don't know why it slipped my mind... <</speak>>
<<set _firstP to "Perhaps because you weren't any good at it. Green meur may have been your best subject, but that was only because it was least destructive when your practical exams went awry. A dead plant or overgrown vine was nowhere near as destructive as a bolt of lightning or an uncontrolled flame.">>
<<default>>
<<set $cFlags.quincy.meur to "blue">>
<<set $tempQ.glen.weapon to "kraken cuttlebone">>
<<set $tempQ.glen.dir to "in the right corner">>
<<qSpeak "quincy.neutral">> Blue conduction, sir. <</qSpeak>>
<<speak "glenmaer.smile">> Ah, yes, I remember now. Your father wasn't happy about that one... <</speak>>
<<qSpeak "quincy.lookaway">> He wasn't? <</qSpeak>>
<<speak "glenmaer.wearysmile">> He begged me to encourage you to pick another field. <</speak>>
<<qSpeak "quincy.lookaway">> ...I had no idea. <</qSpeak>>
<<set _firstP to "You suppose you couldn't blame him. There isn't much in the way of glory to be had for blue conductors up North; most are stuck with seasonal irrigation work, or situational jobs removing water from the depths of mines. Worse still, you were only ever confident conducting ice; you were as terrible at manipulating liquid water as you were every other type of conduction.">>
<</switch>>
<<text>>
_firstP
``Whilst you ruminate on your studies, Lord Glenmaer casts a wary glance over his shoulder and studies the hall. Deducing you are alone, he slips a key from his pocket and undoes the locks on the double doors before you, his watchful eye still fixed behind him. When the door clicks open, he slithers through the smallest crack he can manage, and he urges you to follow with a wave of the hand.
``He does not open the doors any wider to accommodate your larger size. You feel like a mouse squeezing between the gaps in the floorboards.
<</text>>
@@.next;[[Continue.|PREP: Glen Storeroom]]@@<<speak "glenmaer.sad">> I apologize, Quintrell. I had hoped that things would be, ah... different for you. <</speak>>
<<text>>
It seems that Lord Glenmaer had held out some hope for your quality of life - a hope you have inadvertently dashed with reality. <<if setup.hasTrait("shameful")>>You can't help but feel somewhat responsible for disappointing him, and so you are compelled to right the conversation.<<else>>In all honesty, you've no idea what else he could have possibly expected, but you've no interest in dwelling on such speculation, and so you change the subject.<</if>> Thus far, the topic has been your life; thus, etiquette dictates it is only fair you ask him about his in turn.
<</text>>
<<qSpeak "quincy.neutral">> Headmaster Glenmaer. <</qSpeak>>
<<speak "glenmaer.wearysmile">> Hm? <</speak>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral">> How is your-- <</qSpeak>>
<<skillCheck 1>>
@@.flashback;
<<text>>
The word "son" nearly leaves your lips.
<</text>>
<<written "print">>
@@.headline;LT. GENERAL KAGTHUR, MASTER SEBASTIAN GLENMAER KILLED IN OPONAN WAR@@
<</written>>
<<text>>
Thankfully, you manage to catch it in your teeth in the nick of time.
<</text>>
@@
<<qSpeak "quincy.surprised">> Ah... <</qSpeak>>
<<speak "glenmaer.confused">> What is it? <</speak>>
<<qSpeak "quincy.lookaway">> ...Nothing. How is Catherine? <</qSpeak>>
<<text>>
From where you follow, you cannot see Lord Glenmaer's face, but you can tell from his voice that he smiles at the mere thought of his daughter.
<</text>>
<<speak "glenmaer.smile">> My Cathy? Oh, more of the same. Brilliant, industrious... unmarried.
``Drives me mad with worry, and then turns around and tells me @@.posh;"oh, Father, you're mad! You've no reason to worry so."@@ <</speak>>
<<speak "glenmaer.wearysmile">> 'Tis been difficult, this past year. I know she does what she does for the sake of the family, taking up her brother's mantle... but I wish she didn't feel the need.
``I'd sleep easier at night if she met a nice Midland Master and settled down. <</speak>>
<<else>>
<<skillCheck 1>>
<<qSpeak "quincy.neutral">> How is your son these days? <</qSpeak>>
<<text>>
Lord Glenmaer stops in his tracks.
<</text>>
<<speak "glenmaer.weary">> Did you not hear...? <</speak>>
<<qSpeak "quincy.lookaway">> ...? <</qSpeak>>
<<speak "glenmaer.weary">> Sebastian... didn't make it home. <</speak>>
@@.flashback;
<<text>>
Regret twists in your stomach like the cold edge of a knife.
<</text>>
<<written "print">>
@@.headline;LT. GENERAL KAGTHUR, MASTER SEBASTIAN GLENMAER PERISHES IN OPONAN WAR@@
<</written>>
<<text>>
You //did// hear. But you hadn't known Sebastian, and so you hadn't cared to commit it to memory.
<</text>>
@@
<<qSpeak "quincy.tilt">> Oh... I apologize. <</qSpeak>>
<<speak "glenmaer.wearysmile">> No harm done, boy. You didn't know. <</speak>>
<<speak "glenmaer.weary">> 'Tis difficult without him... but all I can do is take the days as they come. Someone has to be strong for Cathy, after all... what kind of father would I be if I left her to shoulder the burden of this family alone? <</speak>>
<<text>>
He sighs and shakes his head, then continues down the hall without another word on the matter.
<</text>>
<</if>>
@@.next;[[Continue.|PREP: Glen why here]]@@<<text>>
<<if setup.checkPass(1)>>Lord Glenmaer prattles on about his daughter for the rest of the walk. You hardly know the woman, and so you've little to add to such a one-sided conversation.<<else>>The bleak air lingers for the rest of your walk. Lord Glenmaer does not speak, and you don't dare risk making conversation again.<</if>> You allow your mind to drift. When it returns to you, you stand with the headmaster before a large set of padlocked doors.
<</text>>
<<speak "glenmaer.neutralserious">> Remind me, Quintrell: what was your primary field of study, again? <</speak>>
<<qSpeak "quincy.lookaway">> ...Why do you ask? <</qSpeak>>
<<speak "glenmaer.wearysmile">> Answer the question. <</speak>>
<<choose>>
<<chooseTrait "redmeur" [[Red conduction.|PREP: Glen Study]]>><<set $tempQ.glen.type to "red">><</chooseTrait>>
<<chooseTrait "yellowmeur" [[Yellow conduction.|PREP: Glen Study]]>><<set $tempQ.glen.type to "yellow">><</chooseTrait>>
<<chooseTrait "greenmeur" [[Green conduction.|PREP: Glen Study]]>><<set $tempQ.glen.type to "green">><</chooseTrait>>
<<chooseTrait "bluemeur" [[Blue conduction.|PREP: Glen Study]]>><<set $tempQ.glen.type to "blue">><</chooseTrait>>
<</choose>><<text>>
The door to the headmaster's office is a sight so ingrained in your subconscious that you could draw the crest animals carved upon its frame from memory. //Unicorn, roc, manticore, hare, then repeat.// You were always a problem child - <<if setup.hasTrait("shameful")>>despite your earnest attempts to adhere to the rules as best you understood them<<else>>it was inevitable, given your disposition<</if>> - and so you were destined to become familiar with this foreboding slab of <<if setup.hasTrait("moleman")>>wood<<else>>oak<</if>> and its overly intricate perimeter. Of course, it was only after you befriended Lucas that you turned from "problem" to "trouble." Under his tutelage, you became acquainted with the principals of truancy and willful defiance. You might even go as far as to say that the door looks naked without the Prince's blemished, teenaged face sulking beside it.
``Some wistful part of you wishes that he were here beside you now. Not the poised and accomplished attorney he is today, but the Lucas of your childhood, outraged and screaming on both your behalfs. There is catharsis in such a fantasy<<if setup.hasTrait("guilty")>>... but it is not a catharsis you've earned.<<else>>... but it is only a fantasy.<</if>>
``Your hand reaches for the door. This is something you must do alone.
<</text>>
@@.next;[[Enter Headmaster Glenmaer's office.|PREP: PA Glenoffice]]@@<<text>>
Noon class must be in session, for you find yourself alone in VRMA's usually-bustling halls. It feels wrong to be within the academy walls again. So little has changed that you might as well have set foot in your own memories.
``Despite its prestige, the academy's duty to education and order has always been at odds with its reckless student body. Of the castle's many banners and tapestries, only those out of the students' reach remain untarnished, for whatever a child //can// put a hand to, a child inevitably //will.// You never understood the thrill of vandalism, but you know from your peers that the urge to deface is as compelling as hunger or thirst in those under the age of twenty. The students of today have no more self control than the students of yesterday, for the stone unicorn which guards the stairwell to the staff wing //(eight times repaired over the course of your education)// is hornless once again. And yet, the <<if setup.hasTrait("moleman")>>sandstone<<else>>stone<</if>> brickwork stands strong as ever, despite generations of impudence from young Nobles who have not yet come to respect its shelter. It knows they will come to understand in time.
``As you make your winding ascent, you contemplate //your own impudence.// You'd sent word of your visit to the headmaster, then caught the next stagecoach without waiting for Lord Glenmaer's response. You might have lost your nerve otherwise. Waiting would have been unbearable, and even more unbearable yet, the idea of your companions finding out your plans and demanding to accompany you on such a journey. It had to be now, and you had to go alone.
``What do you risk in returning here?
<</text>>
@@.next;[[Enter the office.|PREP: PA B4 Glenoffice]]@@<<text>>
Slowly, you push open the door. It groans its familiar, ominous squeal in response.
``Behind it is the perfectly innocuous office of the Royal Military Academy's perfectly personable headmaster. Perhaps, in another time, this could have been a foreboding room with its dramatic windows and high ceilings, but these imposing qualities are all but lost behind sheer curtains and pale mint paper. On the walls hang a number of display rapiers, long unused, framed by idyllic paintings of Midland villages and plump horses. A set of pink-cushioned chairs flank a white and gold desk, piled impeccably neat with pending letters and unsigned documents. Behind this desk sits a stout-bodied man, bespectacled and dressed in a shimmering pearl coat. At the sound of the door, he turns to greet his guest with a smile, only for his face to fall when he sees it is you who enters his office.
<</text>>
<<speak "glenmaer.wearysmile">> Your Grace. <</speak>>
<<text>>
He motions for you to take a seat, despite his apprehension. You hadn't noticed in the dimness of the Council Chamber, but the light of the midday sun drifting through his windows reveals that Lord Glenmaer has grayed considerably in the past few years. You suspect he owes at least a few of those silver coils to you.
``You seat yourself as asked, closing the door behind you.
<</text>>
<<qSpeak "quincy.lookaway">> I apologize. I know it's rude to come on such short notice. I sent-- <</qSpeak>>
<<speak "glenmaer.wearysmile">> A pigeon, yes. *He interrupts, his voice strained.* Your letter arrived about an hour before you did. Your most peculiar, incredibly vague letter... <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I... I didn't know what to write. I don't even know what it is I mean to ask you. I haven't earned absolution and I wouldn't dream of asking. But... I am Right Hand now. I may not deserve forgiveness, but Lucas deserves a competent protector. <</qSpeak>>
<<qSpeak "quincy.lookaway">> I accept the burden of my pledge. I cannot accept that it endangers Lucas. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> I didn't know what to write. I don't even know what it is I mean to ask you. All I know is that I am Right Hand now. Whether or not I deserve absolution is irrelevant. Lucas deserves a competent protector. <</qSpeak>>
<<qSpeak "quincy.lookaway">> As it stands, my pledge endangers him more than it punishes me. <</qSpeak>>
<</if>>
<<text>>
The headmaster's face grows grim. His mouth tenses; his eyes remain unreadable behind his spectacles. He watches in silent thought, offering neither judgment nor his usual reassurance.
``Then again, he hasn't any reason to. You are no longer a pupil of his school. Any obligation to you that he may have once had has long since expired.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I... I'm sorry. I didn't know where else to turn. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It was the only thing I could think to do. <</qSpeak>>
<</if>>
<<text>>
Your face flushes hot with <<if setup.hasTrait("guilty")>>embarrassment<<else>>frustration<</if>>. You were naive to think there was anyone who might take pity upon your plight.
``But then, to your surprise, Glenmaer's face softens. He stands from his chair and gestures for you to do the same.
<</text>>
<<speak "glenmaer.neutralserious">> Come, Quintrell. Let's take a walk, shall we? <</speak>>
@@.next;[[Continue.|PREP: PA Glenwalk]]@@<<text>>
You've no idea where the headmaster intends to take you, nor whether you've the right to ask. Thankfully, he steers you away from the main halls where the students roam and into the privacy of the staff wing's deeper corridors.
``For the first minute of your walk, neither of you say a word, and so it comes as a surprise when Lord Glenmaer breaks the rhythm of boot and heel on stone with a tentative question.
<</text>>
<<speak "glenmaer.neutral">> ...What've you been up to these past few years, Quintrell? I haven't heard much about you since your expulsion. <</speak>>
<<qSpeak "quincy.lookaway">> Oh. Ah... I've been working as a mine inspector... <</qSpeak>>
<<speak "glenmaer.neutral">> Yes, I'm aware. 'Tis simply difficult to picture a Duke doing such a thing, I suppose... How ever did you come by such work, anyway? <</speak>>
<<qSpeak "quincy.neutral">> Well... I've few other options. I cannot conduct, and I am no good with people. This was all my father could find for me. <</qSpeak>>
<<speak "glenmaer.wearysmile">> . . . ``I see... How are you liking it? <</speak>>
<<if setup.hasTrait("moleman")>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.pleased">> I quite like it, actually. Perhaps too much. <</qSpeak>>
<<qSpeak "quincy.neutral">> I've been advised not to speak of it at length. I've too much to say on matters of geology. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Well... actually, I quite like it. Perhaps too much. <</qSpeak>>
<<qSpeak "quincy.lookaway">> ...I've been advised not to speak of it at length. I've too much to say on matters of geology. <</qSpeak>>
<</if>>
<<speak "glenmaer.smile">> Every cloud has its silver lining, I suppose. <</speak>>
<<speak "glenmaer.neutral">> And your hare? Is she still jumping fences? <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Not at all. It's miserable. But I suppose <<if setup.hasTrait("guilty")>>it's what I deserve.<<else>>I'm thankful to have something rather than nothing.<</if>> <</qSpeak>>
<<speak "glenmaer.sad">> I see... <</speak>>
<<speak "glenmaer.wearysmile">> Well... at least you have your hare. How is the beast? Is she still jumping fences? <</speak>>
<</if>>
<<qSpeak "quincy.surprised">> You... //want// to hear how $licorice is doing? <</qSpeak>>
<<speak "glenmaer.neutral">> I asked, didn't I? <</speak>>
<<qSpeak "quincy.lookaway">> Yes, but... why? <</qSpeak>>
<<speak "glenmaer.wearysmile">> Courtesy, I suppose. And for curiosity's sake. I did spend years justifying her stay at VRMA to every Lord and Lady in Vestur, after all. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<</if>>
<<text>>
In your first year, your father attempted to send you to VRMA without your hare. Though he had succeeded in dragging you onto the coach, kicking and screaming, $licorice would not be so easily contained. Not even two weeks later, she turned up on academy grounds, having escaped her stable in Morbre and made the journey south to Glenmaer alone.
``Neither of you would allow yourselves to be separated again after that. For you, it was a touching reunion. For Lord Glenmaer and your father, it must have been a scandal.
<</text>>
<<qSpeak "quincy.tilt">> She is... well. Happier, certainly. She didn't much care for her stable here at VRMA. <</qSpeak>>
<<speak "glenmaer.wearysmile">> I know it wasn't ideal. If only she could have behaved herself around the horses, we could have given her better accommodations... <</speak>>
<<qSpeak "quincy.neutral">> Moose are a hare's natural prey. It never would have worked. <</qSpeak>>
<<speak "glenmaer.smile">> No, I suppose not. If I cannot behave myself around a good pot pie as a man, I can't rightly fault her lack of self control as a beast. *He chuckles... then sighs.* <</speak>>
<<speak "glenmaer.wearysmile">> And what of your social life, if you don't mind an old man asking? <</speak>>
<<qSpeak "quincy.lookaway">> I've none to speak of. <</qSpeak>>
<<speak "glenmaer.wearysmile">> None to speak of? You don't go to parties? <</speak>>
<<qSpeak "quincy.lookaway">> I stopped receiving invitations after I swore my black pledge. <</qSpeak>>
<<speak "glenmaer.sad">> You're //shunned?// ``And your father allows this? <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> Forcing my attendance would only draw attention to the reason why I've been shunned in the first place.
``As it is, nobody knows what I've done... but they know I //have// done it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Forcing my attendance would only draw attention to the reason why I've been shunned in the first place. As it is, nobody knows what I've done, but they know I //have// done it. <</qSpeak>>
<</if>>
<<speak "glenmaer.sad">> ...Ah. I see. <</speak>>
@@.next;
<<link "Continue." "PREP: Glen ask child">>
<<passiveCheck 1 `["etiq",setup.DCKey.medium]`>>
<</link>>
@@<<displayTask "11-convoy-gun" "start">>
<<silently>>
<<set $tempQ.glen to {type:"blue"}>>
<</silently>>
<<locationBoardSetup `[
{img:"lecturehall.png",text:"It is known to every Nobleman, for he spends eight years studying within its halls."},
{img:"vrma.png",text:"The occasional truant haunts the seldom-patrolled parts of the walled grounds - lazing on blankets in the sun, practicing growing the blades of glass with school relics."},
{img:"chalk.png",text:"The building is never quiet. From behind the classroom-numbered doors comes the sound of chalk scratching on personal slates, taking note of the lecture on the nuances between conducting ice and water."}
]`>>
<<location "glenmaer" `["Vestur Royal Military Academy","Glenmaer Lordship"]`>>
<<locationDesc>>
<<processTxt>>
The Glenmaer lordship is known for the many keeps and castles which dot its wooded hills. Of these antiquities, the fort which now hosts the Vestur Royal Military Academy is easily its most famous.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: PA Begin]]@@<<imgLayer 1 "Pledge_quincycast.png" "Quincy points the rod, apprehensive.">>
<<switch $tempQ.glen.type>>
<<case "red">>
<<print setup.imgLayer(1,"Pledge_quincycast_red.png", false)>>
<<case "yellow">>
<<print setup.imgLayer(1,"Pledge_quincycast_yellow.png", false)>>
<<case "green">>
<<print setup.imgLayer(1,"Pledge_quincycast_green.png", false)>>
<<default>>
<<print setup.imgLayer(1,"Pledge_quincycast_blue.png", false)>>
<</switch>>
<</imgLayer>>
<<text>>
To use The Gift takes effort. The so-called Architect's blessing prickles in your veins like pins and needles. It is an unpleasant sensation, but a harmless one; by sixth year, a student ceases to take note of the feeling at all. But in the four years since you've last conducted, you've lost your tolerance for the feeling, and it is a strain to keep your buzzing fingers wrapped around the rod.
<</text>>
<<switch $tempQ.glen.type>>
<<case "red">>
<<img 1 "meurtest_1_red.png" "The candle remains unlit." `["modeNeutral"]`>>
<<case "yellow">>
<<img 1 "meurtest_1_yellow.png" "The pinwheel remains still." `["modeNeutral"]`>>
<<case "green">>
<<img 1 "meurtest_1_green.png" "The soil remains undisturbed." `["modeNeutral"]`>>
<<default>>
<<img 1 "meurtest_1_blue.png" "The water remains still within the pitcher." `["modeNeutral"]`>>
<</switch>>
<<text>>
<<switch $tempQ.glen.type>><<case "red">>The wick of the candle remains unlit.<<case "yellow">>The air remains still. The blades of the pinwheel do not move.<<case "green">>The seed continues to lie dormant.<<default>>The water remains still within the pitcher.<</switch>>
<</text>>
@@.next;[[You must try harder.|PREP: Prove Conduct 2]]@@<<text>>
Meur sparks around the room like <<if setup.hasTrait("moleman")>>luminous chips of <<switch $tempQ.glen.type>><<case "red">>ruby<<case "yellow">>citrine<<case "green">>jade<<default>>lapis<</switch>><<else>>luminous flecks of <<switch $tempQ.glen.type>><<case "red">>blood<<case "yellow">>honey<<case "green">>moss<<default>>sky<</switch>><</if>> rolling through still air.
<</text>>
<<switch $tempQ.glen.type>>
<<case "red">>
<<img 1 "meurtest_2_red.png" "The candle remains unlit. Meur gathers around it." `["modeNeutral"]`>>
<<case "yellow">>
<<img 1 "meurtest_2_yellow.png" "The pinwheel remains still. Meur gathers around it." `["modeNeutral"]`>>
<<case "green">>
<<img 1 "meurtest_2_green.png" "The soil remains undisturbed. Meur gathers around it." `["modeNeutral"]`>>
<<default>>
<<img 1 "meurtest_2_blue.png" "The water remains still within the pitcher. Meur gathers around it." `["modeNeutral"]`>>
<</switch>>
<<text>>
<<switch $tempQ.glen.type>><<case "red">>Still, the wick of the candle refuses to light.<<case "yellow">>Still, the pinwheel refuses to turn.<<case "green">>The soil remains still.<<default>>Still, the water remains undisturbed.<</switch>>
<</text>>
@@.next;[[You aren't exerting enough force.|PREP: Prove Conduct 3]]@@<<text>>
The hum of meur fills the room like the distant echo of glass-on-glass.
<</text>>
<<switch $tempQ.glen.type>>
<<case "red">>
<<img 1 "meurtest_3_red.png" "The candle remains unlit. More meur gathers around it." `["modeNeutral"]`>>
<<case "yellow">>
<<img 1 "meurtest_3_yellow.png" "The pinwheel remains still. More meur gathers around it." `["modeNeutral"]`>>
<<case "green">>
<<img 1 "meurtest_3_green.png" "The soil remains undisturbed. More meur gathers around it." `["modeNeutral"]`>>
<<default>>
<<img 1 "meurtest_3_blue.png" "The water remains still within the pitcher. More meur gathers around it." `["modeNeutral"]`>>
<</switch>>
<<speak "glenmaer.weary">> Quintrell... <</speak>>
<<text>>
There is skepticism in Lord Glenmaer's voice, but you pay it no mind. You must've done this a thousand times over your education. You aren't about to entertain the idea you're incapable of it now.
<</text>>
@@.next;[[You can do this.|PREP: Prove Conduct 4]]@@<<speak "glenmaer.neutralserious">> Quintrell, that's enough. <</speak>>
<<text>>
So he says, but your eyes tell you otherwise.
<</text>>
<<switch $tempQ.glen.type>>
<<case "red">>
<<img 1 "meurtest_4_red.png" "Meur continues to gather around the candle, and its wick begins to smoke." `["modeNeutral"]`>>
<<case "yellow">>
<<img 1 "meurtest_4_yellow.png" "Meur continues to gather around the pinwheel, and its blades begin to shift ever so slightly." `["modeNeutral"]`>>
<<case "green">>
<<img 1 "meurtest_4_green.png" "Meur continues to gather around the pot, and a sprout peeks through the soil." `["modeNeutral"]`>>
<<default>>
<<img 1 "meurtest_4_blue.png" "Meur continues to gather around the pitcher, and the water within begins to shift." `["modeNeutral"]`>>
<</switch>>
<<text>>
You're so close. <<switch $tempQ.glen.type>><<case "red">>The wick has begun to burn. You only need will it into a flame!<<case "yellow">>The air is in your control. You only need to will it to be a breeze!<<case "green">>You can see the sprout peek through the soil. You only need will it upright!<<default>>The water stirs. You only need to roll it into the vase!<</switch>>
<</text>>
@@.next;[[Prove yourself a conductor, once and for all.|PREP: Prove Conduct 5]]@@<<switch $tempQ.glen.type>>
<<case "red">>
<<img 1 "meurtest_5_red.png" "The candle's flame has flared into a fire, which eats its way greedily along the table." `["modeNeutral","img-max"]`>>
<<case "yellow">>
<<img 1 "meurtest_5_yellow.png" "Lightning arcs about the pinwheel, turning it to ash and scorching the table." `["modeNeutral","img-max"]`>>
<<case "green">>
<<img 1 "meurtest_5_green.png" "The plant bursts forth from its pot, thorny and malformed, shattering the pottery." `["modeNeutral","img-max"]`>>
<<default>>
<<img 1 "meurtest_5_blue.png" "The water explodes into twisted spikes of ice, shattering both the vase and pitcher." `["modeNeutral","img-max"]`>>
<</switch>>
@@.next;[[Continue.|PREP: Conduct Fail 1]]@@<<text>>
Your legs feel weightless as they pull you towards the chest which holds the $tempQ.glen.weapon rods. Once there, you fumble with the latch far too long before finally managing to open it. Inside, beneath the shadow cast by the lid, the rods lay swaddled in white silk, as if sleeping.
``Though you know these relics are specially made with thoughtless young conductors in mind, your hands shake and fear compels you to use both when reaching to take one. You can't recall ever hearing of anyone breaking a novice's relic, but you know it would come as no shock to anyone if you were the first. You have not held a relic of any sort in four years now. Some irrational part of you is certain you've forgotten how. And yet, when you peel away the wrap and expose the sturdy mythril base and the length of <<switch $tempQ.glen.type>><<case "red">>petrified $tempQ.glen.weapon<<case "yellow">>carved $tempQ.glen.weapon<<case "green">>petrified <<print $tempQ.glen.weapon>>s<<default>>ivory-white $tempQ.glen.weapon<</switch>> that comprises the main body of the rod, it feels smaller and lighter in your hand than ever - likely because you are no longer twelve.
``Holding the rod much too hard (and still with both hands), you turn to Lord Glenmaer and plead for direction.
<</text>>
<<qSpeak "quincy.surprised">> I need a place - room - somewhere where I can demonstrate-- <</qSpeak>>
<<text>>
Your words come disorganized, but coherent enough that the headmaster understands the idea of what you ask. He places a hand upon your shoulder - it's a bit of a reach given your height - and attempts to soothe your nerves.
<</text>>
<<speak "glenmaer.neutralserious">> Easy there, son. Take a deep breath, then come with me. <</speak>>
<<text>>
You do as he asks - //breath in, breath out// - but you feel no less unsteady for it. Your mind is blank and racing, steeled yet unprepared. Your palms sweat beneath your gloves.
``Lamp in hand, Lord Glenmaer leads you through the darkness of the archives and through a narrow door at the back of the archives.
<</text>>
@@.next;[[Follow.|PREP: Prove Room Setup]]@@<<locationBoardSetup `[
{img:"castle-basement.png",text:""},
{img:"castle-basement2.png",text:""},
{img:"cobweb.png",text:""}
]`>>
<<location "glenmaer" `["Conduction Chamber","Vestur Royal Military Academy"]`>>
<<text>>
The narrow door gives way to a long and featureless room little more than double its width. At first, you see nothing in it aside from a tower of crates and some furniture piled in the corner, but when you take a breath the smell of meur meets your nostrils.
``It is a difficult smell to describe: only detectable by those who possess The Gift, but unmistakable once learned. It is subtle, easily missed, and defies comparison. Were you to try, you'd liken it to petrichor. Except... petrichor is moist and earthy. Meur is delicate and clear.
``To smell so strongly of a scent so subtle, this chamber must see frequent conduction.
<</text>>
<<speak "glenmaer.neutral">> Each storeroom here at VRMA has a chamber like this for assessing relics.
``Whether recently repaired or brand new, we must make sure everything is in order before we put such a thing in a child's hands. <</speak>>
<<speak "glenmaer.smile">> 'Tis built sturdy, and the walls are quite thick. Why, a man could break a law in here and the Crown would be none the wiser! <</speak>>
<<text>>
He chuckles and administers a gentle slap to your back. You hardly feel it. Your eyes are focused on how the light of the dragonbone lamp bounces across the weathered grooves in the floor, and your mind on the knowledge that you've done much worse to a room than chipping a few bricks. Learner's relics like the one you hold now are purposefully blunted for the safety of their young wielders, but blunted dragon's fire is still dragon's fire. You know first hand that the $tempQ.glen.type meur within the $tempQ.glen.weapon is more than enough to injure a man if misused.
``As Lord Glenmaer turns to rifle through the pile of nonsense in the corner, disbelief urges you to ask:
<</text>>
<<qSpeak "quincy.tilt">> ...Why are you helping me? <</qSpeak>>
<<speak "glenmaer.wearysmile">> Well, Quintrell... *He says between huffs as he pulls crates from the stack.* I've always thought you a terrible conductor. But! I would be remiss if I did not mention I've always wanted you to prove me wrong! <</speak>>
<<speak "glenmaer.neutralserious">> You did a terrible thing at Crekhash.
``'Tis the truth, plain and simple. Whether or not it warranted a black pledge, I cannot say. 'Twas never for me to decide. <</speak>>
<<speak "glenmaer.wearysmile">> 'Tis true that I had a vote in the matter, but... 'twas only one. Even if I had taken a stand, t'would not have spared you your sentence. <</speak>>
<<text>>
He gives a long, drawn-out grunt as he heaves a great table into the center of the room. On it, he places a <<switch $tempQ.glen.type>><<case "red">>candlestick<<case "yellow">>small vase<<case "green">>small pot of soil<<default>>a pitcher and vase<</switch>> he had pulled from the corner and <<switch $tempQ.glen.type>><<case "red">>slots a candle inside it<<case "yellow">>slots the stem of a pinwheel inside it<<case "green">>places a seed inside it<<default>>pours a flask of water inside one<</switch>>.
<</text>>
<<speak "glenmaer.smile">> Given you haven't conducted in a year, 'tis better to start small. I'm sure you remember doing <<switch $tempQ.glen.type>><<case "red">>candles<<case "yellow">>pinwheels<<case "green">>sprouts<<default>>flow exercises<</switch>> in second year? <</speak>>
<<text>>
Your assumed competency is that of a twelve year old. That's how <<if setup.hasTrait("guilty")>>badly you've burned his trust. Your chest aches with grief.<<else>>far your credibility has fallen. Your face burns with shame.<</if>>
``Whether it is possible to be pardoned from your pledge is neither here nor there. In this moment, the only thing on your mind is proving yourself more than a child's equal. <<print setup.capitalize($tempQ.glen.weapon)>> rod in hand, you step forward.
<</text>>
@@.next;[[For the first time in years, you conduct.|PREP: Prove Conduct 1]]@@<<text>>
Lucas has commandeered three full tables, sliding them together to create some rough approximation of the longtable used by VRMA's debate society. He sits at one end, and you at the other. Between the pair of you, in the dead center, is D'Angelo, who cannot stop alternating between laughing and looking between the two of you.
``The others cluster around him, standing or leaning forward on their stools. This arrangement has lent a jocular spirit to the room.
<</text>>
<<speak "dangelo.laugh" >> MAN. Okay. So who's //team manticore// and //team unicorn?// <</speak>>
<<speak "lucas.tipsy.laugh" >> We haven't decided! <</speak>>
<<qSpeak "quincy.neutral" >> To be honest, I haven't a preference. Neither have hands. <</qSpeak>>
<<speak "lucas.tipsy.pleased" >> I'll be a good sport then, and allow Quincy to pick his beast. Then let us begin! <</speak>>
<<text>>
This is met by a whoop from Victoria, which is quickly echoed by the soldiers in attendance.
<</text>>
<<choose>>
<<debateLink "decide" "The unicorn would make a better Left Hand.">>
<<set $debChoice to "u">>
<<set _shouldLogos to "You may be able to convince D'Angelo that the unicorn can write.">>
<<set _shouldPathos to "You are apprehensive about proving the unicorn's wisdom.">>
<<if setup.hasItem("horseLips")>>
<<set _shouldLogos to [true,"You're confident you can prove the unicorn has the capacity to write."]>>
<</if>>
<<if setup.hasItem("manticoreHunt")>>
<<set _shouldPathos to [true,"You're confident you can prove the manticore's wisdom is lesser."]>>
<</if>>
<<prepIntuition `{emp:7,etiq:7}` `{logos:{success:_shouldLogos,fail:"The viability of this argument is uncertain."}, pathos:{success:_shouldPathos,fail:"The viability of this argument is uncertain."}}`>>
<<goto "0open: debate choose">>
<</debateLink>>
<<debateLink "decide" "The manticore would make a better Left Hand.">>
<<set $debChoice to "m">>
<<set _shouldLogos to "You could feasibly prove a manticore could write.">>
<<set _shouldPathos to "It's possible you could sway D'Angelo on the manticore's aptitude for politics.">>
<<if setup.hasItem("manticoreSpear")>>
<<set _shouldLogos to [true, "You could feasibly prove a manticore could write. You suspect you've something on your person which might help prove your argument."]>>
<<elseif setup.hasItem("manticoreFire")>>
<<set _shouldLogos to "You could feasibly prove a manticore could write, but tread carefully - not every idea which comes to mind is viable.">>
<</if>>
<<if setup.hasItem("polidraw")>>
<<set _shouldPathos to [true,"It may be unconventional, but you suspect you have the means to prove the manticore, despite its handlessness, is fit for politics on your person."]>>
<<if setup.hasItem("sphinxSound")>>
<<set _shouldPathos[1] += " You may even have enough reference to defend your position.">>
<</if>>
<<elseif setup.hasItem("sphinxSound")>>
<<set _shouldPathos to [true,"You feel you've a reasonable chance at defending the manticore's aptitude for politics."]>>
<<else>>
<</if>>
<<prepIntuition `{emp:7,etiq:7}` `{logos:{success:_shouldLogos,fail:"The viability of this argument is uncertain."}, pathos:{success:_shouldPathos,fail:"The viability of this argument is uncertain."}}`>>
<<goto "0open: debate choose">>
<</debateLink>>
<</choose>><<set _packet to {
folder:"opendrink",
participants:{
lucas:{
neutral:"lucas_neutral.png",
negative:"lucas_lose.png",
positive:"lucas_win.png",
stance:false,
z:4
},
others:{
neutral:"friends_neutral.png",
positive:"friends_win.png",
stance:true,
z:1
},
table:{
neutral:"Debate_bar_foreground.png",
z:2
}
},
}>>
<<debateSetup _packet>>
<<debate>>
<<switch $debChoice>>
<<case "m">>
<<qSpeak "quincy.neutral" >> I will champion the manticore as a left hand. <</qSpeak>>
<<speak "lucas.tipsy.smirk" >> A wise decision. Experienced though I am, I can't say it'll be especially easy defending this over-sensationalized, hideous one-horned goat -- <</speak>>
<<speak "dangelo.silly" >> Hmm. You aren't making a great argument, Luke. <</speak>>
<<speak "lucas.tipsy.eyeroll" >> The debate has not officially begun yet. I will make a patrician of this animal. Though... <</speak>>
<<speak "lucas.tipsy.flustered" >> I ask nobody relay my arguments to Oscar without the context that they were made during //an academic debate// in which I played //advocate for a devil//. <</speak>>
<<speak "dangelo.neutral" >> Psh. I make no promises. <</speak>>
<<case "u">>
<<qSpeak "quincy.neutral" >> I will champion the unicorn as a left hand. <</qSpeak>>
<<speak "lucas.tipsy.laugh" >> Oh dear. Quintrell, I fear you have a difficult time ahead of you, arguing on behalf of that extinct goat. I was trying to be charitable, and you chose the worse option regardless! <</speak>>
<<speak "lucas.tipsy.smug" >> Very well; I'll greatly enjoy besting you. <</speak>>
<<speak "dangelo.silly" >> Hey. That's my call. Don't get all cocky now, Princey. <</speak>>
<</switch>>
@@.next;<<link "Begin the debate. <<icon 'law'>>" "0pen: debate start">><</link>>@@<<debate>>
<<speak "dangelo.smilenervous" >> . . . <</speak>>
<<speak "dangelo.unsure" >> Okay, you two are looking real expectant-like at me. I assume there's something I'm supposed to be doing right now. <</speak>>
<<speak "elijah.smile" >> Have you never seen a debate society, Duke? <</speak>>
<<speak "dangelo.silly" >> 'Course not. I was too busy in my VRMA years doing stuff that was actually //fun.// <</speak>>
<<qSpeak "quincy.neutral" >> You are meant to choose the topic of debate and ensure the discussion remains orderly and civil. <</qSpeak>>
<<speak "dangelo.neutral" >> I see. 'Kay. I'll lead with the thing that's been driving me up the wall: <</speak>>
<<speak "dangelo.silly" >> You two want to tell me how your beasts would //write//? Most of being Left Hand is having your nose to the parchment. Isn't like they got these. *He wiggles his fingers for emphasis.* <</speak>>
<<speak "kaitos.casual.thinking" >> Was wondering the same thing. <</speak>>
<<switch $debChoice>>
<<case "m">>
<<debatePrep `{pathos:["Argue that the beast's inability to write can be accommdated, so long as it is mentally capable.","0open: debate r1 m pathos start"],logos:["Argue that manticore has the capacity to write through other means.","0open: debate r1 m logos start"]}` >>
<<case "u">>
<<debatePrep `{pathos:["Argue that the beast's inability to write is irrelevant, so long as it is sound of judgment.","0open: debate r1 u pathos start"],logos:["Argue that the unicorn has the capacity to write through other means.","0open: debate r1 u logos start"]}` >>
<</switch>><<qSpeak "quincy.neutral" >> One doesn't need hands to write. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> I agree with my opposition on this occasion. <</speak>>
<<speak "dangelo.silly" >> Yeah? <<if hasVisited("0open: debate r1 u logos start") || hasVisited("debate r1 u pathos start")>>I've yet to see any ponies drafting letters to their friends. Pussycats don't fare much better with those pawsies.<<else>>I've yet to see any pussycats drafting letters to their friends. Horses don't fare much better with those hooves.<</if>> <</speak>>
<<if hasVisited("0open: debate r1 u logos start") || hasVisited("debate r1 u pathos start")>>
<<speak "kaitos.casual.pleased">> Aw. Pawsies. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> The pen is merely an instrument to get ink onto the page. <</qSpeak>>
<<speak "lucas.tipsy.smirk" >> And so, any method of putting ink to page using fine motor skill would work. <</speak>>@@.next;
<<link "Continue.">>
<<if $debChoice == "m">>
<<set _shouldLogos to "You think it likely that you could convince D'Angelo the manticore is a more suitable drinking companion.">>
<<set _shouldPathos to [false,"It feels possible that you could convince D'Angelo of the manticore's charisma, but improbable."]>>
<<if setup.hasItem("uniStory")>>
<<set _shouldLogos to [true,"You suspect you might have the grounds to argue the unicorn is temperate."]>>
<</if>>
<<if setup.hasItem("manticoreBrew") && hasVisited("0open: drank bartender ale")>>
<<set _shouldLogos to [true,"The very brew in your mugs proves the manticore was an avid drinker."]>>
<</if>>
<<else>>
<<set _shouldLogos to [false, "You're not sure you could convince D'Angelo that the unicorn is a pragmatic drinking companion."]>>
<<set _shouldPathos to "Perhaps it is possible to convince D'Angelo of the unicorn's charms, but your argument must be just so.">>
<<if setup.hasItem("whitehangover")>>
<<set _shouldLogos to [true, "You're certain that the unicorn holds great potential and utility as a drinking companion."]>>
<</if>>
<</if>>
<<if setup.hasItem("fairsex")>>
<<prepIntuition `{emp:7,etiq:7,hare:-99}` `{logos:{success:_shouldLogos,fail:"The viability of this argument is uncertain."}, pathos:{success:_shouldPathos,fail:"The viability of this argument is uncertain."},non:{success:[true,"A rare and exciting opportunity has fallen into your hands."],fail:false}}`>>
<<else>>
<<prepIntuition `{emp:7,etiq:7}` `{logos:{success:_shouldLogos,fail:"The viability of this argument is uncertain."}, pathos:{success:_shouldPathos,fail:"The viability of this argument is uncertain."}}`>>
<</if>>
<<goto "0open: debate r2 start">>
<</link>>
@@<<set $didWin to false>>
<<debate>>
<<speak "lucas.tipsy.thinking" >> So we've established which beast would be better suited to the requisite book-keeping of the position. What topic now, mediator? <</speak>>
<<speak "dangelo.unsure" >> The job's got two parts to it, yeah? There's that writing stuff, but the Left Hand's also gotta be diplomatic. Good with other Nobles, good with the people... <</speak>>
<<speak "vicky.neutral" >> They should convince us which beast you'd rather have a chat and a glass of ale with. <</speak>>
<<speak "dangelo.silly" >> ...Yeah, essentially. <</speak>>
<<if $tempQ.debate.unicornMurder>>
<<speak "dangelo.smilenervous">> And, uh, we'll pretend for a minute that the unicorn hasn't slain a bunch of men. To make it a fair fight, you know? <</speak>>
<<speak "lucas.tipsy.neutral">> I can abide by this. So is the official wording to be discussed, "which would be better to grab a glass of ale with," or "which is the better diplomat?" <</speak>>
<<else>>
<<speak "lucas.tipsy.surprised" >> So is the official wording to be discussed "which would be better to grab a glass of ale with," or "which is the better diplomat?" <</speak>>
<</if>>
<<speak "dangelo.neutral" >> Let's go with the first one. It's funner. <</speak>>
<<speak "lucas.tipsy.laugh" >> The answer for me is neither, for I'd hate to have any beast of such size so uncoordinated near me. <</speak>>
<<speak "elijah.smile" >> Indeed! Horse crushings are quite terrible! <</speak>>
<<speak "dangelo.neutral" >> Quin went first last time. So... *He gestures to Lucas.* <</speak>>
<<switch $debChoice>>
<<case "m">>
<<speak "lucas.tipsy.thinking" >> I've no personal love for the unicorn, but even I can't deny that in every depiction... She is soft, she is compassionate, she is feminine in nature. <</speak>>
<<speak "lucas.tipsy.neutral" >> Now I know you might argue this unfavorable, as most don't prefer a woman for their companion at the bar table... <</speak>>
<<speak "vicky.incredulous" >> Pfft. Tell that to the men of every company I've had the pleasure of out-foxing! <</speak>>
<<speak "dangelo.silly" >> Yeah, man, speak for yourself. *He reaches across an uncomfortable-looking Elijah to loop an arm around Vicky.* <</speak>>
<<speak "lucas.tipsy.flustered" >> I speak of //gentlewomen,// Victoria. //Gentlewomen.// <</speak>>
<<speak "lucas.tipsy.neutral" >> But I argue they are in fact, every man's //greatest drinking companion//. When a husband has a hard day, his thoughts drift back to his comfortable home, where his wife might partake in a glass of wine with him and hear his ills. With her tender heart, she cradles his head on her bosom-- <</speak>>
<<speak "dangelo.silly" >> //Bosom. // <</speak>>
<<speak "vicky.cackle">> @@.lilt;Bosom.@@ <</speak>>
<<speak "lucas.tipsy.annoyed" >> . . . <</speak>>
<<speak "lucas.tipsy.neutral" >> ...And draws out his weariness and hurt. In this way, is she not the greatest drinking companion any man could hope for? <</speak>>
<<if setup.hasItem("fairsex") && setup.checkPass(2)>>
<<skillCheck 2 "debate">>
<<text>>
His conclusion produces something of a jolt of life somewhere in your brain. Your sluggish mind is sent grasping for something you read, somewhere, along the same lines.
<</text>>
<<itemShow "fairsex">>
<<if setup.hasTrait("dense")>>
<<text>>
//That pamphlet you had taken from Lucas's shelf in his old office, that's right.// It had been a long and admittedly difficult to comprehend text on the attitudes of men towards women.
<</text>>
<<else>>
<<text>>
//That pamphlet of Lucas's,// authored under this "Prince Prometheus" pen name. A sixty-page defense of the female sex against the attitude of modern men...
<</text>>
<</if>>
@@.flashback;
<<written "print">>
Even among men who adulate women, the only traits they will praise are that of beauty and servitude. As useless a pair as I have ever seen - the former, a temporary state that vacates us all in due time, and the latter, one valued in dogs for exactly the same reason.
<</written>>
@@
<<text>>
How utterly hypocritical<<if setup.hasRep("dense")>> an argument, for a man so infatuated with the work of "Prince Prometheus."<<else>>.<</if>>
<</text>>
<</if>>
<<case "u">>
<<speak "lucas.tipsy.thinking" >> The unicorn is depicted in every painting as a passive, weeping, effete thing. These paintings are our only clue as to what the beast's temperament was, and doesn't "paint" an especially kind portrait. <</speak>>
<<speak "lucas.tipsy.neutral" >> I don't know about you, but the appeal of alcoholic revelry involves... "letting loose". The ability to be oneself and talk frankly of things. It's why after formal dinners, men retire to the drawing room, rum in tow, and women to their salons with a bottle of wine. <</speak>>
<<speak "lucas.tipsy.smirk" >> I would think the manticore, with his patrician's attitude, would produce a fellow with a strong personality and hearty nature. Few men would opt for the lugubrious, temperamental unicorn by comparison. <</speak>>
<<speak "lucas.tipsy.smirk" >> She is beautiful, yes, but that is all she is. <</speak>>
<<if setup.hasItem("fairsex") && setup.checkPass(2)>>
<<skillCheck 2 "debate">>
<<text>>
These final words produce a jolt of life somewhere in your brain. Your sluggish mind is sent grasping for something you read, somewhere, along the same lines. //Beauty is all she is. // Something you had read recently...
``<<if setup.hasRep("dense")>>
That pamphlet you had taken from Lucas's shelf in his old office, that's right. It had been a long and admittedly difficult to comprehend text on the attitudes of men towards women.
<<else>>
That pamphlet of Lucas's, authored under this "Prince Prometheus" pen name. A sixty-page defense of the female sex against the attitude of modern men...
<</if>>
<</text>>
<<itemShow "fairsex">>
@@.flashback;
<<written "print">>
We do these fine women a disservice by valuing but a single aspect of a complex being. "She is beautiful and nothing more," says the man who disregards the equal ability of another human to learn, to lead, to be his counterpart. Somehow even two Queens on, we neuter our progress and happiness by disregarding a whole half our population.
<</written>>
@@
<<text>>
How utterly hypocritical<<if setup.hasRep("dense")>> an argument, for a man so infatuated with the work of "Prince Prometheus."<<else>>.<</if>>
<</text>>
<</if>>
<</switch>>
<<if $debChoice == "m">>
<<set _debateArgList to {pathos:["Argue that the manticore has his charms as well.","0open: debate r2 m pathos start"],logos:["Question which animal is better suited to drink, physically.","0open: debate r2 m logos start"]}>>
<<if setup.hasItem("fairsex")>>
<<set _debateArgList.non to ["Accuse him of bias against the fairer sex.","0pen: debate r2 m non start"]>>
<</if>>
<<else>>
<<set _debateArgList to {pathos:["Argue that the unicorn has her charms as well.","0open: debate r2 u pathos start"],logos:["Argue the unicorn's utility as a drinking companion.","0open: debate r2 u logos start"]}>>
<<if setup.hasItem("fairsex")>>
<<set _debateArgList.non to ["Accuse him of bias against the fairer sex.","0pen: debate r2 u non start"]>>
<</if>>
<</if>>
<<debatePrep _debateArgList >>@@.next;
<<link "Continue.">>
<<prepIntuition `{hare:-99}` `{non:{success:[true,"It all comes down to this. The debate could go either way."],fail:"It all comes down to this. The debate could go either way."}}`>>
<<goto "0open: debate end">>
<</link>>
@@<<debate>>
<<set _debateOutcome to setup.judgeDebate()>>
<<if hasVisited("0pen: debate r2 u non start")>>
<<speak "dangelo.unsure">> ...I'm still not completely sure what just happened. <</speak>>
<<qSpeak "quincy.neutral" >> We came to agree that the unicorn makes a better Left Hand. There is no debate. I am the victor. <</qSpeak>>
<<speak "dangelo.yeesh" >> I guess so...? <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@
<<elseif hasVisited("0pen: debate r2 m non start")>>
<<qSpeak "quincy.neutral" >> It seems we are both in agreement the manticore makes a better Left Hand. If there is no debate, then I am the victor. <</qSpeak>>
<<speak "dangelo.surprised" >> I guess so. <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@
<<else>>
<<if _debateOutcome == true>>
<<speak "dangelo.unsure">> Well, there was a third thing I was going to ask... but it seems like the winner's pretty clear already. It's two-to-nothing. Quincy's already won. <</speak>>
<<qSpeak "quincy.neutral">> Indeed. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> Hm. Yes. I do suppose the graceful thing to do would be to concede defeat... <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@
<<elseif _debateOutcome == false>>
<<speak "dangelo.unsure">> Well, there was a third thing I was going to ask... but it seems like the winner's pretty clear already. It's two-to-nothing. Princey's already won. <</speak>>
<<speak "lucas.tipsy.pleased">> Don't be discouraged, Quintrell. I do this for a living. <</speak>>
<<speak "lucas.tipsy.thinking">> No, wait... that's not right. <</speak>>
<<speak "lucas.tipsy.pleased">> I do this as my calling. <</speak>>
@@.next;[[Continue.|0open: debate end lose]]@@
<<else>>
<<goto "0open: debate r3 start">>
<</if>>
<</if>><<debate>>
<<set $didWin to false>>
<<speak "dangelo.neutral">> Alrighty then, last round. The tie breaker. <</speak>>
<<speak "dangelo.silly">> The beast who will become Left Hand will do so on behalf of the Keshets. It will be like... Midas's very own, brand new son. Which of your animals do you think would make the Keshet family most proud? <</speak>>
<<speak "lucas.tipsy.thinking">> I would think the answer would be the beast who does the job best. <</speak>>
<<speak "dangelo.unsure">> Perhaps. In an ideal world, where everyone was seen for their merits and valued for their values. But this is Vestur. And we're talking about the Keshets here. We all know the Keshets can be a little... eh... <</speak>>
<<speak "elijah.think">> Prideful? <</speak>>
<<speak "kaitos.casual.thinking">> ...Unpredictable? <</speak>>
<<speak "vicky.think">> Mad? <</speak>>
<<speak "dangelo.neutral">> Yeah, that. <</speak>>
<<qSpeak "quincy.think">> I see. So you want us to argue which of our respective animals would appeal most to the Keshets' groundless biases. <</qSpeak>>
<<speak "dangelo.silly">> Yup! <</speak>>
<<set _debateArgList to {non:["Grasp at straws.","0open: debate r3 choose"]}>>
<<debatePrep _debateArgList >><<debate>>
<<if $debChoice == "m">>
<<debateFail "You failed to prove the manticore's merits as Left Hand." "0open: post-debate">>
<<else>>
<<debateFail "You failed to prove the unicorn's merits as Left Hand." "0open: post-debate">>
<</if>><<debate>>
<<if $debChoice == "m">>
<<debateWin "You proved the manticore's merit as Left Hand." "0open: post-debate">>
<<else>>
<<debateWin "You proved the unicorn's merit as Left Hand." "0open: post-debate">>
<</if>><<once>>
<<if hasVisited("0pen: debate r2 u non start") || hasVisited("0pen: debate r2 m non start")>>
<<set $debateOutcome to true>>
<</if>>
<<if hasVisited("0open: debate end win") || hasVisited("0pen: debate r2 u non start") || hasVisited("0pen: debate r2 m non start")>>
<<if $debChoice == "u">>
<<flag 211>>
<<else>>
<<flag 221>>
<</if>>
<<else>>
<<if $debChoice == "u">>
<<flag 210>>
<<else>>
<<flag 220>>
<</if>>
<</if>>
<</once>>
<<endDebate>>
<<if hasVisited("0pen: debate r2 u non start") || hasVisited("0pen: debate r2 m non start")>>
<<speak "lucas.tipsy.thinking">> Well, that was absolutely preposterous. But... I suppose I can rest assured that you can defend yourself. <</speak>>
<<elseif hasVisited("0open: debate end win")>>
<<speak "lucas.tipsy.laugh">> Well, that was absolutely preposterous. But... I suppose I can rest assured that you can defend yourself. <</speak>>
<<else>>
<<speak "lucas.tipsy.laugh">> Well, that was preposterous. I'm relieved we had the chance to practice - clearly, you need all the practice you can get. <</speak>>
<<speak "dangelo.unsure">> Practice? <</speak>>
<<speak "lucas.tipsy.pleased">> Yes! Practice defending himself. Defending his honor. <</speak>>
<</if>>
<<speak "dangelo.unsure">> Huh? Is that what this was supposed to be about? <</speak>>
<<qSpeak "quincy.lookaway">> Allegedly. I am... uncertain it served its purpose. <</qSpeak>>
<<speak "lucas.tipsy.laugh">> Oh, no matter. It was fun, was it not?<<if hasVisited("0pen: debate r2 u non start") || hasVisited("0pen: debate r2 m non start")>> We all had a good laugh at my expense, at the very least.<</if>> <</speak>>
<<if $tempQ.debate.debateKing>>
<<speak "dangelo.silly">> I had fun as king-mediator. <</speak>>
<<speak "lucas.tipsy.eyeroll">> //Mediator!// Just mediator! Tch. Never mind. <</speak>>
<<else>>
<<speak "dangelo.silly">> I thought so. <</speak>>
<</if>>
<<speak "lucas.tipsy.pleased">> Come, let's have a toast. <</speak>>
<<speak "kaitos.casual.thinking">> Didn't we already have a toast? <</speak>>
<<speak "lucas.tipsy.smug">> And so what if we did? *He asks, swaying in his seat.* //I// could go for another.<</speak>>
<<qSpeak "quincy.lookaway">> Lucas... we've an early stagecoach to catch. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> @@.singsong;To the Convoy!@@ <</speak>>
<<speak "dangelo.laugh">> @@.singsong;To the Convoy!@@ <</speak>>
<<speak "vicky.cackle">> @@.lilt;To the Convoy!@@ <</speak>>
<<speak "kaitos.casual.neutral">> Convoy. <</speak>>
<<speak "elijah.smile">> To the Convoy! <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.pleased">> ...To the Convoy. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...To the Convoy. <</qSpeak>>
<</if>>
@@.next;[[Continue.|0open: end episode1]]@@<<speak "lucas.tipsy.pleased" >> Quintrell! Come, sit with me awhile. I desire the company of someone a little more learned -- no insult to poor Victoria, bless that uneducated, sweet dove's heart! <</speak>>
<<qSpeak "quincy.lookaway" >> Sweet... dove...? <</qSpeak>>
<<text>>
You look about to ensure that nobody else heard the remark. In fact, you aren't sure you heard it right yourself.
``The Prince has a slight sway in his seat. His flushed face bears a countenance of good cheer about as natural to him as legs to a fish. He is most certainly and undoubtedly soused.
<</text>>
<<if hasVisited("0open drank lucas vicky 3 explain")>>
<<qSpeak "quincy.neutral">> You seemed rather disturbed by her earlier. <</qSpeak>>
<<speak "lucas.tipsy.pleased" >> Well, that was earlier! *He waves a hand.* I have since realized she hasn't so much as a Church education. It wouldn't be fair of me to hold her barbarous ways against her. It's all she knows. <</speak>>
<<speak "lucas.tipsy.pleased" >> Now, shall we toast? *He holds his mug up.* <</speak>>
<<else>>
<<speak "lucas.tipsy.pleased" >> Shall we toast? *He holds his mug up.* <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> To what? <<if setup.hasItem("manticoreBrew")>>*You extend your mug regardless.*<</if>> <</qSpeak>>
<<speak "lucas.tipsy.laugh" >> To the moment! To the Convoy! <<if setup.hasItem("manticoreBrew")>>*He clatters his cup against yours with a little too much force.*<<else>>*He brandishes his mug.*<</if>> <</speak>>
<<qSpeak "quincy.neutral" >> You must be intoxicated. I could walk you back to your chambers if you like. <</qSpeak>>
<<speak "lucas.tipsy.smug" >> No need! Your brother arranged this party so we might be merry and revel in preparations well-prepared. So I have resolved to be a good sport, and make a thorough job of it! Let it never be said that Lucas Andimeur takes half-measures. <</speak>>
<<text>>
He is consumed by a fit of giggles.
<</text>>
<<speak "lucas.tipsy.pleased" >> Come now, why so grim? We've survived so far, have we not? <</speak>>
<<choose>>
[[I suppose we have.|open: drank predebate 2][$response to "yea"]]
[[Barely.|open: drank predebate 2][$response to "barely"]]
<</choose>><<if $response == "yea">>
<<qSpeak "quincy.neutral">> Mm. We have, haven't we? <</qSpeak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> ...No thanks to my efforts. *You huff, dissatisfied.* I need to revise my approach. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...No thanks to your choice of Right Hand. <</qSpeak>>
<</if>>
<<else>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> Barely. It's been one blunder after another. *You huff, dissatisfied.* I need to revise my approach... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It's been a disaster, Lucas. You chose me as your Right Hand and that has gone about as poorly as I said it would. <</qSpeak>>
<</if>>
<</if>>
<<speak "lucas.tipsy.smug">> You are far too hard on yourself. The work of Right Hand is no easy task. All things considered, you've performed admirably. <</speak>>
<<qSpeak "quincy.tilt">> <<if $rumor.faith>>An animal-sacrificing "templar," potentially bearing "tattooed unmentionables."<<else>>A fraudulent schemer manipulating the faithful for his own gain.<</if>> <<if $rumor.calypso>>A petticoat pensioner who pursues married women twice his age.<<else>>A hidebound man reviving old interkingdom feuds.<</if>> //A<<if !hasVisited("PREP: Blessing Glovewash")>> dirty-gloved<</if>> shoe-buckling Duke.// <</qSpeak>>
<<speak "lucas.tipsy.eyeroll" >> Ugh! That wretched //@@.lilt;"Horse's Mouth"@@// publication. The minute they smell weakness, they tear at you like a pack of mangy curs! <</speak>>
<<speak "lucas.tipsy.annoyed">> I suppose you wouldn't know, being a Northerner, but your story is hardly unique. Every Nobleman who has ever so much as stuttered in public has dealt with their @@.lilt;"journalism."@@ <</speak>>
<<speak "lucas.tipsy.neutral" >> To be in the eyes of the public means a light misstep could open a crater of reputational ruin! Words said in earshot of the court must never be ambiguous, lest you be willfully misinterpreted. A man must always know his stance, state it clearly, and defend it with eloquence. It's //exhausting.// <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway" >> I was unprepared. <</qSpeak>>
<<speak "lucas.tipsy.weary" >> It takes practice to keep one's nerve, knowing every word might be held against you! You've simply fallen out of that practice. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> A series of talents I do not possess. <</qSpeak>>
<<speak "lucas.tipsy.weary" >> Nonsense! You're simply out of practice when it comes to public speaking. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway" >> Out of practice? When was I "in practice?" <</qSpeak>>
<<speak "lucas.tipsy.pleased" >> Do you jest? We were in the debate society for years! <</speak>>
<<choose "quincy.lookaway">>
[[It was a long time ago...|0open: drank predebate 3][$response to "longago"]]
[[Lucas... It was a school debate society.|0open: drank predebate 3][$response to "nocount"]]
<</choose>><<switch $response>>
<<case "longago">>
<<qSpeak "quincy.lookaway" >> It was a long time ago. <</qSpeak>>
<<speak "lucas.tipsy.surprised" >> But you had a knack for it! Your methods were unconventional, but logic is logic, is it not? <</speak>>
<<qSpeak "quincy.neutral">> I suppose. <</qSpeak>>
<<case "nocount">>
<<qSpeak "quincy.lookaway">> Lucas... that was VRMA. We were children. <</qSpeak>>
<<speak "lucas.tipsy.glasses">> But the principle is the same! Define your stance, defend your argument, refuse to have your words twisted! <</speak>>
<<qSpeak "quincy.lookaway">> I suppose. <</qSpeak>>
<</switch>>
<<speak "lucas.tipsy.thinking">> So then! We'll just have to get you reacclimated. <</speak>>
<<text>>
Lucas swirls his mug in idle thought. Then, something occurs to him, and a grin creeps across his face. He pounds his mug down onto the counter and declares with giddy whimsy:
<</text>>
<<speak "lucas.tipsy.laugh" >> @@.lilt;We'll start now!@@ <</speak>>
<<qSpeak "quincy.surprised" >> //Now//? <</qSpeak>>
<<text>>
The ale has made its way into the trenches of your brain. Your cheeks are hot, your mind sluggish. Simply put, you are not in top form for such an activity, and you doubt the Prince is either.
<</text>>
<<speak "lucas.tipsy.smirk" >> Yes, now! Think of it as for your Convoy education! Come, don't look so dour, it's only for a little bit of fun. <</speak>>
<<qSpeak "quincy.lookaway" >> I will make a fool of myself, likely. <</qSpeak>>
<<speak "lucas.tipsy.pleased" >> And so will I! But only in this private setting amidst friends. //Please!// Won't you do such a thing for me? <</speak>>
<<text>>
The Prince's eyes burn with that intensity that transfigures your //"no"//s to //"yes"//es. You exhale.
<</text>>
<<qSpeak "quincy.neutral" >> Very well. <</qSpeak>>
<<text>>
The Prince taps his feet against the floor in the same unrestrained glee as a child stomping merrily through a puddle.
<</text>>
<<speak "lucas.tipsy.laugh" >> //@@.singsong;Yes!@@// <</speak>>
<<qSpeak "quincy.neutral" >> ...We need a topic though - not to mention a judge... if this is to be conducted in the same manner as back at VRMA. <</qSpeak>>
<<speak "lucas.tipsy.thinking" >> Good point. <</speak>>
<<speak "lucas.tipsy.laugh" >> @@.yell; <span class='singsong'>Asenath!</span> I require your assistance, post-haste! @@<</speak>>
@@.next;[[Continue.|0open: drank predebate 4]]@@<<text>>
The mirth in his voice is so uncharacteristic that every head in the Convoy turns in curiosity. Puzzled by this behavior and bound to serve, Kaitos parts from <<if hasVisited("0open: drank kaitos 2")>>his experimental portrait-watching<<else>>place in the corner<</if>> and trots over with the air of a nervous dog first assessing a stranger.
<</text>>
<<speak "kaitos.casual.glance" >> ...Yea? <</speak>>
<<speak "lucas.tipsy.smirk" >> We need a topic of debate. Provide us one. <</speak>>
<<speak "kaitos.casual.neutral" >> Oh. Um. <</speak>>
<<speak "kaitos.casual.thinkinghard">> Morality. <</speak>>
<<speak "lucas.tipsy.laugh">> *He snickers.* What? That's not a topic. <</speak>>
<<speak "kaitos.casual.idle">> Uh. Is too. Like, where's it from? Does it come from //in// you, or is it something we decide //together// as like... people. <</speak>>
<<speak "lucas.tipsy.pleased" >> Oh, Asenath. You needn't strain yourself trying to muster us a //real// topic. Use your charms to suggest something appropriately frivolous! <</speak>>
<<speak "kaitos.casual.stare" >> ...'Kay. <</speak>>
<<speak "kaitos.casual.smile" >> If you had to pick one, would you rather a manticore or a unicorn be your Left Hand? <</speak>>
<<speak "lucas.tipsy.laugh" >> There we have it! The nonsense I seek! <</speak>>
<<speak "lucas.tipsy.surprised" >> You know what would serve to make this even better? We should have your brother be the judge. <</speak>>
@@.next;[[And before you know it, this impromptu event has garnered a full audience of your companions.|0open: drank predebate final]] @@<<debate>>
<<include "0open: debate r1 shared logos">>
<<qSpeak "quincy.neutral" >> Precisely. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> But have you an argument for how the manticore would get ink to a page with large, clumsy paws? <</speak>>
<<qSpeak "quincy.neutral" >> Have you for the unicorn? <</qSpeak>>
<<speak "lucas.tipsy.thinking" >> I do, but you commanded the floor first. <</speak>>
<<choose>>
<<present "manticoreSpear" [[See this: they use their jaws to hold objects.|0open: debate r1 m logos mouth]]>><</present>>
[[Its stinger is sharp; it could be used like a quill.|0open: debate r1 m logos 2][$response to "stinger"]]
[[It could write with a claw.|0open: debate r1 m logos 2][$response to "claw"]]
[[It has fire. It could woodburn its "letters."|0open: debate r1 m logos woodburn]]
<</choose>><<set $didWin to false>>
<<set $response to "burn">>
<<debate -8>>
<<qSpeak "quincy.think">> The manticore breathes fire. It could woodburn whatever it needed to write. <</qSpeak>>
<<speak "dangelo.neutral">> Ooh! Didn't think of that. <</speak>>
<<speak "lucas.tipsy.smug">> And you shouldn't think of it! <</speak>>
<<speak "dangelo.silly">> And why not? <</speak>>
<<speak "lucas.tipsy.smug">> Because a manticore's fire is //chaotic// and //notoriously difficult to control!// I of all men would know, given my relic. Its breath would incinerate whatever it attempted to "write" upon. <</speak>>
<<if setup.hasItem("manticoreFire")>>
<<speak "lucas.tipsy.pleased">> In fact, I recall speaking of this quite recently. <</speak>>
<<itemShow "rapierFire">>
<</if>>
<<speak "kaitos.casual.stare">> Also, um, even if the fire was less hot, how would it make the fire words? They breathe fire all out in front of them, right? Like it goes... *He holds his hand in front of his face, furling and unfurling his fingers.* That's how it's drawn in the pictures, anyway. <</speak>>
<<speak "lucas.tipsy.pleased">> See? The idea is so preposterous even //Asenath// knows this. <</speak>>
<<speak "dangelo.unsure">> Yeah, not sounding too plausible, Quin. What about you, Princey? Got a better argument for your pony? <</speak>>
@@.next;[[Continue.|0open: debate r1 m logos 3]]@@<<set $didWin to false>>
<<set _mood to -8>>
<<if $response == "claw">>
<<set $didWin to true>>
<<set _mood to 8>>
<</if>>
<<debate _mood>>
<<switch $response>>
<<case "claw">>
<<qSpeak "quincy.neutral" >> It is a cat; it has sharp claws at the end of its paw. <</qSpeak>>
<<speak "lucas.tipsy.laugh" >> And so what! You would have it finger-write, like a child dipping its fingers in an ink-bottle? <</speak>>
<<speak "lucas.tipsy.smirk" >> It hasn't a groove in which to hold the ink. Such a method would be ineffective. <</speak>>
<<speak "dangelo.unsure" >> Uh, but - it does, actually. <</speak>>
<<speak "lucas.tipsy.surprised" >> Does it? <</speak>>
<<text>>
You are no less surprised at this interruption than Lucas is. Everyone turns towards D'Angelo, curiosity piqued by the novelty of an officer correcting an attorney.
<</text>>
<<speak "dangelo.smilenervous" >> I mean - have you never held one of their little paws and pressed it so that their claws come out? It's charming. Funny, that is. <</speak>>
<<speak "dangelo.neutral" >> But there's a little groove! Y'know, where the little pink part is. At the base. It'd make a great pen, probably. <</speak>>
<<speak "vicky.indifferent">> That thing'd make a mess wherever it walked. <</speak>>
<<speak "elijah.point">> But it could work! <</speak>>
<<qSpeak "quincy.think" >> Care would have to be taken not to wear them out. It could alternate which toe is in use on its writing paw. <</qSpeak>>
<<speak "lucas.tipsy.laugh" >> @@.sing-song;Ehehehe!@@ I wouldn't envy the poor beast. Ink under one's nails sounds a fate worse than death. <</speak>>
<<speak "lucas.tipsy.smirk" >> Very well. But I've an idea how the horse may do the same. <</speak>>
<<speak "dangelo.neutral" >> It'll have to be pretty good to beat having quill-hands.<</speak>>
<<case "stinger">>
<<qSpeak "quincy.neutral" >> It has a stinger, with a point. That seems fine enough a method to write. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> And a fine method to end up with a paper covered in venom. <</speak>>
<<speak "lucas.tipsy.smirk" >> And besides that, a pen is not merely a point - they must be precisely cut to be any good! They must at the least resemble an old reed. Hollow, with a tapered point.<</speak>>
<<qSpeak "quincy.neutral" >> The stinger already has a hole in it to deliver the venom. It only needs an added notch to become a useful writing device. And our sentient manticore must have some control over its poison. <</qSpeak>>
<<speak "lucas.tipsy.thinking" >> I suppose... <</speak>>
<<speak "kaitos.casual.stare" >> Rear. <</speak>>
<<speak "lucas.tipsy.scowl" >> I beg your pardon? <</speak>>
<<speak "kaitos.casual.idle" >> Rear. Tail's attached to the rear end. Can't see what you're writing if's all behind you. <</speak>>
<<speak "dangelo.silly" >> Heh. //Rear.// <</speak>>
<<speak "vicky.cackle">> @@.lilt;//Rear.//@@ <</speak>>
<<speak "lucas.tipsy.laugh" >> Ehehehe! Oh, Asenath, there is such whimsy in your unrefined turns of phrase. <</speak>>
<<speak "kaitos.casual.idle">> Mmhmm. <</speak>>
<<speak "lucas.tipsy.laugh">> Why, it would be like drafting a letter with your eyes closed! That stinger is no use all the way back there. <</speak>>
<<text>>
On this matter, there is nothing to refute. You don't dare bring up the thought that followed -- that of the tail pointing forward... the paper would have to be held to the manticore's back, or else contort itself into some strange laying position to reach a paper positioned at its front. You tip your head to show receipt of this defeat of your argument.
<</text>>
<<speak "lucas.tipsy.smirk" >> Allow me to present how the sentient goat might write, then. And I assure you, my beast's method isn't attached to its posterior. <</speak>>
<</switch>>
@@.next;[[Continue.|0open: debate r1 m logos 3]]@@<<set _mood to -8>>
<<if $didWin>>
<<set _mood to 8>>
<</if>>
<<debate _mood $didWin>>
<<if $didWin>>
<<speak "lucas.tipsy.thinking">> . . . <</speak>>
<<speak "dangelo.neutral">> Well? Your argument? <</speak>>
<<speak "lucas.tipsy.thinking" >> <<switch $response>><<case "claw">>You said it would have to be a good argument to beat a claw. And I find mine lacking, when I ponder it further.<<case "mouth">>I'm still pondering. I cannot recall any depictions of a unicorn using a tool, and so I must resort to the tools she has on her body...<</switch>> <</speak>>
<<speak "lucas.tipsy.neutral" >> I thought the unicorn might attach something to her horn in order to write... it must be a sensitive instrument, since it holds the power of every meur contained within it. But the neck doesn't produce such fine movement as an arm. <</speak>>
<<speak "lucas.tipsy.laugh" >> ...That is to say, though it'd be legible, her penmanship would be horrid. <</speak>>
<<speak "dangelo.neutral" >> You concede defeat on this topic, then? <</speak>>
<<speak "lucas.tipsy.smirk" >> I do.<<if $response == "mouth">> So long as Quintrell steals no more of my personal items, anyway.<</if>> <</speak>>
<<if $response == "mouth">>
<<speak "lucas.tipsy.eyeroll" >> I //will// be taking that back, now. <</speak>>
<<itemRemove "manticoreSpear">>
<</if>>
<<speak "dangelo.neutral" >> Alright then. This point goes to Quince, then. G'job buddy. <</speak>>
<<speak "lucas.tipsy.pleased" >> Bravo! *He affects light applause.* <</speak>>
<<else>>
<<speak "lucas.tipsy.neutral" >> Well! The unicorn possesses a horn. A sensitive organ with the power of all meur contained within it. She must have fine control over it, in the way a manticore admittedly over wouldn't any part of its body, really. <</speak>>
<<speak "lucas.tipsy.pleased" >> Something only needs to be attached to it: a metal tip resembling a quill's nib, or something of the like. She may not end up with the best penmanship, but legibility is all that she needs. <</speak>>
<<speak "dangelo.neutral" >> Mm, yeah. Beats <<if $response == "stinger">>a stinger attached to your rear<<elseif $response == "burn">>flame breath for sure<</if>>. Gotta give this one to Princey. <</speak>>
<<speak "lucas.tipsy.smug" >> You are arguing against a //professional arguer,// albeit a drunken one. Perhaps you will best me next round? <</speak>>
<</if>>
<<include "0open: debate to r2">><<set $didWin to true>>
<<set $response to "mouth">>
<<debate 8>>
<<text>>
You set your pilfered Manticore statue on the counter for all to see.
<</text>>
<<itemShow>>
<<qSpeak "quincy.pleased">> Behold. <</qSpeak>>
<<speak "dangelo.unsure">> A... toy? <</speak>>
<<speak "lucas.tipsy.surprised">> . . .? <</speak>>
<<qSpeak "quincy.neutral">> This depiction of a manticore demonstrates its capacity for tool use. <</qSpeak>>
<<speak "lucas.tipsy.weary">> Hold on... did you take that from my office!? <</speak>>
<<speak "dangelo.laugh">> Oh, man. //Did you?// <</speak>>
<<qSpeak "quincy.neutral">> That is neither here nor there. If the manticore is deft enough to wield a weapon in its jaws, it could certainly wield a brush. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> Preposterous. Ornaments and paintings depict impossible things all the time. A statue of a manticore holding a spear proves nothing about the animal's tool use! <</speak>>
<<speak "dangelo.neutral">> That's for me to decide, actually. <</speak>>
<<qSpeak "quincy.think">> And? What is it that you decide? <</qSpeak>>
<<speak "dangelo.neutral">> Statue counts. <</speak>>
<<speak "lucas.tipsy.annoyed">> What? //Why?// <</speak>>
<<speak "dangelo.unsure">> No, listen. If we go on facts only, we're gonna run out of arguments real fast. The last manticore died way before any of us were born, and all we have of unicorns is a horn, a bunch of leather, and old stories. So we gotta assume that art and fairy tales are real. <</speak>>
<<speak "dangelo.silly">> Unless you wanna argue your pony's merits as Left Hand based only on the fact that it has //one horn// and //skin?// <</speak>>
<<speak "lucas.tipsy.annoyed">> Urgh. I suppose that would be difficult to work with. Fine, then. Artistic depictions and fairytales are real. <</speak>>
<<speak "dangelo.neutral">> So. Does your unicorn have anything to match the manticore's brush-holding jaws? <</speak>>
<<speak "lucas.tipsy.eyeroll">> //Of course// it does! <</speak>>
@@.next;[[Continue.|0open: debate r1 m logos 3]]@@<<debate>>
<<text>>
Lucas opens his mouth at the same time you do, but you beat him to the mark.
<</text>>
<<qSpeak "quincy.neutral" >> I assume that for the sake of the hypothetical, we're assuming these beasts have human intellect? <</qSpeak>>
<<speak "dangelo.neutral" >> Makes sense to me. <</speak>>
<<speak "lucas.tipsy.neutral" >> That is a foregone conclusion. <</speak>>
<<speak "quincy.neutral" >> Then it's not so important that the beast writes, so long as its mind is sharp and it can communicate. <</speak>>
<<speak "lucas.tipsy.thinking" >> I might agree, were it a different position - such as Right Hand. But the work of a Left Hand is mostly book-keeping and letter-writing! <</speak>>
<<speak "kaitos.casual.glance" >> I dunno, it's-- <</speak>>
<<speak "lucas.tipsy.thinking" >> *He ploughs on.* If you can't keep a ledger, you are fundamentally unable to perform a Left Hand's duties. That is the end of it. And I know precisely how a unicorn may ledger-- <</speak>>
<<speak "dangelo.silly" >> //Ah-ah.// I need to hear where he's going with this. @@.sing-song; I'm mediator, remember?@@
``Continue on, Quin. <</speak>>
<<qSpeak "quincy.neutral">> Old men with poor eyes employ letter-writers. Merchants with rheumatism pay bookkeepers to take inventory on their behalf. These men are no less capable for their physical impairments. Why wouldn't we offer the same grace to our manticore? <</qSpeak>>
<<qSpeak "quincy.think">> It would be of negligible cost to the Convoy to hire a scribe. The scribe could pen letters on the manticore's behalf. It wouldn't cost any more than an additional guard, certainly. <</qSpeak>>
<<text>>
Your proposal has the effect of producing much mumbling among your companions. To your satisfaction, none of it sounds negative to your ears.
<</text>>
<<speak "kaitos.casual.thinking" >> Yeah. My uncle made me write stuff down for him all the time. <</speak>>
<<speak "dangelo.unsure" >> Was he blind? <</speak>>
<<speak "kaitos.casual.thinkinghard" >> No. Just... didn't want to do it. <</speak>>
<<text>>
It seems your argument has all but been accepted... but then, Lucas objects with a forced laugh.
<</text>>
<<speak "lucas.tipsy.smirk">> So, to solve the manticore's inability to fulfill his duties, you would hire an entire, second man to do most of his job for him? <</speak>>
<<qSpeak "quincy.neutral">> No. The manticore would still be Left Hand. He would be dictating to the scribe. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> //Dictating how?// We've already given up on the idea that the creature could write. <</speak>>
<<qSpeak "quincy.pleased" >> Manticores are mimic-cats. Sphinxes are their sister beast, and they are famously capable of speech. While a sphinx can only mimic... There is no reason a sapient manticore wouldn't learn to speak with all the faculties of a man. So long as we accept that premise, the beast's physical capability is irrelevant. <</qSpeak>>
<<speak "lucas.tipsy.scowl" >> Well! I do //not.// <</speak>>
<<speak "lucas.tipsy.thinking" >> I have //never// heard of a manticore speaking. And if anyone //would// have heard of such a thing, it would be me! The Andimeurs have hunted in tandem with the beasts since before the dawn of the Tri-Kingdom, after all. Surely if they were capable of such a feat, my family would have written so! <</speak>>
<<choose>>
<<if setup.hasItem("polidraw")>>[[Actually, we do have historic records indicating they've the capacity for speech.|0open: debate r1 m pathos 2][$response to "pic"]]<</if>>
<<present "sphinxSound" [[They still have the physicality for speech like we do, the head of a man.|0open: debate r1 m pathos 2][$response to "physical"]]>><<set $response to "physical">><</present>>
[[Sphinxes require training to be able to speak. Just because manticores weren't trained to speak doesn't mean they cannot.|0open: debate r1 m pathos 2][$response to "train"]]
<</choose>><<set $didWin to false>>
<<set _mood to -8>>
<<if $response == "pic" || $response == "physical">>
<<set $didWin to true>>
<<set _mood to 8>>
<</if>>
<<debate _mood>>
<<switch $response>>
<<case "pic">>
<<qSpeak "quincy.neutral" >> I have evidence right here that the manticore speaks. See this historic document. <</qSpeak>>
<<itemShow>>
<<speak "vicky.think">> ...Does it? *She squints at the caption.* <</speak>>
<<speak "dangelo.surprised" >> Huh. So it does. <</speak>>
<<speak "elijah.confused">> I... suppose, but... <</speak>>
<<speak "kaitos.casual.idle">> Dunno, the Queen might be out of view or something. Not in the picture. <</speak>>
<<speak "dangelo.silly">> Naw. I think it's pretty clear the manticore //is// the Queen. <</speak>>
<<speak "lucas.tipsy.weary">> A manticore, Queen? What in Elysium are you talking about? Give that here. <</speak>>
<<text>>
D'Angelo passes Lucas the drawing. He studies it for entirely too long before letting out a scoff and sliding it back to you.
<</text>>
<<speak "lucas.tipsy.eyeroll" >> That's a political illustration for the papers! All manner of things that don't speak do in those. They are representational in nature, not literal. My grandmother wasn't a manticore. You do know that, don't you? <</speak>>
<<speak "kaitos.casual.thinking" >> Yeah, but ever notice how the manticore always speaks in them, but the unicorn doesn't? <</speak>>
<<speak "lucas.tipsy.annoyed" >> Now that is just cultural symbolism! The unicorn's silence is the kingdom's humility, and the manticore's large mouth is the kingdom's arrogance. It's so abundant because it's trite and simplistic. <</speak>>
<<speak "dangelo.silly" >> Mmm. I dunno, I like this proof. <</speak>>
<<speak "lucas.tipsy.neutral" >> Using a political illustration for proof of an extinct beast's behavior is entirely unserious. <</speak>>
<<speak "dangelo.neutral" >> Right. And this discussion is serious? <</speak>>
<<speak "lucas.tipsy.eyeroll" >> Well, no, but-- <</speak>>
<<speak "lucas.tipsy.laugh" >> ... @@.sing-song;Kyehehehe.@@ Fine, I allow it! Let the fancies of artists be truth. Allow me to submit my counter, then! <</speak>>
<<case "train">>
<<qSpeak "quincy.neutral" >> Sphinxes require training to be able to speak. Surely the manticores must, too. <</qSpeak>>
<<speak "lucas.tipsy.smirk" >> There is no way in Elysium! We would know if the beasts were capable of speech. <</speak>>
<<qSpeak "quincy.pleased" >> And how? A puppy doesn't come knowing how to sit. <</qSpeak>>
<<speak "lucas.tipsy.smirk" >> *His head snaps towards D'Angelo.* Barghur. Let us imagine you are an Andimeur at the beginning of history. <</speak>>
<<speak "dangelo.unsure">> Um... sure. <</speak>>
<<speak "lucas.tipsy.smirk">> You have just tamed and have in your possession now, the biggest mimic-cat you have ever seen. <</speak>>
<<speak "dangelo.unsure">> Ooh. Alrighty. <</speak>>
<<speak "lucas.tipsy.smirk">> You know mimic-cats talk. <</speak>>
<<speak "dangelo.unsure">> Uh-huh... <</speak>>
<<speak "lucas.tipsy.smug">> What is the first thing you are going to do with it? <</speak>>
<<speak "dangelo.neutral" >> Teach it how to say "fuck". *He responds in a manner so fast that it's more reflex than thought.* <</speak>>
<<speak "kaitos.casual.smile" >> *He nods.* <</speak>>
<<speak "elijah.think" >> Oh dear! <</speak>>
<<speak "lucas.tipsy.smug" >> Thus I rest my argument. There are a thousand //Duke D'Angelo Barghurs// throughout history. Tales of manticores reciting dirty limericks should be as numerous as the stars. <</speak>>
<<text>>
Truly, a failure of forethought. It is not what //you// would do in the same situation, but you know too many a man, Noble or no, who would share D'Angelo's sentiment. You sweep your hat off your head and incline it to show your receipt of this deserved defeat.
<</text>>
<<speak "lucas.tipsy.laugh" >> Now that we're all in agreement, it is time for my own argument! <</speak>>
<<case "physical">>
<<qSpeak "quincy.think" >> Manticores might not be a speaking cat, but that doesn't mean it hasn't the ability, physically speaking. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll" >> Make sense. If it can speak, why wouldn't it? And what makes you think it has the ability, anyway? <</speak>>
<<speak "dangelo.eyeroll">> //Someone// didn't meet Little Mittens. <</speak>>
<<speak "lucas.tipsy.weary">> //Who?// <</speak>>
<<qSpeak "quincy.neutral">> The pygmy sphinx in the corner over there. <</qSpeak>>
<<text>>
Lucas casts a look across the bar at Mittens, who has curled herself into a neat lump in her cage.
<</text>>
<<speak "vicky.indifferent">> It's the //thing// that's been making those horrible noises all night. <</speak>>
<<speak "lucas.tipsy.weary">> You mean that groaning? ...I thought someone was ill. <</speak>>
<<qSpeak "quincy.lookaway">> Pygmy sphinxes do not speak, but they still... sound like that. <</qSpeak>>
<<itemShow>>
<<speak "lucas.tipsy.weary">> Oh. <</speak>>
<<qSpeak "quincy.neutral" >> Regardless of whether they speak, mimic-cats have the head of a man. They have lips, a tongue, and a throat like ours. <</qSpeak>>
<<qSpeak "quincy.pleased" >> Manticores may not have been able to learn words, but our manticore candidate certainly could. He has both the tools and mind. Perhaps he could not hold a quill, but he could certainly dictate to a scribe. <</qSpeak>>
<<speak "lucas.tipsy.weary" >> Hm. Well! <</speak>>
<<speak "lucas.tipsy.laugh" >> @@.sing-song;Kyehehehe.@@ I'll allow that! I know a good argument when I hear one. Now, allow me to submit my counter! <</speak>>
<</switch>>
@@.next;[[Continue.|0open: debate r1 m pathos 3]]@@<<set _mood to -8>>
<<if $didWin>>
<<set _mood to 8>>
<</if>>
<<debate _mood $didWin>>
<<if $didWin>>
<<speak "lucas.tipsy.neutral" >> I say, why not just have the beast write for itself? The unicorn could have her horn fashioned into a writing utensil of some kind. And the Convoy wouldn't need to pay a whole extra salary! <</speak>>
<<qSpeak "quincy.think" >> But would the trade be worth it? Think of where the horn is placed on the head in relation to the eyes. The beast would need mirrors in order to see its own writing. <</qSpeak>>
<<speak "elijah.point">> And imagine the neck pain! <</speak>>
<<speak "dangelo.yeesh">> Yeesh. <</speak>>
<<speak "lucas.tipsy.pleased" >> ...Hm. I suppose the poor goat does have a notable disadvantage in this realm. <</speak>>
<<speak "dangelo.neutral" >> Alright then. This point goes to Quince, then. G'job buddy. <</speak>>
<<speak "lucas.tipsy.pleased" >> Bravo! *He affects light applause.* <</speak>>
<<else>>
<<speak "lucas.tipsy.neutral" >> The reality is, both these beasts could still probably accomplish writing by some means. We as men possess hands, but all writing is, is some method by which to make fine marks. Well, one only needs to get creative for the unicorn. <</speak>>
<<speak "lucas.tipsy.pleased" >> The unicorn possesses a horn, does she not? A sensitive organ with the power of all meur contained within it. She must have fine control over it. <sup>In a way a manticore admittedly couldn't match with any part of its body...</sup> <</speak>>
<<speak "lucas.tipsy.thinking" >> She could tie a writing utensil to her horn - a metal quill nib for instance, or she might use a school slate to make chalk writings that could be copied to paper. I'm sure if I was one glass less in, I could come up with a more elegant solution, but...! My conclusion is that she would need minimal accommodation. <</speak>>
<<speak "lucas.tipsy.smug" >> Unlike the speechless manticore, she could communicate directly. <</speak>>
<<qSpeak "quincy.surprised" >> But is this not also true of the manticore? It has claws and... a stinger, which may make for a fine utensil. <</qSpeak>>
<<speak "dangelo.silly" >> Sure it does. But you didn't argue that, didja? Sorry, gotta give this one to Princey. <</speak>>
<<speak "lucas.tipsy.smug" >> You are arguing against a //professional arguer,// albeit one presently drunk. Perhaps you will best me in the next round. <</speak>>
<</if>>
<<include "0open: debate to r2">><<debate>>
<<include "0open: debate r1 shared logos">>
<<speak "lucas.tipsy.thinking" >> I can think of many ways in which even the largest of cats display fine dexterity. It's much more difficult to conceptualize a //horse// having the control to write small figures in a form, no? How would the thing even get ink to the page? I think--<</speak>>
<<speak "dangelo.neutral" >> Hey now, Quin spoke first. Let him state his case for a unicorn writing system! <</speak>>
<<choose>>
[[It could write with its horn.|0open: debate r1 u logos 2][$response to "horn"]]
[[Its tail resembles a brush.|0open: debate r1 u logos 2][$response to "tail"]]
<<if setup.hasItem("horseLips")>>
<<present "horseLips" [[It could write by manipulating a quill with its lips.|0open: debate r1 u logos 2 lips]]>>
<<set $response to "lips">><</present>>
<<else>>
<<link "It could write with a quill in its mouth." "0open: debate r1 u logos 2 lips">>
<<set $response to "lips">>
<<if setup.hasTrait("cleithro")>>
<<passiveCheck 1 `["etiq",setup.DCKey["easy"]]`>>
<<else>>
<<passiveCheck 1 `["etiq",setup.DCKey["hard"]]`>>
<</if>>
<</link>>
<</if>>
[[Why not just make paper to-scale with the unicorn?|0open: debate r1 u logos 2][$response to "paper"]]
<</choose>><<set $didWin to false>>
<<set _mood to -8>>
<<if setup.hasItem("horseLips")>>
<<set $didWin to true>>
<<set _mood to 8>>
<<elseif setup.checkPass(1)>>
<<set $didWin to true>>
<<set _mood to 8>>
<</if>>
<<debate _mood>>
<<if setup.hasItem("horseLips")>>
<<qSpeak "quincy.neutral" >> Horse lips are extremely dexterous. *Disturbingly so, you think. But people the kingdom over seem to find their oral tool manipulation cute.* <</qSpeak>>
<<speak "kaitos.casual.stare">> How dexterous are we talking? <</speak>>
<<itemShow>>
<<qSpeak "quincy.think">> Whilst we were in Stockbury searching the livery stables for Victoria, one nearly made off with my glove using her lips alone. No jaw movement. Lips only. <</qSpeak>>
<<speak "kaitos.casual.pleased">> Oh ew. <</speak>>
<<qSpeak "quincy.pleased" >> One could easily learn how to hold a quill, or at least a piece of graphite in its lips, and write. It would have a clear view of the paper as it makes its progress. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> But could it really learn such control in a short enough time to serve the Convoy?! <</speak>>
<<speak "kaitos.casual.thinkinghard" >> Well. It isn't like it would have suddenly appeared as a grown unicorn, yeah? <</speak>>
<<speak "kaitos.casual.stare" >> It would've had its whole childhood. Foalhood. To go to school and learn its letters. <</speak>>
<<speak "dangelo.laugh" >> Horse school... <</speak>>
<<speak "kaitos.casual.smile" >> Nah, wouldn't fit in a desk... more like, a private horse tutor. A unicorn'd have the guilder for it.<</speak>>
<<qSpeak "quincy.pleased" >> Precisely. A unicorn wouldn't be a commoner by definition. It has the Gift. <</qSpeak>>
<<speak "dangelo.neutral" >> Makes perfect sense to me. <</speak>>
<<speak "lucas.tipsy.laugh" >> Ehehehe! Well, I cannot argue with this. <</speak>>
<<speak "lucas.tipsy.smirk" >> But the manticore, too, would be a Nobleman-- Noblebeast, by this extension. Allow me to present my proposal for how it might write. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> It could write with the quill grasped in its mouth. <</qSpeak>>
<<speak "dangelo.eyeroll">> SNORE. That's the more basic answer you could have given, man! Where's the originality? <</speak>>
<<speak "elijah.think">> You know, Your Grace, there are times where the most obvious answer is the right one! <</speak>>
<<speak "kaitos.casual.stare">> But is it the right one, though? Like... Can a horse do all that with just its mouth? Seems kind of hard. *He flexes his own lips in thought.* <</speak>>
<<qSpeak "quincy.neutral">> Difficult, perhaps, but possible. <</qSpeak>>
<<speak "lucas.tipsy.laugh">> Deft enough to hold a //quill,// maybe. But to draft //entire letters?// Quintrell, I am skeptical. Have you any proof of this alleged prowess? Citations? <</speak>>
<<speak "kaitos.casual.thinkinghard">> <sup>Citations... for horse lips?</sup> <</speak>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.think">> I have one: myself. <</qSpeak>>
<<speak "lucas.tipsy.smug">> Tch, //yourself?// <</speak>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.pleased">> I know more about the animal world than anyone at this table. I know what a horse is capable of. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Hares are my main body of knowledge, but I'm fairly certain I spend the most time around stables out of anyone here. I know what a horse is capable of. <</qSpeak>>
<</if>>
<<skillCheck 1 "debate">>
<<speak "lucas.tipsy.surprised">> . . . <</speak>>
<<speak "lucas.tipsy.thinking">> ...Hm, yes. I suppose it's hard to argue with that. <</speak>>
<<speak "dangelo.laugh">> Guess we gotta trust the expert, eh? <</speak>>
<<speak "lucas.tipsy.pleased">> Well, Quintrell may know //animals,// but //I// know manticores! Allow me to make my case. <</speak>>
<<else>>
<<skillCheck 1 "debate">>
<<qSpeak "quincy.tilt">> Uh... <</qSpeak>>
<<speak "dangelo.silly">> Do you at least have a potentially entertaining nonsense argument? <</speak>>
<<qSpeak "quincy.lookaway">> But I'm right. <</qSpeak>>
<<speak "dangelo.eyeroll">> Sounds like a "no." What about you, Princey? <</speak>>
<<speak "lucas.tipsy.smug">> Oh, I've a proposal, just you wait! <</speak>>
<</if>>
<</if>>
@@.next;[[Continue.|0open: debate r1 u logos 3]]@@<<set $didWin to false>>
<<set _mood to -8>>
<<switch $response>>
<<case "horn">>
<<set $didWin to true>>
<<set _mood to 8>>
<</switch>>
<<debate _mood>>
<<switch $response>>
<<case "horn">>
<<qSpeak "quincy.neutral" >> The unicorn has a horn, right in the middle of its forehead. Why could it not use that? <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> That's utterly silly. It hasn't a notch to uptake ink; it'd be like trying to write with a sewing needle. <</speak>>
<<qSpeak "quincy.neutral" >> An attachment of some kind could have been fashioned. You could tie a quill to it. <</qSpeak>>
<<speak "kaitos.casual.thinking" >> No, too messy. But graphite'd work. Maybe you could even have a-- a hole in the graphite. And fit it over the horn like a little hat. <</speak>>
<<qSpeak "quincy.neutral" >> Asenath completes my argument for me. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll" >> But what of the positioning? Could you imagine holding a quill between your teeth and trying to write in such a manner? It'd be incomprehensible. <</speak>>
<<speak "elijah.neutral" >> The Architect built them to conduct from their heads. I imagine He granted them very careful control indeed! <</speak>>
<<speak "kaitos.casual.thinking" >> Yeah. S'got a relic strapped to its face. <</speak>>
<<speak "dangelo.unsure" >> Yeah -- Dunno, I think they could pull it off.<</speak>>
<<speak "lucas.tipsy.laugh" >> Ehehehe! Well, that is a fair enough argument. Allow me my rebuttal then for the manticore's suitability, if I may. <</speak>>
<<case "tail">>
<<qSpeak "quincy.neutral" >> Its tail already resembles a brush, like that of a painter. I have read that some kingdoms off the peninsula use brushes to write as we do quills. The unicorn could adopt this form of writing. <</qSpeak>>
<<if settings.snout>>
<<speak "lucas.tipsy.weary" >> Such precision? //With a tail?// <</speak>>
<<speak "dangelo.unsure" >> Kinda hard to imagine. I mean, I know I couldn't, with this bruiser of a thing. *He stands enough to allow him to sweep his great striped plume aloft in a profoundly rude gesture. A guard behind him, before minding his own business, receives a bristly smack to the face with it.* But maybe Princey could, with that little worm of his. >>
<<speak "lucas.tipsy.eyeroll" >> My tail is not little. It is as long as most men's. I just lack your //excessive pelage.// <</speak>>
<<speak"vicky.smirk">> Soundin' a little jealous there, Highness. <</speak>>
<<speak"lucas.tipsy.scowl">> I am not! <</speak>>
<<speak "lucas.tipsy.smirk" >> But I concur that a tail has very little dexterity, yes. Do you think you could make anything legible with your own, Quintrell? <</speak>>
<<qSpeak "quincy.think" >> *They have you here. You forget yours exists most of the time.* ...No. But I figured, since a unicorn is always drawn with one twice the length of its body.... <</qSpeak>>
<<else>>
<<speak "lucas.tipsy.thinking" >> You propose this beast accomplish, with its rear, a task that requires precise coordination? <</speak>>
<<qSpeak "quincy.neutral" >> Unicorns are always depicted with a long tail. It's possible that it's precise enough. We must allow some fancy for this debate to be viable - it isn't as if we can summon a unicorn here to test its dexterity. <</qSpeak>>
<<speak "kaitos.casual.thinking" >> Not the problem, man. <</speak>>
<<speak "dangelo.silly" >> Yeah. It's about being able to see what it's writing. Unless it has eyes on the back of its head... //or on its rear//. <</speak>>
<<speak "lucas.tipsy.smirk" >> Yes. Remember those boyhood games where one would close his eyes and try to draw an illustration in the corner of his schoolnotes? <</speak>>
<<qSpeak "quincy.lookaway" >> Perhaps it could crane its neck...? <</qSpeak>>
<</if>>
<<speak "dangelo.neutral" >> Sorry, Quin. I'm just not seein' it. <</speak>>
<<speak "lucas.tipsy.smug" >> A manticore, on the other hand, would have more refined means. <</speak>>
<<case "paper">>
<<qSpeak "quincy.neutral" >> It's unfair to ask something so large and imprecise to write on the same paper we use. <</qSpeak>>
<<qSpeak "quincy.pleased" >> I imagine a mouse, were it sentient, would write on sheets the size of a <<snout "fingernail" "claw">>. But we are much bigger, and wouldn't have the dexterity to write on mouse-paper. So it is the same with a larger beast. We only need to offer larger paper, then it might use whatever method suits it best. <</qSpeak>>
<<text>>
Lucas falls silent, tapping a finger against his lip while staring at the table. But before he might come up with a suitable rebuttal, Kaitos interjects.
<</text>>
<<speak "kaitos.casual.glance" >> No way. <</speak>>
<<qSpeak "quincy.neutral" >> What do you mean by that? <</qSpeak>>
<<speak "kaitos.casual.neutral" >> It's -- well you //could// make a paper that big. But it's going to make a mull of everything else. <</speak>>
<<speak "kaitos.casual.thinking" >> No pigeon'd be strong enough to carry these extra huge papers. And then if the unicorn writes something - like a bill of sale - to someone else, they got this huge paper that won't fit in their desk. <</speak>>
<<speak "kaitos.casual.thinkinghard" >> Our weight calculations would be all messed trying to lug these papers around. And each paper'd be like, three or four times the wood pulp. Three or four times the cost. <</speak>>
<<speak "kaitos.casual.thinking" >> ...Couldn't get paper from just any old merchant; would need to hit up our special unicorn paper salesman and have it shipped across Vestur... <</speak>>
<<speak "kaitos.casual.stare" >> S'impossible. <</speak>>
<<speak "dangelo.neutral" >> That does sound pretty inconvenient. <</speak>>
<<speak "lucas.tipsy.surprised" >> My! What a deposition. And I didn't even have to contribute. <</speak>>
<<speak "lucas.tipsy.smirk" >> If the flaws of such an argument are obvious even to Asenath...! Then I haven't much else to add. <</speak>>
<<speak "lucas.tipsy.smug" >> I've a solution much simpler, and all the more practical for it. <</speak>>
<</switch>>
@@.next;[[Continue.|0open: debate r1 u logos 3]]@@<<set _mood to -8>>
<<if $didWin>>
<<set _mood to 8>>
<</if>>
<<debate _mood $didWin>>
<<if $didWin>>
<<speak "lucas.tipsy.thinking" >> . . . <</speak>>
<<speak "dangelo.neutral" >> Well? Your <<if hasVisited("0open: debate r1 u logos 2 lips")>>proposal<<else>>rebuttal<</if>>? <</speak>>
<<speak "lucas.tipsy.thinking" >> I am afraid a good writing appendage the manticore might possess is failing me. <<if $response == "lips">>I might say that a manticore contains equally mobile lips to a horse, but we do not use our lips in the same manner... horses do so much grasping with their mouths, and we do not... so it is a weaker argument.<<else>>Unfortunately, the manticore has nothing quite as pointed as a horn at its disposal...<</if>> <</speak>>
<<speak "lucas.tipsy.surprised" >> <<if $response == "horn">>...Oh, but wait; it does! <</if>>Might the manticore not use the stinger on its tail? It could be fashioned like a nib, perhaps. <</speak>>
<<speak "lucas.tipsy.laugh" >> ...But then again, it is attached to his back end, isn't it? Not especially good visibility. Alas! <</speak>>
<<speak "dangelo.neutral" >> You concede defeat on this topic, then? <</speak>>
<<speak "lucas.tipsy.smirk" >> I do. <</speak>>
<<speak "dangelo.neutral" >> Alright then. This point goes to Quince, then. G'job buddy. <</speak>>
<<speak "lucas.tipsy.pleased" >> Bravo! *He affects light applause.* <</speak>>
<<else>>
<<if $response == "paper">>
<<speak "lucas.tipsy.neutral" >> Much less expensive than inventing paper specifically for horses, the manticore could simply write with his claw. Though it has no way of conveying ink... I am sure something could be fashioned for him - like a ring that functions as the nib of a quill. <</speak>>
<<elseif $response == "tail" | $response == "lips">>
<<speak "lucas.tipsy.neutral" >> With as good precision as we do, the manticore could simply write with his claw. Though it has no way of conveying ink... I am sure something could be fashioned for him - like a ring that functions as the nib of a quill. <</speak>>
<</if>>
<<speak "dangelo.neutral" >> Actually, it could use its bare claw. Cats got a little groove in the back. <</speak>>
<<speak "vicky.cackle">> Always cats with this guy! <</speak>>
<<speak "dangelo.smilestress" >> Is not... <</speak>>
<<speak "lucas.tipsy.surprised" >> A groove, you say? Well then, all the better. <</speak>>
<<speak "dangelo.smilenervous" >> I mean - have you never held one of their little paws and pressed on it so that their claws come out? It's charming. Funny, that is. <</speak>>
<<speak "lucas.tipsy.neutral" >> I can't say I have - but there you have it. <</speak>>
<<speak "dangelo.neutral" >> Sorry, Quince. I think this one goes to Princey. <</speak>>
<<speak "lucas.tipsy.smug" >> You are arguing against a //professional arguer,// albeit one presently playing the drunkard. Perhaps you will best me in the next round. <</speak>>
<</if>>
<<include "0open: debate to r2">><<debate>>
<<include "0open: debate r1 shared logos">>
<<qSpeak "quincy.neutral">> A unicorn's physical form is not well-adapted to the act of writing. <</qSpeak>>
<<speak "lucas.tipsy.smirk">> So you cede defeat? <</speak>>
<<qSpeak "quincy.neutral">> No. I was setting up that this is the wrong question to ask. <</qSpeak>>
<<qSpeak "quincy.think">> Old men with failing eyes hire letter-writers and scribes. Ultimately, the ability to grasp a pen is an ability which can be purchased. Whether or not it is feasible for a unicorn to wield a pen is irrelevant. A good mind and a strong moral character are far more important to the job. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> I don't know, Quintrell. Those sound like the words of a cornered man to me. <</speak>>
<<speak "kaitos.casual.thinking">> I dunno. Makes sense to me. You can hire a guy to be your hands. You can't hire a guy to be your thoughts. <</speak>>
<<speak "dangelo.eyeroll">> I guess so, but... *He tuts.* I was //really// hoping you had some tangent about horse literacy for me. Like maybe something with pulleys? <</speak>>
<<qSpeak "quincy.lookaway">> Pulleys? <</qSpeak>>
<<speak "dangelo.unsure">> Yeah, like we could commission some sort of horse-writer contraption where the unicorn controls a quill on a string or something... <</speak>>
<<speak "vicky.neutralserious">> Angie, what the Hell are you talking about? <</speak>>
<<speak "dangelo.unsure">> I don't know! Quincy's better at this stuff than me. I was hoping he'd explain it. <</speak>>
<<qSpeak "quincy.neutral">> I apologize. <</qSpeak>>
<<speak "dangelo.neutral">> I'll live. But! You still haven't told me //how// the unicorn is the better choice, here. <</speak>>
<<speak "lucas.tipsy.smirk">> He's right. If we accept that the ability to write is irrelevant for the unicorn's eligibility, then it is equally irrelevant for the manticore's! <</speak>>
<<speak "lucas.tipsy.thinking">> And //if// we are judging purely on wit and moral character, the manticore surely has the unicorn beat. The manticore is a faithful animal which served the Crown for countless generations. How could your horse possibly hope to compete with such loyalty? <</speak>>
<<choose>>
<<present "uniStory" [[The unicorn's wisdom and purity is a thing of legend. It's known throughout all of Vestur.|0open: debate r1 u pathos 2 pure]]>>
<<set $response to "pure">><</present>>
<<present "manticoreHunt" [[The manticore's doglike subservience to man would hinder its ability to serve as Left Hand. The unicorn has no such bias.|0open: debate r1 u pathos 2]]>>
<<set $response to "subserve">><</present>>
[[The manticore allowed itself to be captured and domesticated. Clearly, he hasn't much wit to speak of.|0open: debate r1 u pathos dumb]]
<</choose>><<set $didWin to true>>
<<set _mood to 8>>
<<debate _mood>>
<<qSpeak "quincy.think">> The better question is, how could the manticore hope to compete? The unicorn's wisdom and purity is a thing of legend. <</qSpeak>>
<<qSpeak "quincy.neutral">> The beast is <<if setup.hasItem("uniStory")>>often described as being<<else>>considered to be<</if>> fair in all things. I don't believe it's an absurd leap of logic to assume this concern with fairness would translate into fastidious bookkeeping and compassionate diplomacy. <<if setup.hasItem("uniStory")>>The unicorn sacrifices itself for Vestur or her people in every story where she appears - is that not loyalty and dedication on par with the manticore's?<</if>> <</qSpeak>>
<<speak "dangelo.neutral">> Sounds pretty loyal to me. <</speak>>
<<speak "lucas.tipsy.eyeroll">> Tch! <</speak>>
<<qSpeak "quincy.neutral">> You "tch," but the unicorn's moral nature has been the subject of countless tales. Books are written about the unicorn's sense of duty and sacrifice to this day. <</qSpeak>>
<<speak "lucas.tipsy.smug">> "Books," hmm? *He snorts.* Alright then, //name one.// <</speak>>
<<qSpeak "quincy.neutral">> Really. You, of all men, need convincing that the unicorn is culturally omnipresent? <</qSpeak>>
<<speak "dangelo.laugh">> Yeah, weren't you the guy who threw a fit when they moved your dorm at VRMA to the //unicorn wing// in third year? <</speak>>
<<speak "lucas.tipsy.scowl">> *The Prince's face reddens further.* Yyyyou quiet. <</speak>>
<<speak "lucas.tipsy.smug">> Now hurry up! Name a book, I'm waiting. <</speak>>
<<qSpeak "quincy.neutral">> Alright. "The Sacrificial Mare: the Unicorn's Role in Legend." <</qSpeak>>
<<itemShow>>
<<speak "lucas.tipsy.eyeroll">> That is hardly a scientific text. It's all tales! It says so in the title. <</speak>>
<<qSpeak "quincy.neutral">> The unicorn is a //symbol,// Lucas. Surely the symbology of our candidates counts? <</qSpeak>>
<<speak "lucas.tipsy.thinking">> I'm not convinced that it does. <</speak>>
<<speak "kaitos.casual.thinking">> It counts. <</speak>>
<<speak "dangelo.silly">> Hey! That's for me to decide. I'm judge! <</speak>>
<<speak "kaitos.casual.stare">> No, man, listen - I picked these candidates cuz they're the Middle Kingdom //symbol animals.// If symbols didn't matter, I'd have given //better animals// for the job. Like ones that could maybe really do it, like a parrot that can talk and hold stuff, or one of those little monkeys with the gripper-tails. <</speak>>
<<speak "kaitos.casual.neutral">> 'Sides, if we were looking at this scientifically, no way would it be a fair fight. You can tame a manticore. They like people. Unicorn's wild. Would just run away, man. <</speak>>
<<speak "dangelo.neutral">> Hmm... I see your point. *He nods.* In the interest of fair competition, I'm going to say that fairy tales... are real. <</speak>>
<<qSpeak "quincy.pleased">> Thank you. <</qSpeak>>
<<speak "lucas.tipsy.smug">> Well, so be it. But the manticore has //real// loyalty and dedication, and he will prevail. <</speak>>
<<speak "dangelo.laugh">> 'Kay, so get prevailing, then! <</speak>>
@@.next;[[Continue.|0open: debate r1 u pathos 3][$response to "pure"]]@@<<set $didWin to false>>
<<set $response to $mantidumb>>
<<debate -3>>
<<qSpeak "quincy.neutral">> The manticore may be loyal, but that means little if its decisions are not wise. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> Oh? And what makes you think the manticore's decisions unwise? <</speak>>
<<qSpeak "quincy.think">> It was shortsighted enough to be captured and domesticated by man. The unicorn, on the other hand, was notoriously difficult to capture. <</qSpeak>>
<<speak "lucas.tipsy.smug">> And this contempt for confinement translates into wisdom and merit as a scribe how? <</speak>>
<<qSpeak "quincy.neutral">> It is not the contempt for confinement, but the ability to plan and learn. A trap which caught one unicorn once would never again capture another. This is an intelligent animal capable of grasping cause and effect and altering its behavior accordingly. <</qSpeak>>
<<qSpeak "quincy.think">> //Unlike// the manticore. <</qSpeak>>
<<speak "dangelo.neutral">> Ooh. Got anything to say to that, Princey? <</speak>>
<<speak "lucas.tipsy.pleased">> As a matter of fact, I do. <</speak>>
@@.next;[[Continue.|0open: debate r1 u pathos 3][$response to "mantidumb"]]@@<<set $didWin to true>>
<<set _mood to 8>>
<<debate _mood>>
<<qSpeak "quincy.neutral">> So, given the choice, you would rather choose a known sycophant for a Left Hand than a credible and impartial equine of good reputation? <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> *The Prince's eyes bulge. His jaw slacks, and his brows furrow.* That's preposterous! <</speak>>
<<qSpeak "quincy.neutral">> Is it? Manticores were bred for hundreds of years to be biddable and subservient to man. <</qSpeak>>
<<qSpeak "quincy.think">> Surely, this deferential streak would impede rational, measured decision making. Its desire to placate its human masters would lead it astray. <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> No - no, that's wrong. The manticore-- *The Prince stammers, momentarily left without words.* The manticore's respect for man is an asset, not a flaw. <</speak>>
<<qSpeak "quincy.neutral">> Is it? Being Left Hand requires some ability to negotiate - to be the bridge between the Convoy's expectations and the reality of its means and circumstance. Imagine a dog in the same position-- <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> //The ''manticore'' is not a ''dog.''// <</speak>>
<<qSpeak "quincy.neutral">> No, but like the manticore it has been bred to serve. <</qSpeak>>
<<qSpeak "quincy.think">> What was that line in "Men and Manticores," again? //"A hand-reared manticore is as biddable and eager to please as the most faithful hound?"// <</qSpeak>>
<<itemShow>>
<<speak "lucas.tipsy.bigmad">> @@.intense;Urgh!!@@ <</speak>>
<<qSpeak "quincy.neutral">> Now, imagine you've asked of your Left Hand the impossible: a truly rotten idea that would be the ruin of the Convoy's entire budget. Can you imagine a dog having the will to say, "no, my Prince, I cannot, for the funds do not allow it?" <</qSpeak>>
<<speak "lucas.tipsy.scowl">> No. <</speak>>
<<speak "dangelo.silly">> No. <</speak>>
<<speak "vicky.neutralserious">> No. <</speak>>
<<speak "kaitos.casual.neutral">> Uh-uh. <</speak>>
<<speak "elijah.point">> It depends upon the kind! Some breeds can be quite strong-willed, like livestock guardians. <</speak>>
<<qSpeak "quincy.think">> So. Why would the manticore behave any differently than say, a hunting dog? <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> Because manticores have //dignity// and dogs do //not,// Quintrell. <</speak>>
<<qSpeak "quincy.neutral">> So you say, but you have no way of knowing for certain. The unicorn, however, has no such bias. It would be a logical Left Hand, untainted by the people-pleasing bend which domesticates the manticore. <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> @@.intense;//Urgh!//@@ <</speak>>
@@.next;[[Continue.|0open: debate r1 u pathos 3][$response to "subserve"]]@@<<set _mood to -8>>
<<if $didWin>>
<<set _mood to 8>>
<</if>>
<<debate _mood $didWin>>
<<switch $response>>
<<case "pure">>
<<set $tempQ.debate.unicornMurder to true>>
<<speak "lucas.tipsy.neutral">> Hold it! I haven't said my piece yet. <</speak>>
<<speak "dangelo.yeesh">> You haven't? <</speak>>
<<speak "lucas.tipys.neutral">> No. It was Quintrell's turn. <</speak>>
<<speak "dangelo.think">> ...Oh yeah. <</speak>>
<<speak "lucas.tipsy.thinking">> So, to reiterate, all stories are real? <</speak>>
<<speak "dangelo.neutral">> Yep. Anything the stories say about unicorns is real, anything the stories say about manticores is also real. <</speak>>
<<speak "lucas.tipsy.smirk">> //Perfect!// For you will find that in every story where the manticore appears, he is the crown's faithful companion. Yes, the unicorn may lay down her life for Vestur in the end of all tales, but she only does so when she exhausts all options. The manticore, on the other hand, has a sense of honor. He acts not because he's bereft of other options, but because his innate sense of right and wrong compel him to do so! <</speak>>
<<speak "kaitos.casual.stare">> What about in the story where he eats that kid? <</speak>>
<<speak "lucas.tipsy.neutral">> One story in hundreds, and the brat was tormenting him. You would do the same in his shoes-- <</speak>>
<<speak "kaitos.casual.disgruntled">> <sup>//Huh?//</sup> <</speak>>
<<speak "lucas.tipsy.neutral">> --and the unicorn's done far worse. How many good men has she gored upon that cruel horn of hers? How many immolated, or frozen by her meur? The manticore has killed one child, but how many of Vestur's children has the unicorn orphaned? <</speak>>
<<qSpeak "quincy.tilt">> Ah. Well... *Too many to count. The unicorn does not often fight back in legend, but it's certainly taken more lives than its counterpart.* The unicorn only turns to violence when threatened. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> Indeed. But given how skittish she is, how long until you make the wrong move and she feels threatened by //you?// <</speak>>
<<qSpeak "quincy.lookaway">> Mm. She is prey... I suppose I cannot argue. Objectively, the manticore is less liable to turn on the Convoy than the unicorn is. <</qSpeak>>
<<speak "dangelo.smilestress">> Architect. Guess that makes my choice real easy here, huh? Point to Princey. <</speak>>
<<case "subserve">>
<<set $tempQ.debate.debateKing to true>>
<<text>>
The Prince opens his mouth to dispense a retort, but finds himself without one. It is clear he is not used to hearing such slander against his favored symbol; in his mind, it is so entwined with the idea of rebellion and justice that he struggles to articulate a proper defense.
<</text>>
<<speak "lucas.tipsy.flustered">> . . . <</speak>>
<<speak "elijah.bashful">> But, ah... couldn't you argue that the unicorn's indifference towards human life might make it indifferent towards its duties? <</speak>>
<<speak "lucas.tipsy.eyeroll">> *These words are like a lifeline to the Prince. He clenches his fist, as if grasping them tightly, and redoubles his efforts.* Yes-- yes, that's right! You say the unicorn's impartiality is an asset, but I fail to see how //apathy// makes for a good Left Hand! If blunt honesty is a vital quality, then who is to say the unicorn cares enough to give blunt honesty? <</speak>>
<<qSpeak "quincy.neutral">> I think it's fair to assume that the candidates care about Vestur and aim to do good work. <</qSpeak>>
<<speak "lucas.tipsy.smirk">> Tsk! Is it now? I thought the unicorn was a creature of cold, logical indifference. <</speak>>
<<qSpeak "quincy.neutral">> In comparison to the servile manticore, yes. But that doesn't mean that it has no pride in its work. <</qSpeak>>
<<speak "dangelo.neutral">> Now, hold up. I was chosen as debate king-- <</speak>>
<<speak "lucas.tipsy.scowl">> Mediator. <</speak>>
<<speak "dangelo.eyeroll">> King-mediator-- <</speak>>
<<speak "lucas.tipsy.eyeroll">> Ugh. <</speak>>
<<speak "dangelo.neutral">> --and I say this is something for //me// to decide. <</speak>>
<<qSpeak "quincy.neutral">> . . . <</qSpeak>>
<<speak "lucas.tipsy.neutral">> . . . <</speak>>
<<qSpeak "quincy.neutral">> ...Well? <</qSpeak>>
<<speak "dangelo.think">> I think we have to assume they //want// to do the job. I don't really see any other way this situation makes sense. I mean, unless Midas took multiple animal wives and these are his sons, these beasts have no hereditary claim to the position of Left Hand. So, they have to have some sort of dedication to the Kingdom to //qualify// for the role in the first place... <</speak>>
<<speak "lucas.tipsy.neutral">> Fair enough. I suppose. <</speak>>
<<speak "dangelo.unsure">> And, personally? As a guy with a little bit of experience being in charge of stuff, I'd rather have the horse that will tell it to me straight. <</speak>>
<<speak "vicky.smirk">> *Victoria makes a strange, wordless sound. You cannot be certain, but you think it's meant to be the whinny of a horse.* <</speak>>
<<speak "lucas.tipsy.eyeroll">> Fair enough. *He repeats.* //I suppose.// <</speak>>
<<case "mantidumb">>
<<speak "lucas.tipsy.smug">> Watch as I tear the very foundation of your argument to shreds. <</speak>>
<<speak "dangelo.silly">> Ooh. He's gonna shred you, Quin. <</speak>>
<<speak "lucas.tipsy.pleased">> Indeed! I am! <</speak>>
<<speak "lucas.tipsy.thinking">> Now, Quintrell's entire argument cites the animals' intelligence //as animals.// But our very prompt question - nay, the very premise of this argument - assumes our hypothetical candidates are of heightened intellect! <</speak>>
<<speak "lucas.tipsy.neutral">> Therefore, which //animal// was more intelligent is irrelevant. They've the minds of men! They've the capacity to understand language, participate in politics... <</speak>>
<<speak "dangelo.neutral">> Ooh. Good point. <</speak>>
<<speak "lucas.tipsy.smug">> Wait. I've more! <</speak>>
<<speak "dangelo.unsure">> Do you? I'm not su-- <</speak>>
<<speak "lucas.tipsy.smug">> Even ''if'' we accepted the premise that their capacity for reason as animals translates to our hypothetical candidates, I'd still argue the manticore was the wiser of the two. After all, which of these two beasts went extinct first, hm? <</speak>>
<<speak "lucas.tipsy.pleased">> The unicorn perished in her struggle against humanity, but the manticore lived amongst mankind for many more generations after. Together, through cooperation, they achieved victory over a common enemy that they could not have accomplished alone. <</speak>>
<<speak "lucas.tipsy.smug">> And is that not the very foundation of society? Banding together for the benefit of all? <</speak>>
<<speak "vicky.think">> *She snorts.* I guess. <</speak>>
<<speak "kaitos.casual.thinking">> Pretty much, yeah. <</speak>>
<<speak "dangelo.neutral">> Sorry, Quin. His points feel pointier than yours. <</speak>>
<</switch>>
<<include "0open: debate to r2">><<debate>>
<<qSpeak "quincy.neutral" >> You pose an interesting argument. But I think you've neglected a key part of this question. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> Please elucidate. <</speak>>
<<qSpeak "quincy.neutral" >> We haven't assessed either beast's capability to stomach spirits in the first place. <</qSpeak>>
<<speak "dangelo.neutral" >> Oh man. I'm enjoying this. *He tips his chair back onto its hind legs, setting his boots on the table and his arms behind his head.* I liked your comparison of a horse to a wife, Luke. //Pretty funny.// <</speak>>
<<speak "dangelo.silly" >> Now let's see if Quin can best that one. <</speak>>
<<speak "lucas.tipsy.neutral" >> But we're assuming human capacities of them, are we not? <</speak>>
<<qSpeak "quincy.pleased" >> Mentally. If they must hold a pen like a beast, then they should have the physical constitution typical of a beast as well. <</qSpeak>>
<<speak "lucas.tipsy.glasses" >> Hmm. I suppose so. <</speak>>
<<speak "lucas.tipsy.thinking" >> But they are both of comparable size, and many times larger than a man. Neither should have any problem. <</speak>>
<<speak "dangelo.neutral" >> ...Pretty sure a horse weighs more than a manticore, too. <</speak>>
<<choose>>
<<if hasVisited("0open: drank bartender ale")>>
<<present "manticoreBrew" [[That's not true. Manticores were tipplers. Unicorns were not.|0open: debate r2 m logos 2]]>>
<<set $response to "alcoholTolerance">>
<<passiveCheck 1 `["etiq",4]`>>
<</present>>
<</if>>
<<if setup.hasItem("uniStory")>>
<<present "uniStory" [[I would think the unicorn would be a temperate beast, given its moral nature.|0open: debate r2 m logos 2]]>>
<<set $response to "temperate">>
<</present>>
<<else>>
[[I would think the unicorn would be a temperate beast, given its pious nature.|0open: debate r2 m logos 2][$response to "temperate"]]
<</if>>
[[A lighter weight means a lower bar tab. That's a good thing.|0open: debate r2 m logos light]]
<</choose>><<set _mood to -8>>
<<if setup.checkPass(1)>>
<<set _mood to 8>>
<<set $didWin to true>>
<</if>>
<<if $response == "temperate" && setup.hasItem("uniStory")>>
<<set _mood to 8>>
<<set $didWin to true>>
<</if>>
<<debate 8 $didWin>>
<<debate _mood>>
<<switch $response>>
<<case "alcoholTolerance">>
<<qSpeak "quincy.neutral" >> I have seen dogs get into their master's wine. Their faculties become lost to them from just a few drops. Even the largest ones. I think there is more to a beast's constitution for spirits than mere size. <</qSpeak>>
<<itemShow>>
<<qSpeak "quincy.pleased" >> "Manticore's Brew." It was famously brewed for the Andimeurs' hunting manticores, was it not? <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> It was. But-- <</speak>>
<<qSpeak "quincy.think" >> I don't seem to recall any stories of unicorns drinking spirits. Is she even capable of such a thing? <</qSpeak>>
<<speak "lucas.tipsy.smirk" >> You know, for all your knowledge of the natural world, it's a shame it doesn't extend to equinekind. <</speak>>
<<text>>
His voice carries the silky tone of a man assured in his success. You frown, sensing yourself backed against a corner, the nature of which you've yet to realize.
<</text>>
<<speak "lucas.tipsy.neutral" >> My brother owns a stallion - a golden sheen, purchased for the sum of fifty thousand guilder. <</speak>>
<<speak "dangelo.surprised" >> *He whistles.* <</speak>>
<<speak "vicky.incredulous" >> <b>Damn!</b> What, is the thing made of real gold? <</speak>>
<<speak "lucas.tipsy.smirk" >> No, it is his diving steed. The beast has survived a hundred jumps - most break a leg after the fifth. <</speak>>
<<speak "lucas.tipsy.scowl" >> As such it's worth a lot to him, and the stupid thing eats like... well, a King. <</speak>>
<<speak "lucas.tipsy.eyeroll" >> I've seen that thing's supper on dive days being carried by the servants: a bowl of fine white bread, at least three loaves worth, soaked in red wine and stout beer, with cut carrots on top. <</speak>>
<<speak "lucas.tipsy.smug" >> *He lowers his voice in mimicry of his brother, casting a suave air over each word.* @@.posh;The wine will keep his blood running hot; he mustn't lose courage at the top of the tower!@@ <</speak>>
<<speak "lucas.tipsy.eyeroll">> Seeing as the thing hasn't lost its footing yet, I think horses handle spirits just fine. <</speak>>
<<speak "vicky.neutral" >> Yeup. My dumb old lump could drink wine that's already mostways to vinegar. <</speak>>
<<speak "kaitos.casual.stare">> Ew. <</speak>>
<<speak "dangelo.eyeroll" >> Hm... so both our candidates are hard drinkers, then. That means it all comes down to the details. <</speak>>
<<speak "dangelo.unsure">> Manticores like drinking, sure... but the unicorn'll listen to my woes //and// drink the cheap stuff... <</speak>>
<<if setup.checkPass(1)>>
<<text>>
//Horses eat out of feed buckets.// The retort strikes your brain like a sudden bolt of lightning. You lean across the table before your brother can declare Lucas winner of the round; the movement so abrupt that it makes Lucas recoil.
<</text>>
<<qSpeak "quincy.neutral" >> The unicorn would have to eat out of a feed bucket! On the floor. It couldn't sit at the bar with you. It'd be like supping in a stable. <</qSpeak>>
<<skillCheck 1 "debate">>
<<speak "dangelo.surprised" >> Hell, I hadn't thought about that. <</speak>>
<<speak "lucas.tipsy.thinking" >> Well, then place the bucket on the table! I'm sure she would have a lovely bucket specially made for her use! She's the mind of a human, she'd desire nice things. <</speak>>
<<qSpeak "quincy.neutral" >> And then she could slop water all over the bar table and you when she turns her head. <</qSpeak>>
<<speak "vicky.think" >> Or do that snorting thing an' send snot everywhere. <</speak>>
<<speak "kaitos.casual.stare" >> Horses're gross. <</speak>>
<<qSpeak "quincy.neutral" >> They are. <</qSpeak>>
<<qSpeak "quincy.pleased" >> The manticore, however, has lips like we do. He could drink out of a cup with little to no mess involved. <</qSpeak>>
<<speak "dangelo.neutral" >> Hm. That's pretty disgusting. Got any arguments, Princey? You like snot in your wine? <</speak>>
<<speak "lucas.tipsy.glance" >> . . . <</speak>>
<<speak "lucas.tipsy.thinking" >> No, that is disgusting. *He sighs.* I have no counter. <</speak>>
<<speak "dangelo.silly" >> There you have it. <</speak>>
<<else>>
<<text>>
You surmise from the face your brother makes that he considers the unicorn a stronger candidate. You must conjure an argument which sways his opinion, and fast.
<</text>>
<<qSpeak "quincy.think">> Wait. But if the unicorn is drinking vinegar, would the smell not be unpleasant to most sensibilities? <</qSpeak>>
<<skillCheck 1 "debate">>
<<speak "dangelo.unsure">> I said "cheap stuff," not vinegar. <</speak>>
<<qSpeak "quincy.lookaway">> Ah. <</qSpeak>>
<<speak "dangelo.silly">> And even if I did, not really a big deal to me. Just makes me think of eating venison and pickles, you know? <</speak>>
<<speak "vicky.neutral">> Makes //me// think of stew day. <</speak>>
<<speak "dangelo.silly">> And stew day. <</speak>>
<<speak "elijah.think">> I could go for a pickled egg or two myself. <</speak>>
<<speak "vicky.think">> Fuck, now I'm hungry. <</speak>>
<<text>>
You forgot for a minute that you were not in the company of "most sensibilities." There are too many Northerners in this room for hypothetical concerns about vinegar breath to be taken seriously.
<</text>>
<<speak "dangelo.neutral" >> Sorry, Quince. This one goes to Princey and his vinegar-drinking horse. <</speak>>
<<qSpeak "quincy.tilt">> I understand. <</qSpeak>>
<<speak "lucas.tipsy.weary">> Oh. But I didn't... I mean, alright. <</speak>>
<</if>>
<<case "temperate">>
<<qSpeak "quincy.neutral" >> I would think a unicorn would be temperate. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll" >> The unicorn's so-called innocence is a symbolic meaning we bestowed upon her as men. If she has the mind of humanity, she should have the vices of it, too. <</speak>>
<<qSpeak "quincy.neutral" >> Does that symbolism not count for something? <</qSpeak>>
<<speak "lucas.tipsy.thinking">> I'm not convinced that it does. <</speak>>
<<speak "kaitos.casual.thinking">> It counts. <</speak>>
<<speak "dangelo.silly">> Hey! That's for me to decide. I'm the judge! <</speak>>
<<speak "kaitos.casual.stare">> No, man, listen - I picked these candidates cuz they're the Middle Kingdom //symbol animals.// If symbols didn't matter, I'd have given //better animals// for the job. Like ones that could maybe really do it, like a parrot that can talk and hold stuff, or one of those little monkeys with the gripper-tails. <</speak>>
<<speak "kaitos.casual.neutral">> 'Sides, if we were looking at this scientifically, no way would it be a fair fight. You can tame a manticore. They like people. Unicorn's wild. She's not sticking around for a beer. <</speak>>
<<speak "dangelo.neutral">> Hmm... I see your point. *He nods.* In the interest of fair competition, I'm going to say that fairy tales... are real. <</speak>>
<<qSpeak "quincy.pleased">> Thank you. <</qSpeak>>
<<speak "dangelo.silly">> Hey, don't thank me yet. You still gotta make your argument. <</speak>>
<<qSpeak "quincy.think">> Ah - right. I have yet to actually make my point. <</qSpeak>>
<<if setup.hasItem("uniStory")>>
<<qSpeak "quincy.neutral">> The primary advocates of temperance are women: wives and daughters of unscrupulous drunkard husbands. Seeing that the unicorn is often cast as a protector of women and children, I would think it would share their concerns. <</qSpeak>>
<<itemShow "uniStory">>
<<speak "dangelo.yeesh" >> Ooh. I see it. Those pamphlets about temperance always have the crying wife and children drawn on them. The unicorn'd take one look and never touch the stuff. <</speak>>
<<speak "vicky.unimpressed" >> A dry horse. <</speak>>
<<speak "dangelo.silly" >> Oh yeah. Chaste. Abstinent of vice. Saintly. Next to the Architect. In other words... utterly //boring//.
``Yeah, sorry Princey -- I don't care if she's a wonderful listener. So is the confessional, and I don't do that for fun. <</speak>>
<<qSpeak "quincy.pleased" >> It's impossible to drink with the unicorn, then. <</qSpeak>>
<<speak "elijah.neutral" >> This whole debate is complete nonsense! How fascinating. <</speak>>
<<speak "lucas.tipsy.laugh" >> It is! Oh, it is. That was the point. Though I'm not a man prone to vice... I admit this supposed nephalist unicorn might be a shade too moralistic even for me. I'll concede, I'd sooner go with the manticore to the tavern.<</speak>>
<<speak "dangelo.silly" >> Round goes to Quin. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> The unicorn is considered a symbol of virtue. Furthermore, she is depicted as a holy animal by the Church. Would the Church elevate a drunkard as a holy animal? Given their stance on vice, I wouldn't think so. <</qSpeak>>
<<speak "lucas.tipsy.smug">> Oh, you'd be surprised by the hypocrisy that the Church allows, Quintrell. <</speak>>
<<speak "kaitos.casual.look">> My uncle got drunk with a monk once. <</speak>>
<<speak "lucas.tipsy.laugh">> Only once? *He half chuckles, half snorts.* Try having supper with my Gamgam every night. <</speak>>
<<speak "elijah.confused">> The High Sybil drinks? I mean - I've seen her smoke at the castle, but... <</speak>>
<<speak "vicky.incredulous">> 'Course she drinks. Anyone with a few pennies does! <</speak>>
<<speak "dangelo.unsure">> So, the real question is: does the unicorn have money to drink? <</speak>>
<<qSpeak "quincy.lookaway">> What? No. <</qSpeak>>
<<speak "vicky.think">> Well, obviously she's got the money to drink. They're not going to pick some peasant horse for Left Hand candidacy. <</speak>>
<<qSpeak "quincy.neutral">> That is entirely beside my point. <</qSpeak>>
<<speak "dangelo.silly">> A peasant horse, obviously no, this here's a Noble horse! So clearly she's got the money for fine wines. <</speak>>
<<speak "vicky.smirk">> So it's settled, then: she's a drunk. <</speak>>
<<speak "dangelo.neutral">> Seems that way to me. A rich horse! *He whistles.* Can you beat that, Quince? <</speak>>
<<qSpeak "quincy.lookaway">> *Apparently not, seeing as your attempts only made your opposition stronger. You shake your head.* <</qSpeak>>
<</if>>
<</switch>>
<<include "0open: debate to r3">><<set $response to "lightweight">>
<<set $didWin to true>>
<<debate 8 $didWin>>
<<qSpeak "quincy.think">> Actually... a lower bodyweight and tolerance for alcohol would only serve to benefit the manticore. <</qSpeak>>
<<speak "dangelo.neutral">> Interesting. Do explain. <</speak>>
<<qSpeak "quincy.neutral">> The question at hand is not which beast would triumph in a drinking competition. The question is which would be the more personable drinking companion. <</qSpeak>>
<<speak "vicky.incredulous">> There a difference I'm missing? *She cackles.* <</speak>>
<<qSpeak "quincy.think">> The quantity of alcohol one must consume to become inebriated differs between individuals. A large man might achieve drunken revelry after three drinks, and a small-framed individual might only need one. The larger man is not inherently more joyous for having consumed more. <</qSpeak>>
<<speak "elijah.point">> I'll say! <</speak>>
<<speak "dangelo.neutral">> True, true... but how does this make the manticore a better drinking buddy? <</speak>>
<<qSpeak "quincy.pleased">> Revelry is achieved faster. <</qSpeak>>
<<speak "dangelo.unsure">> Eh, that doesn't-- <</speak>>
<<qSpeak "quincy.neutral">> And it is achieved with a much smaller tab. <</qSpeak>>
<<speak "dangelo.surprised">> //Ooooooh.// <</speak>>
<<speak "vicky.smirk">> I see. <</speak>>
<<speak "kaitos.casual.pleased">> Nice. <</speak>>
<<speak "elijah.neutral">> Convenient! <</speak>>
<<speak "dangelo.silly">> Sorry, Convoy Prince. I think this beats snuggling the lady-horse. <</speak>>
<<speak "lucas.tipsy.weary">> You're choosing the better drinking partner based on who //costs the least?// <</speak>>
<<speak "dangelo.silly">> Nah. I'm choosing based on who sounds more //revelrous!// Your argument was severely lacking in revelry. <</speak>>
<<speak "lucas.tipsy.eyeroll">> Tsk! <</speak>>
<<include "0open: debate to r3">><<debate>>
<<qSpeak "quincy.neutral" >> Very well. I can understand how the unicorn could have a soothing air. <</qSpeak>>
<<qSpeak "quincy.pleased" >> But the manticore has his own charm, for... <</qSpeak>>
<<choose>>
<<debateLink "pathos" "...he has a face like you or I. He would set people at ease.">>
<<passiveCheck 1 `["emp",8]`>>
<<set $response to "face">>
<<goto "0open: debate r2 m pathos 2">>
<</debateLink>>
<<link "...his kind is a social one. Unicorns were not." "0open: debate r2 m pathos 2">>
<<passiveCheck 1 `["emp",14]`>>
<<set $response to "social">>
<</link>>
[[...he has a strong and masculine presence.|0open: debate r2 m pathos masc]]
<</choose>><<if $response == "social" || setup.checkPass(1)>>
<<set $didWin to true>>
<<set _mood to 8>>
<<else>>
<<set $didWin to false>>
<<set _mood to -8>>
<</if>>
<<debate _mood $didWin>>
<<switch $response>>
<<case "face">>
<<qSpeak "quincy.neutral" >> Manticores have a face like you or I. It would register as //man,// not beast, and set you at greater ease. The unicorn is beautiful but isn't human. There'd be an inherent awkward quality in trying to converse with such a creature, I'd think. <</qSpeak>>
<<speak "lucas.tipsy.laugh" >> //My//! The face of a manticore set one at ease? Have you never seen the one stuffed and mounted in the Hall of Kings? They are repulsive by every measure. <</speak>>
<<speak "dangelo.laugh" >> And the ones in drawings! A face only a mother could love. <</speak>>
<<speak "lucas.tipsy.smirk" >> Respectfully, Quintrell, I don't think anyone would be "at greater ease" looking at a manticore's face. <</speak>>
<<if setup.checkPass(1)>>
<<text>>
They have a disagreeable countenance, yes, but no more or less grotesque than an equally unpleasant human. The barrooms D'Angelo has dragged you to in days past have been full of hideous codgers, but the men were no less merry for it.
<</text>>
<<qSpeak "quincy.neutral" >> A superficial argument. Men can look just as ugly if they are unfortunate. Or sufficiently aged. <</qSpeak>>
<<qSpeak "quincy.pleased" >> ...I've read that one cannot truly be ugly so long as they've a pleasant demeanor and good nature. Why not extend this forgiveness to the manticore? <</qSpeak>>
<<skillCheck 1 "debate">>
<<speak "kaitos.casual.glance" >> I get it. S'like how old wrinkly grandmas are nice. Not someone you'd wanna wed, but. Someone you're happy to see anyway. Tells a good story. Stews a good stew. You know? <</speak>>
<<speak "kaitos.casual.stare" >> You gotta give the man a chance. *He pauses a beat before he realizes his mistake.* Manticore a chance. <</speak>>
<<speak "dangelo.silly" >> //Ooh.// They're calling us shallow. <</speak>>
<<speak "lucas.tipsy.thinking" >> But the manticore doesn't have the face of a kindly matron. <</speak>>
<<qSpeak "quincy.neutral" >> Why not? Mimic-cats are capable of having all sorts of faces. <</qSpeak>>
<<speak "kaitos.casual.stare" >> Maybe our manticore has the face of someone's nanna. <</speak>>
<<speak "dangelo.silly" >> ...Oh! But the voice and personality of a bar-hound. <</speak>>
<<speak "vicky.smirk" >> Oh, gold. I like that. Aspirational. <</speak>>
<<speak "lucas.tipsy.smirk" >> That's disturbing. <</speak>>
<<speak "dangelo.neutral" >> And I've never wanted to have a glass with anyone more! This one goes to Quince. <</speak>>
<<speak "elijah.neutral" >> This whole debate is complete nonsense! How fascinating. <</speak>>
<<speak "lucas.tipsy.laugh" >> It is! Oh, it is. <</speak>>
<<else>>
<<text>>
In that pattern which seems to define your life, you once again find yourself the odd man out. Manticores have a disagreeable countenance, yes, but not inhumanly so.
<</text>>
<<qSpeak "quincy.lookaway" >> They are no more hideous than the worst of men. Have none of you ever drank alongside an ugly man before? <</qSpeak>>
<<skillCheck 1 "debate">>
<<speak "dangelo.unsure">> Well, sure! But he wasn't also a cat. <</speak>>
<<speak "vicky.neutral" >> Dunno, maybe the drink would help. Enough wine'll make the ugliest blighter look a Prince Oscar. <</speak>>
<<speak "lucas.tipsy.smirk" >> Those are one and the same. <</speak>>
<<speak "vicky.smirk" >> I dunno... scrawny, sure, but ugly? Nah. A little time on the farm would fix him up. <</speak>>
<<speak "lucas.tipsy.smug">> Oh, simple Victoria. He'd never //survive// manual labor. <</speak>>
<<speak "vicky.neutral">> Well, so long as he can survive //me// I don't got a problem with him being Prince Chickenbones. And you know? I think he prolly could. <</speak>>
<<speak "lucas.tipsy.weary">> ...Eh? <</speak>>
<<speak "elijah.nervous">> Oh my. <</speak>>
<<speak "vicky.disrespectful">> I've seen him at a speech once or twice. Usually a fella with that kinda confidence has something to be confident about, if you get what I'm sayin'. <</speak>>
<<speak "lucas.tipsy.flustered" >> *His hands clap over his ears.* <</speak>>
<<speak "elijah.nervous" >> //I fear we have strayed dreadfully off topic.// <</speak>>
<<speak "dangelo.unsure">> I think I'm gonna have to agree there. <</speak>>
<<speak "lucas.tipsy.weary" >> //Thank you.// <</speak>>
<<speak "vicky.neutralserious">> Oh. <</speak>>
<<speak "vicky.think">> What're we talking about again? <</speak>>
<<qSpeak "quincy.neutral">> Whether or not wine would make a manticore less unpleasant to behold. <</qSpeak>>
<<speak "vicky.indifferent">> Oh. Well it could. <</speak>>
<<speak "dangelo.unsure">> I dunno, Vick. Even drunk-vision has its limits. I think this round goes to Princey. <</speak>>
<<qSpeak "quincy.lookaway" >> Understood. <</qSpeak>>
<</if>>
<<case "social">>
<<qSpeak "quincy.think" >> Manticores were social by nature. Unicorns were only ever found solitary. They lived in seclusion, even avoiding their own kind. What quality of conversation could such a creature hope to make? <</qSpeak>>
<<speak "lucas.tipsy.thinking">> A reserved person does not necessarily make for poor conversation, Quintrell. Some of the most elusive men hide the most interesting minds. <</speak>>
<<qSpeak "quincy.neutral">> Explain. <</qSpeak>>
<<speak "lucas.tipsy.smirk">> *He gestures in your direction, a look of smug triumph on his face.* <</speak>>
<<skillCheck 1>>
<<if setup.skillCheck(1)>>
<<text>>
Your ears tinge warm. Perhaps you should have anticipated that one.
<</text>>
<<qSpeak "quincy.surprise">> Oh. Hm. But, uh... <</qSpeak>>
<<text>>
You need a rebuttal, and fast.
<</text>>
<<qSpeak "quincy.tilt">> ...but the specific parameters of the argument were whether you would want to sit down and have a glass of ale with the beast. It is possible for one to be both interesting and poor conversation. We are judging charisma, not complexity of the mind. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I don't understand. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> Tch. Never mind! Just take my word for it. <</speak>>
<<qSpeak "quincy.lookaway">> Er. Alright. Social behavior and interest are not directly correlated, I will acknowledge this. <</qSpeak>>
<<speak "quincy.think">> However, the specific parameters of the argument were whether you would want to sit down and have a glass of ale with the beast. It is possible for one to be both interesting and poor conversation. We are judging charisma here, not complexity of the mind. <</speak>>
<</if>>
<<text>>
D'Angelo, looking ponderous, drums his fingers against the table's surface as he digests your assertion. Deciding there is merit to the distinction, he rules:
<</text>>
<<speak "dangelo.neutral">> Yeah, makes sense to me. <</speak>>
<<speak "lucas.tipsy.neutral">> Very well. But you still must prove that the manticore would fare better in matters of charisma. <</speak>>
<<qSpeak "quincy.neutral">> History has all the proof I need. Contemporary writing indicates they were quite beloved by those who had the honor of handling them. It seems their inclination towards pride life translated quite smoothly into cohabitation with humans. <</qSpeak>>
<<itemShow "manticoreHunt">>
<<speak "lucas.tipsy.eyeroll">> Yes, but by that logic, a lowly //mutt// would make for a wonderful drinking companion! <</speak>>
<<qSpeak "quincy.neutral">> Yes. Do you disagree that a dog would make a good drinking companion, given what we've already established about animal intelligence? <</qSpeak>>
<<speak "lucas.tipsy.scowl">> Of course I disagree! Dogs are repulsive. They stink, they drool-- <</speak>>
<<qSpeak "quincy.think">> Yes, but a manticore does neither. And it has the dignity of a feline. It has all the social charisma of a dog with none of the qualities which offend you. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> ...I suppose I cannot argue. I concede this round. <</speak>>
<<speak "dangelo.unsure">> "All the social charisma of a dog," //Architect.// You're both mad. <</speak>>
<</switch>>
<<include "0open: debate to r3">><<set $didWin to false>>
<<debate -8 $didWin>>
<<qSpeak "quincy.pleased">> He has a strong and masculine presence. <</qSpeak>>
<<text>>
Your claim is met with creased brows and looks of confusion. Odd. You would have thought that this would be an obvious parallel counterpoint to the merits of equine femininity preached by Lucas moments earlier. Perhaps they simply don't understand what it is you are trying to convey?
<</text>>
<<qSpeak "quincy.lookaway">> That is to say, if the unicorn embodies the merits and ideals of the wife, the manticore embodies the merits and ideals of the husband. <</qSpeak>>
<<text>>
Eyebrows bunch closer still. Smiles tense. Jaws drift further towards the floor. Victoria snickers. You must have fallen into some unforeseen social pitfall once again. Sweat beads on your forehead. Your mind races as you pick over your words, trying to understand what it is you've said.
``A cold dread comes over you when Kaitos says:
<</text>>
<<speak "kaitos.casual.thinkinghard">> Wait. So is the manticore like... //my// husband? <</speak>>
<<speak "dangelo.smilestress">> I think he'd be mine, since I'm the <<if $tempQ.debate.debateKing == true>>king-<</if>>mediator? <</speak>>
<<qSpeak "quincy.harrowed">> No. He's simply-- he-- he has the qualities of ''a'' husband. <</qSpeak>>
<<speak "kaitos.casual.stare">> Who's his wife? <</speak>>
<<qSpeak "quincy.harrowed">> No one. *You stammer.* It's-- it's irrelevant. <</qSpeak>>
<<speak "elijah.point">> Not entirely true. You can learn a lot about a man from the women in his life. <</speak>>
<<speak "lucas.weary">> Are you suggesting you use a man's wife as a metric for whether or not he would make for good company at the bar...? <</speak>>
<<speak "elijah.think">> Well, yes. As ''a'' metric. It's not the //only// metric, but it's ''a'' metric. Honorable men seek honorable women. <</speak>>
<<speak "dangelo.unsure">> Ehhh... I dunno, I've met some good guys who fell head over heels for some not-good women... <</speak>>
<<speak "elijah.think">> I'm certain you have! But there comes a point where excusing unseemly behavior makes you unseemly as well. It is one thing to be deceived while courting, but to go so far as to marry such a woman? I'd argue that indicates a weakness of character... <</speak>>
<<speak "vicky.incredulous">> Yeah, but you're pious. You think sweatin' is a weakness of character. <</speak>>
<<speak "kaitos.casual.thinking">> Would the wife be another manticore? //Are// there other manticores? <</speak>>
<<speak "dangelo.smilestress">> I don't like the alternative, so... I'll just say "yes." <</speak>>
<<speak "kaitos.casual.idle">> Since mimic-cats can have any kind of face, I think the guy manticore should have a girl's face and the girl manticore should have a guy's face. <</speak>>
<<text>>
The debate has gotten away from you. You look forlorn upon Lucas. He returns your gaze with a piteous expression.
<</text>>
<<speak "lucas.tipsy.weary">> Mediator. Please mediate this travesty. It is... abundantly clear who made the stronger argument. <</speak>>
<<speak "dangelo.unsure">> Right! Uh. Point for Princey. //Yeesh.// <</speak>>
<<include "0open: debate to r3">><<debate 12>>
<<once>>
<<set $debate.participants.lucas.negative to "lucas.prometheus">>
<</once>>
<<qSpeak "quincy.neutral" >> Sorry, I wish to better understand your argument. Please correct me if I am wrong. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> I shall. <</speak>>
<<qSpeak "quincy.neutral" >> You say the unicorn is "beautiful, and nothing more?" She's no other qualities of note to consider? <</qSpeak>>
<<text>>
You feel the part of the cat waiting for a pigeon to come just close enough to pounce. In his inebriated state, Lucas suspects nothing. His lip curls, and he allows himself to blunder right within the grasp of your claws.
<</text>>
<<speak "lucas.tipsy.smirk" >> As far as I'm concerned? No. <</speak>>
<<text>>
To commit an ad-hominem was something in the vein of gray-legality within the VRMA debate society. To ignore your opponent's argument in favor of attacking his threadbare jacket or unkemptness was not only thoroughly unchivalrous, but a digression from the topic. However, exceptions were made when hypocrisy was involved, on the grounds that the society found it supremely amusing.
<</text>>
<<qSpeak "quincy.think" >> The unicorn is the icon of Vestur, the lone wielder of all meur, deeply entwined with Midland culture and history... and yet you reduce her down to nothing more than an adornment to be admired. <</qSpeak>>
<<speak "lucas.tipsy.weary" >> ...Pardon? <</speak>>
<<qSpeak "quincy.neutral" >> Is it because the unicorn is a "she?" <</qSpeak>>
<<speak "lucas.tipsy.weary">> //What?// Quintrell, what in Elysium are you-- <</speak>>
<<qSpeak "quincy.neutral" >> "Even within the relative equality of the Noble caste, the men of Vestur are quick to deny credit to the women who equal - or better - them. Even the most accomplished women of the Tri-Kingdom are judged first by the beauty of their forms. The beauty of their minds is seldom considered." <</qSpeak>>
<<text>>
Lucas's face blanches. His mouth opens, then it closes. A ponderous silence falls over the Prince as he tries to recall why the words <<if setup.hasTrait("dense")>>penned by his favorite pamphleteer<<else>>born of his own hand<</if>> sound so familiar.
<</text>>
<<speak "lucas.tipsy.weary" >> Wait. //Where did you read that?// <</speak>>
<<qSpeak "quincy.neutral" >> From a particularly interesting pamphlet. <</qSpeak>>
<<itemShow "fairsex">>
<<qSpeak "quincy.think" >> I think the author has fascinating points. Vestur has seen two ruling Queens. Half the Noble class is made up of women. And yet, we still cannot value their natural cunning. <</qSpeak>>
<<if !hasVisited("PREP: Camp Lucas - office prometheus")>>
<<speak "lucas.tipsy.flustered" >> ''Where did you get that?!'' <</speak>>
<<qSpeak "quincy.neutral" >> I found it. <</qSpeak>>
<</if>>
<<speak "lucas.tipsy.flustered" >> @@.stutter;This is-- that has nothing to do with--@@ I was talking about ''the horse!'' <</speak>>
<<text>>
<<if setup.hasTrait("dense")>>Turning Prometheus's words<<else>>Having his own writing turned<</if>> against him has sent Lucas into something of an indignant state of stupor. It is a subtle sort of torture, being called the hypocrite, in a way only comprehendible between the pair of you. The Prince is angry, but of a harmless, shocked, indignant sort. There is something almost humorous in the gape of his mouth. For a moment, you understand the intoxication of your brother's constant needling.
<</text>>
<<qSpeak "quincy.neutral" >> A horse always referred to as //"she."// How ingrained your biases must be, if they cloud your judgment even when speaking of meurian beasts. <</qSpeak>>
<<speak "lucas.tipsy.flustered" >> What? @@.stutter;No-- no, I--@@ *He stumbles, tripping over his own tongue.* The topic is, //"who would make a better drinking companion!"// I speak ill of her conversational ability, not her accomplishments! <</speak>>
<<qSpeak "quincy.think" >> You dismissed her conversational skill and reprimanded her for her beauty in the same breath. Why connect the two, unless those qualities are linked in your mind? The feminine and the vapid? <</qSpeak>>
<<text>>
Victoria scratches her head; D'Angelo looks between you and Lucas. Elijah, with his hands politely folded, wears a look of concern. Kaitos holds a fist to his mouth, his shoulders shaking.
<</text>>
<<speak "elijah.confused">> ...I'm not sure I understand what's going on. <</speak>>
<<speak "dangelo.think" >> I dunno, but I'm gonna find out. What's that you got there, Quin? <</speak>>
<<qSpeak "quincy.neutral" >> A pamphlet by one "Prometheus" addressing the lack of respect towards women. If I'm not mistaken, Lucas is a fan. <</qSpeak>>
<<speak "lucas.tipsy.weary" >> Is this really happening? I am being accused of iniquitous thoughts towards women for insulting an extinct goat? <</speak>>
<<speak "lucas.tipsy.eyeroll" >> A lady is a fine thing! She can possess all the talents and foibles of any man. <</speak>>
<<qSpeak "quincy.neutral">> Then you admit that she is just as capable of conversation as her manticore counterpart? <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> The unicorn is not a lady. That is an insult to the fair sex! It is a filthy animal dressed in lace. She doesn't deserve the dignity of a-- <</speak>>
<<qSpeak "quincy.neutral">> "''All'' women, regardless of class, deserve the same dignity as our Gifted Noblewomen, if not more." <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> @@.stutter;Stop that!@@ <</speak>>
<<qSpeak "quincy.neutral">> Admit the unicorn's talents, then. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> Fine! I can't do this anymore. She is the most talented conversationalist on the Architect's earth! She deserves every bit of her fame and renown! The manticore could never hope to match her wit and beauty and whatever else you want to credit to this stupid one-antlered horse. <</speak>>
<<speak "lucas.tipsy.stressed" >> . . . <</speak>>
<<text>>
Following his outburst, the Prince puts his head down on the table, crosses his arms over it, and is silent.
<</text>>
<<speak "kaitos.casual.pleased">> ...Woah. <</speak>>
@@.next; [[Continue.|0open: debate end]]@@<<debate 12>>
<<once>>
<<set $debate.participants.lucas.negative to "lucas.prometheus">>
<</once>>
<<qSpeak "quincy.neutral" >> Sorry, I wish to better understand your argument. Please correct me if I am wrong. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> I shall. <</speak>>
<<qSpeak "quincy.neutral" >> The unicorn's greatest boon to being good company are three things: her submissive nature, her beauty, and her compassion. <</qSpeak>>
<<speak "lucas.tipsy.neutral" >> Yes. <</speak>>
<<qSpeak "quincy.think" >> Her submissive nature means she will compulsively seek to calm any ill moods. Her compassion will do the same. <</qSpeak>>
<<speak "lucas.tipsy.smirk" >> Thus far, correct. <</speak>>
<<qSpeak "quincy.neutral" >> And the third, beauty. Could you explain how this makes her a better drinking companion? <</qSpeak>>
<<speak "lucas.tipsy.thinking" >> Well, they are a favorite of Midland art. Evidently we - //some men, anyways// - find the unicorn's form visually pleasing. One might drink and find cheer in admiring her mane and tail. <</speak>>
<<qSpeak "quincy.neutral" >> And these are the best qualities a unicorn might seek to offer? <</qSpeak>>
<<text>>
You feel the part of the cat waiting for a pigeon to come just close enough to pounce. In his inebriated state, Lucas suspects nothing. His lip curls, and he allows himself to blunder right within the grasp of your claws.
<</text>>
<<speak "lucas.tipsy.weary" >> Well, yes. Am I now understood? What is this digression? <</speak>>
<<text>>
To commit an ad-hominem was something in the vein of gray-legality within the VRMA debate society. To ignore your opponent's argument in favor of attacking his threadbare jacket or unkemptness was not only thoroughly unchivalrous, but a digression from the topic. However, exceptions were made when hypocrisy was involved, on the grounds that the society found it supremely amusing.
<</text>>
<<qSpeak "quincy.neutral" >> Is it because the unicorn is a "she?" <</qSpeak>>
<<speak "lucas.tipsy.weary" >> ...Pardon? <</speak>>
<<qSpeak "quincy.neutral" >> You cannot conjure a better case for this she-beast than listing hackneyed traits ascribed to the fairer sex. It makes the argument quite dull. <</qSpeak>>
<<qSpeak "quincy.think" >> The traits of beauty and servitude... "As useless a pair as I have ever seen - the former, a temporary state that vacates us all in due time, and the latter, one valued in dogs." <</qSpeak>>
<<text>>
Lucas's face blanches. His mouth opens, then it closes. A ponderous silence falls over the Prince as he tries to recall why the words <<if setup.hasTrait("dense")>>penned by his favorite pamphleteer<<else>>born of his own hand<</if>> sound so familiar.
<</text>>
<<speak "lucas.tipsy.neutral" >> Wait. //Where did you read that?// <</speak>>
<<qSpeak "quincy.neutral" >> From a particularly interesting pamphlet. <</qSpeak>>
<<itemShow "fairsex">>
<<qSpeak "quincy.think" >> I think the author has fascinating points. Vestur has seen two ruling Queens. Half the Noble class is made up of women. And yet, we still cannot value their natural cunning. <</qSpeak>>
<<if !hasVisited("PREP: Camp Lucas - office prometheus")>>
<<speak "lucas.tipsy.flustered" >> ''Where did you get that?!'' <</speak>>
<<qSpeak "quincy.neutral" >> I found it. <</qSpeak>>
<</if>>
<<speak "lucas.tipsy.flustered" >> This is-- that has nothing to do with-- I was talking about ''the horse!'' <</speak>>
<<text>>
<<if setup.hasTrait("dense")>>Having a pamphlet from his own library - of his own favorite author -<<else>>Having his own writing<</if>> turned against him has sent Lucas into something of an indignant state of stupor. It is a subtle sort of torture, being called the hypocrite, in a way only comprehendable between the pair of you. The Prince is angry, but of a harmless, shocked, indignant sort. There is something almost humorous in the gape of his mouth. For a moment, you understand the intoxication of your brother's constant needling.
<</text>>
<<qSpeak "quincy.neutral" >> A horse always referred to as //"she."// Have you anything else positive to say about the unicorn other than that it has the qualities of a subservient wife? <</qSpeak>>
<<speak "lucas.tipsy.flustered" >> What's it matter? The conversation topic is, "who would make a better drinking companion!" <</speak>>
<<qSpeak "quincy.neutral" >> And the greater debate is about which would be more capable as //Left Hand.// <</qSpeak>>
<<text>>
Victoria scratches her head; D'Angelo looks between you and Lucas. Elijah, with his hands politely folded, wears a look of concern. Kaitos holds a fist to his mouth, his shoulders shaking.
<</text>>
<<speak "elijah.confused" >> ...I feel I don't understand the issue. <</speak>>
<<speak "dangelo.neutral" >> I dunno, but I'm gonna find out. What's that you got there, Quin? <</speak>>
<<qSpeak "quincy.neutral" >> A pamphlet by one "Prometheus" regarding the lack of respect towards women. If I'm not mistaken, Lucas is a fan. <</qSpeak>>
<<speak "lucas.tipsy.weary" >> Is this really happening? I am being accused of //thinking women are inferior// over my thoughts on an an extinct goat? <</speak>>
<<speak "lucas.tipsy.eyeroll" >> A lady is a fine thing! She can possess all the talents and foibles of any man. The unicorn is not a lady. That is an insult to the fair sex! It is a filthy animal dressed in lace. I've no love for it, and am tired of pretending. <</speak>>
<<speak "dangelo.silly" >> Sounds like //you// think the manticore would make a better Left Hand. <</speak>>
<<speak "lucas.tipsy.eyeroll" >> The manticore was a beast remembered for its skill, not for how much pity it inspires! Of course it'd make a better Left-- <</speak>>
<<speak "lucas.tipsy.stressed" >> . . . <</speak>>
<<text>>
On account of his intoxication, it takes several moments for Lucas to comprehend his debatorial suicide. The Prince puts his head down on the table, crosses his arms over it, and is silent.
<</text>>
<<speak "kaitos.casual.pleased">> ...Woah. <</speak>>
@@.next; [[Continue.|0open: debate end]]@@<<debate>>
<<qSpeak "quincy.think">> I can believe the manticore would be personable, but there is more to this debate than who holds better conversation. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> ...Is there? I thought the prompt was rather straightforward. <</speak>>
<<qSpeak "quincy.neutral">> Indeed, for... <</qSpeak>>
<<choose>>
<<present "whitehangover" [[...when you are in the throes of drunkenness, there will come a time when you need aid.|0open debate r2 logos drunkmeur]]>><</present>>
[[...you do not want a frightful companion when drunk.|0open debate r2 logos fear]]
[[...the unicorn's moral nature means she would never over-drink.|0open: debate r2 logos moderatedrinker]]
<</choose>><<set $didWin to true>>
<<debate 8 $didWin>>
<<qSpeak "quincy.think">> When you are in the throes of drunkenness, there may come a time when you are in need of aid. <</qSpeak>>
<<speak "dangelo.unsure">> Mm. Like when you gotta take a leak, but you're too drunk to wobble out by yourself. <</speak>>
<<speak "lucas.tipsy.neutral">> And the manticore couldn't provide this aid because...? <</speak>>
<<qSpeak "quincy.neutral">> It's not whether he could provide aid or not. It's the nature of the aid he provides. He couldn't hope to match the unicorn's utility. <</qSpeak>>
<<speak "kaitos.casual.smile">> Oh. I know what you're getting at. White meur can ease crawsick. <</speak>>
<<qSpeak "quincy.neutral">> Precisely. <</qSpeak>>
<<itemShow>>
<<speak "dangelo.surprised">> //Oooooooh.// <</speak>>
<<speak "vicky.smirk">> Hard to best that. <</speak>>
<<speak "dangelo.neutral">> No kidding. <</speak>>
<<speak "lucas.tipsy.eyeroll">> //Of course// a white practitioner bests a decent conversationalist. *He sighs.* I should have known. <</speak>>
<<speak "elijah.bashful">> The unicorn is not a white practitioner, Your Highness. It's a horse. <</speak>>
<<speak "lucas.tipsy.laugh">> @@.singsong;Well, you both belong in a barn to me.@@ <</speak>>
<<include "0open: debate to r3">><<set $didWin to false>>
<<debate -8 $didWin>>
<<qSpeak "quincy.think">> The last thing you want in the throes of drunken stupor is to turn and see a large predator with the misshapen face of a man. Perhaps you could look past his ugliness for a time, but once the drink takes hold, your ability to reason dulls. The unicorn, on the other hand, is a beautiful and graceful herbivore - not fearful to behold in the slightest. <</qSpeak>>
<<if $tempQ.debate.unicornMurder>>
<<qSpeak "quincy.lookaway">> <sup>Unless you take into account the men she's killed, of course.</sup> <</qSpeak>>
<<speak "kaitos.casual.stare">> Yeesh. <</speak>>
<<else>>
<<speak "kaitos.casual.stare">> Disagree. Some guys think horses are scary. <</speak>>
<<speak "elijah.confused">> Really? What //grown man// is afraid of a //horse?// <</speak>>
<<speak "kaitos.casual.glance">> Some guys. <</speak>>
<</if>>
<<speak "lucas.tipsy.thinking">> But if I've been drinking with this manticore all evening, surely I'd become accustomed to his appearance? <</speak>>
<<qSpeak "quincy.neutral">> The drunk are irrational. Their memories, impaired. At some point, you would find yourself frightened and repulsed by the manticore once again. <</qSpeak>>
<<speak "vicky.think">> Eh... in my experience, you don't notice that kinda stuff until the morning after. <</speak>>
<<speak "dangelo.yeesh">> Yeah... <</speak>>
<<speak "dangelo.smilenervous">> I don't really buy this one, Quince. Unless I hit my head real hard, I'm probably not going to forget a drinking buddy //in the same night.// <</speak>>
<<speak "vicky.neutral">> Probably. *She corrects.* <</speak>>
<<speak "dangelo.neutral">> Probably. *He admits.* <</speak>>
<<speak "dangelo.unsure">> I just don't think that the unicorn's pretty face is enough to sway me here. <</speak>>
<<include "0open: debate to r3">><<set $didWin to false>>
<<debate -8 $didWin>>
<<qSpeak "quincy.pleased">> The unicorn's moral nature would lend itself to moderation. It would never become so intoxicated that it lost its common sense. <</qSpeak>>
<<speak "vicky.indifferent">> . . . <</speak>>
<<speak "kaitos.casual.stare">> . . . <</speak>>
<<speak "dangelo.eyeroll">> And... that's a good thing? <</speak>>
<<qSpeak "quincy.neutral">> Yes...? <</qSpeak>>
<<speak "vicky.unimpressed">> Not sure I've ever heard anything less true. <</speak>>
<<qSpeak "quincy.think">> Left Hand is a political position. Being riotously drunk reflects poorly on one's ability to be responsible and measured in their decisions. The populace at large is reluctant to trust such men. <</qSpeak>>
<<speak "dangelo.laugh">> *Said in unison:* @@.singsong;Never been a problem for me!@@ <</speak>>
<<speak "vicky.cackle">> *Said in unison:* @@.singsong;Never been a problem for Angie!@@ <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> ...Oh. Right. *You feel foolish for not taking this into consideration.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> Right. I failed to consider who it was I was speaking to. *You huff.* <</qSpeak>>
<</if>>
<<speak "dangelo.silly">> People love being riotous. They love being drunk. And! They tend to trust a guy they can relate to more than some stiff and proper gentleman. <</speak>>
<<speak "dangelo.neutral">> No offense, stiff and proper gentleman. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> None taken. <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> Speak for yourself. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> . , , <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> . . . <</speak>>
<</if>>
<<speak "dangelo.silly">> Hey, what're you getting ruffled for, Princey? You've won this round. <</speak>>
<<speak "lucas.tipsy.eyeroll">> Well-- you-- *He snorts.* Never mind. I grudgingly accept this verdict. <</speak>>
<<text>>
As the room moves on, Elijah leans towards you. His face is troubled as he raises his hand and whispers:
<</text>>
<<speak "elijah.confused">> @@.whisper;...If it's any consolation, I thought you had a good point.@@ <</speak>>
<<include "0open: debate to r3">><<debate>>
<<qSpeak "quincy.neutral" >> Very well. I can understand how the manticore could be a mirthful drinking companion... <</qSpeak>>
<<qSpeak "quincy.pleased" >> But the unicorn has her own charms, for... <</qSpeak>>
<<choose>>
<<present "uniStory" [[...she attracts women. Allegedly.|0open: Debate r2 u pathos women]]>><</present>>
[[...Her meurian talent makes her an unparalleled entertainer.|0open: Debate r2 u pathos perform]]
[[...there is catharsis in bearing one's emotions openly.|0open: Debate r2 u pathos feelings]]
<</choose>><<set $didWin to false>>
<<debate -8 $didWin>>
<<qSpeak "quincy.think">> While she is a somber companion, this is a favorable quality, not a flaw. You see, there is catharsis in being able to bear one's emotions openly in trusted company. <</qSpeak>>
<<text>>
Your surrounding gaggle of companions falls silent. A puzzled look crosses Lucas's face, and your brother's mouth slacks open. Beside him, Victoria makes a strange noise, like an orc trying to snort an oink back up its nostril.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> ...What? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...What? <</qSpeak>>
<</if>>
<<speak "dangelo.laugh">> C'mon man, you can't just //say things like that!// It's too funny! My stone-faced baby brother, talking about @@.lilt;"bearing emotions openly."@@ <</speak>>
<<speak "vicky.cackle">> @@.lilt;And to a //crying horse!//@@ <</speak>>
<<speak "lucas.tipsy.thinking">> I have to say, Quintrell, I'm not sure I follow. <</speak>>
<<speak "elijah.bashful">> Neither do I. <</speak>>
<<speak "kaitos.casual.thinkinghard">> . . . <</speak>>
<<text>>
...They are not engaging with your argument, merely professing awe over the fact you've made it in the first place. <<if setup.hasTrait("shameless")>>Perhaps your point warrants reiteration.<<else>>Your behavior begs explanation.<</if>>
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Allow me to explain before you dismiss me. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I suppose I'd best clarify. <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> //PLEASE// do. <</speak>>
<<qSpeak "quincy.neutral">> Men are offered precious few opportunities to revel in weakness without judgment. The unicorn has compassion for all of Vestur's people. <</qSpeak>>
<<if $tempQ.debate.unicornMurder>>
<<qSpeak "quincy.lookaway">> <sup>...Disregarding the one's she's killed...</sup> <</qSpeak>>
<</if>>
<<qSpeak "quincy.think">> If the purpose of social drinking is to unwind and connect with your fellow man... or, equine. Who better to drink with than a creature unafraid to show its true emotions? <</qSpeak>>
<<speak "vicky.cackle">> You're seriously tellin' me that, //given the choice,// you'd ''want'' to choose a sad drunk over a fun drunk? <</speak>>
<<qSpeak "quincy.lookaway">> That's not exactly what I--<</qSpeak>>
<<speak "vicky.incredulous">> This guy! Am I right? Angie, I think he deserves the point just for bein' so damn funny. <</speak>>
<<speak "dangelo.eyeroll">> Sorry, Vick. Can't do that. I have a duty to mediate this nonsense debate fairly. And my fair consensus is... <</speak>>
<<speak "dangelo.silly">> Quince makes a weak, //weak// argument. <</speak>>
<<speak "lucas.tipsy.laugh">> Heee. Drinking with a crying horse. <</speak>>
<<include "0open: debate to r3">><<set $didWin to true>>
<<debate 8 $didWin>>
<<qSpeak "quincy.think">> She wields all meur. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> I don't follow. How does that make her a good drinking companion? <</speak>>
<<qSpeak "quincy.neutral">> She has unparalleled potential as an entertainer. <</qSpeak>>
<<speak "dangelo.neutral">> //Ooooh.// <</speak>>
<<speak "vicky.smirk">> //Ooooh.// <</speak>>
<<speak "kaitos.casual.thinking">> //Oooooh.// <</speak>>
<<speak "lucas.tipsy.scowl">> You suggest the most powerful meurian creature to ever walk this earth should put this immense power to use for frivolous entertainment? <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> ...Go on. <</speak>>
<<qSpeak "quincy.think">> Imagine every young VRMA graduate who has ever misused The Gift to impress a woman-- <</qSpeak>>
<<speak "dangelo.neutral">> One time, I made like twenty bouquets bloom at once. //Exhausting.// <</speak>>
<<speak "kaitos.casual.pleased">> Ice sculpture. In summer. <</speak>>
<<speak "elijah.bashful">> It wasn't misuse, strictly speaking, but I was //quite// thankful for the excuse the first time I spoke to my wife. She had the most delicate broken toe I ever had the pleasure of setting! <</speak>>
<<qSpeak "quincy.think">> Yes. Imagine all that and more at the unicorn's disposal. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> Hold on. Is the unicorn my //drinking companion// or is she //wooing me?// <</speak>>
<<qSpeak "quincy.neutral">> Drinking companion. <</qSpeak>>
<<speak "lucas.tipsy.neutral">> That's what I thought, but all this talk of attracting female attention-- <</speak>>
<<speak "dangelo.silly">> Calm down, Luke. @@.singsong;The unicorn only likes you as a friend.@@ <</speak>>
<<speak "lucas.tipsy.eyeroll">> Uughhh. <</speak>>
<<qSpeak "quincy.neutral">> So. D'Angelo: which beast would you rather drink with? <</qSpeak>>
<<speak "dangelo.unsure">> Hmm... well... both sides make compelling arguments, but... <</speak>>
<<speak "kaitos.casual.smile">> White meur can also ease crawsick. <</speak>>
<<speak "dangelo.surprised">> Unicorn. Definitely the unicorn. <</speak>>
<<speak "lucas.tipsy.eyeroll">> //Of course// a white practitioner bests a decent conversationalist. *He sighs.* I should have known. <</speak>>
<<speak "elijah.bashful">> The unicorn is not a white practitioner, Your Highness. It's a horse. <</speak>>
<<speak "lucas.tipsy.laugh">> @@.singsong;Well, you both belong in a barn to me.@@ <</speak>>
<<include "0open: debate to r3">><<set $didWin to false>>
<<debate -8 $didWin>>
<<qSpeak "quincy.pleased">> She is your ultimate ally in procuring female company. <</qSpeak>>
<<speak "lucas.tipsy.weary">> ...What? <</speak>>
<<speak "dangelo.disrespectful">> Interesting. Do go on. <</speak>>
<<qSpeak "quincy.think">> The symbol of the unicorn is inextricably entwined with maidenhood, as the Prince says. The two are drawn to one another. So long as the unicorn is at your side, they will therefore be drawn to you. <</qSpeak>>
<<itemShow "uniStory">>
<<speak "elijah.point">> Actually, Your Grace... It is the unicorns who are drawn to maidens. Not the other way around! <</speak>>
<<speak "dangelo.unsure">> Yeah, I'm not sure the ladies would appreciate that. You know, a horse breaks into your house and then a drunk guy follows it and starts trying to put the moves on you... pretty freaky from her perspective, you know? <</speak>>
<<speak "vicky.incredulous">> Speaking from a place of experience: the guy's a bad lay and the horse is usually a jerk, too. You always regret givin' men like that a chance. <</speak>>
<<speak "lucas.tipsy.weary">> "Usually?" As in, this is something that has happened to you more than once...? <</speak>>
<<speak "vicky.indifferent">> *She holds up three fingers.* Yup. <</speak>>
<<speak "elijah.nervous">> @@.stutter;My!@@ What a... colorful life you lead, Miss Wylvire. <</speak>>
<<qSpeak "quincy.think">> Hm. It appears this misunderstanding has been my undoing. <</qSpeak>>
<<speak "dangelo.silly">> Yuppers. <</speak>>
<<include "0open: debate to r3">><<debate>>
<<qSpeak "quincy.think">> I suppose I'd best go first. <</qSpeak>>
<<speak "dangelo.neutral">> Yup. Or I could flip a coin! <</speak>>
<<speak "lucas.tipsy.neutral">> I don't think that's needed. <</speak>>
<<speak "kaitos.casual.smile">> Oh. I got one. *He slips a guilder from his tunic, only to immediately fumble and drop it on the floor.* Aw. <</speak>>
<<speak "dangelo.unsure">> Never mind. Quincy, just go. <</speak>>
<<qSpeak "quincy.think">> I am trying. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> Quit hounding the man! Debate is a complicated art! It takes //concentration!// <</speak>>
<<speak "vicky.incredulous">> Oh, sure. You guys've been thinking real hard tonight. <</speak>>
<<if setup.hasTrait("dense")>>
<<text>>
You have, but you know better than to say so aloud.
<</text>>
<</if>>
<<choose>>
<<switch $debChoice>>
<<case "m">>
<<debateLink "non" "The Keshets are a hunting family. They would want a hunting beast representing them.">>
<<passiveCheck 1 `["hare",-99]`>>
<<goto "0open: debate r3 m hunt">>
<</debateLink>>
<<debateLink "non" "The manticore, having a human face, would be closest to having a real heir representing them.">>
<<passiveCheck 1 `["hare",999]`>>
<<goto "0open: debate r3 m face">>
<</debateLink>>
<<debateLink "non" "Rhea would tolerate no other creature representing her.">>
<<passiveCheck 1 `["hare",-99]`>>
<<goto "0open: debate r3 m rhea">>
<</debateLink>>
<<case "u">>
<<debateLink "non" "The unicorn is a symbol of Tri-Kingdom rule and power. It would be an honor to be represented by it.">>
<<goto "0open: debate r3 u duh">>
<</debateLink>>
<<debateLink "non" "The Keshets are image-conscious. They would never suffer being represented by an animal as ugly as the manticore.">>
<<passiveCheck 1 `["hare",-99]`>>
<<goto "0open: debate r3 u ugly">>
<</debateLink>>
<<debateLink "non" "The Keshet family is two-thirds female. Surely a unicorn would better represent them?">>
<<passiveCheck 1 `["hare",999]`>>
<<goto "0open: debate r3 u girlcorn">>
<</debateLink>>
<</switch>>
<</choose>><<debate -12 false>>
<<qSpeak "quincy.think">> The manticore is the obvious choice. With his human face, the manticore is the only option which might ''look'' like a Keshet. <</qSpeak>>
<<speak "dangelo.laugh">> @@.surprise;HAHAHA, WHAT?@@ <</speak>>
<<qSpeak "quincy.neutral">> Archduke Keshet takes great pride in his lineage. I'm sure we can all agree he would prefer a manticore which bears his likeness to a horse that does not? <</qSpeak>>
<<speak "dangelo.laugh">> "WE CAN ALL AGREE?" Quince, //do you hear yourself?// <</speak>>
<<qSpeak "quincy.lookaway">> Yes...? <</qSpeak>>
<<speak "kaitos.casual.idle">> Dunno. Kinda sounds like the Archduke to me. 'Course, I only met him once or twice... <</speak>>
<<speak "dangelo.laugh">> I mean, he's an prideful old codger, sure, but //a kittycat with his face?// Don't you think you might be exaggerating? //A little?// <</speak>>
<<speak "kaitos.casual.glance">> Yeah... <</speak>>
<<speak "lucas.tipsy.laugh">> Indeed. Insufferable though he may be, surely he is not so vain as to be swayed by something so trivial as a cat with his face? *He snickers.* ...Though, I must admit it //is// quite the picture. <</speak>>
<<speak "dangelo.eyeroll">> And a terrible picture, at that. One Midas is more than enough for me! <</speak>>
<<speak "vicky.incredulous">> Speaking of terrible pictures, imagine that thing doing regular cat stuff. You know, eating mice and playin' with yarn and taking a crap! Purring and getting all snuggly on you 'cause you ate fish for dinner! <</speak>>
<<speak "dangelo.yeesh">> @@.intense;//Eugh!//@@ *He cringes.* Yeah, no, sorry Quincy. I can't live in this world of yours. Final point goes to Lucas. <</speak>>
<<qSpeak "quincy.surprised">> But-- <</qSpeak>>
<<speak "lucas.tipsy.surprised">> I haven't given my rebuttal. <</speak>>
<<speak "dangelo.harrowed">> I don't care. It's a matter of self-preservation. I don't wanna think about the cat with Midas's face anymore. //You're not going to ruin cats for me.// <</speak>>
@@.next;[[Continue.|0open: debate end lose]]@@<<debate -8>>
<<qSpeak "quincy.think">> The Keshets are a hunting family. Logically, it follows that they would rather be represented by predator than prey. <</qSpeak>>
<<speak "dangelo.neutral">> Interesting. Go on. <</speak>>
<<qSpeak "quincy.neutral">> The manticore is a renowned hunter himself. He hunts the unicorn: the ultimate quarry. He is kindred to the Keshets in that way, being a creature with enough wit and strength to hunt prey more powerful than himself. <</qSpeak>>
<<qSpeak "quincy.neutral">> The manticore may not be a Keshet by blood, but one could argue he is a brother in spirit. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> Not so fast, Quintrell. *He waves a finger at you, as if he's caught you in a blunder.* //Their crest animal! Is! A! ''Roc!''// <</speak>>
<<qSpeak "quincy.neutral">> The scourge of the coasts and ferocious hunter of men, yes. <</qSpeak>>
<<speak "lucas.tipsy.smirk">> *He corrects:* Scourge of the coasts, ferocious hunter of men, and famously, //the Keshet's quarry.// <</speak>>
<<speak "dangelo.silly">> Also interesting. Also go on. <</speak>>
<<speak "lucas.tipsy.pleased">> Had they any issue with the hunted representing them, surely they would not have chosen //their own prey// as their emblem! And as you said, the unicorn is the //ultimate quarry.// <</speak>>
<<choose "quincy.think">>
<<debateLink "renege" "I see your point.">>
<<goto "0open: debate r3 m hunt renege">>
<</debateLink>>
<<debateLink "hold" "Your logic is weak.">>
<<goto "0open: debate r3 m hunt hold">>
<</debateLink>>
<</choose>><<set $didWin to true>>
<<debate 12 $didWin>>
<<qSpeak "quincy.think">> Lucas... were you sober, I don't believe you would have ever stooped to such a nonsense claim. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> Oh? Tell me, Quintrell, what's wrong with my argument? <</speak>>
<<qSpeak "quincy.neutral">> The Keshets use the beast they hunted as their emblem. The beast ''they'' hunted. When they invoke the visage of the roc, it is a boast. They are saying, "we felled this great beast." To use the prey of //another kingdom// as their symbol... Well, it sends a different message entirely. <</qSpeak>>
<<speak "dangelo.unsure">> ...Yeah, that seems kinda... like they're humbling themselves in front of the Midland, you know? Like the Midland hunted //them?// <</speak>>
<<speak "lucas.tipsy.laugh">> I suppose it does, doesn't it? <</speak>>
<<speak "dangelo.neutral">> We all know the Keshets'd never be humble about anything, so final point goes to Quin. <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@<<debate -12 false>>
<<qSpeak "quincy.think">> Hm. I see your point... I suppose it wouldn't be unusual, were they to choose the unicorn to represent them. <</qSpeak>>
<<speak "dangelo.think">> So you give up? You're going to let Princey win? <</speak>>
<<text>>
You wrack your brain for a rebuttal, but this many drinks in you find your mind <<if setup.hasTrait("dense")>>especially<<else>>unusually<</if>> empty.
<</text>>
<<qSpeak "quincy.lookaway">> I... suppose? <</qSpeak>>
<<speak "kaitos.casual.thinking">> You sure? 'Cause his argument's kinda... *He wiggles his hand with uncertainty.* <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "dangelo.silly">> Final point goes to Luke, then. <</speak>>
@@.next;[[Continue.|0open: debate end lose]]@@<<debate>>
<<qSpeak "quincy.think">> There is no choice other than the manticore. Rhea would suffer no other option. The child is obsessed with carnage; she would never approve of a candidate without claws or fangs. <</qSpeak>>
<<speak "lucas.tipsy.neutral">> So? The Keshet representative is not her choice, it is her father's. <</speak>>
<<qSpeak "quincy.neutral">> Actually, the question was, //"which animal do you think would make the Keshet family most proud?"// <</qSpeak>>
<<speak "dangelo.neutral">> He's right. <</speak>>
<<speak "lucas.tipsy.thinking">> But surely, the Keshets would not leave //a child// as the sole decision maker? <</speak>>
<<qSpeak "quincy.think">> Perhaps not in the literal sense. But, in the functional sense? That is another matter entirely. <</qSpeak>>
<<speak "lucas.tipsy.neutral">> Explain. <</speak>>
<<qSpeak "quincy.neutral">> Have either of you ever seen the Archduke or the Archduchess tell their child, "no?" <</qSpeak>>
<<speak "lucas.tipsy.thinking">> No. <</speak>>
<<speak "dangelo.unsure">> No. <</speak>>
<<text>>
Their response is instinctive, automatic. By the time Lucas realizes he has played right into your hands, it is too late.
<</text>>
<<speak "lucas.tipsy.surprised">> Damn it. <</speak>>
@@.next;[[Continue.|0open: debate r3 m rhea 2]]@@<<set $didWin to true>>
<<debate 12 $didWin>>
<<speak "dangelo.silly">> *He whistles.* You got a rebuttal for that one, Luke? <</speak>>
<<speak "lucas.tipsy.thinking">> Ah... well... *He trails off into muttering.* @@.whisper;I could argue that the unicorn... hm... yes...@@ <</speak>>
<<speak "lucas.tipsy.pleased">> The unicorn has no need for claws and fangs for she wields the ultimate weapon: //her horn.// She needn't be a predatory beast to cause carnage; just look at all the tales of the hunt! She causes untold damage to man wherever she goes. *He chuckles.* Burnings, freezings, impalement... why, if a death can be imagined, she is capable of it. She is the most powerful meurian beast ever to walk the earth. <</speak>>
<<speak "lucas.tipsy.thinking">> ...That's the best I can argue, given what I have to work with. Alas, regardless of my argument... <</speak>>
<<qSpeak "quincy.neutral">> ...The unicorn still does not have fangs or claws. <</qSpeak>>
<<speak "lucas.tipsy.neutral">> No. That vile little brat would never be fooled into accepting the unicorn as a substitute for a predator. <</speak>>
<<speak "dangelo.neutral">> And thus, I cannot accept your argument, either. Last point goes to Quin. <</speak>>
<<speak "lucas.tipsy.pleased">> Fair enough. <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@<<debate -8>>
<<qSpeak "quincy.neutral">> The unicorn is a symbol of Tri-Kingdom rule and power. Anyone would be honored to have such a creature represent them. <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> Ugh. <</speak>>
<<qSpeak "quincy.lookaway" >> *You correct yourself:* Most anyone. <</qSpeak>>
<<qSpeak "quincy.think">> She is the strongest meurian beast ever to live. Her horn brought unity and prosperity to the entire peninsula. She is powerful, she is accomplished, she is a diplomat. The faithful claim she was sent by The Architect Himself to aid mankind. What better icon of Vesturian rule could one ask for? <</qSpeak>>
<<speak "lucas.tipsy.smug">> What about the faithful beast which hunted the damn thing? The entire reason that Vestur enjoys the unicorn's "gifts" at all? Does the manticore not deserve equal credit to the unicorn for the Tri-Kingdom's prosperity? <</speak>>
<<choose "quincy.think">>
<<debateLink "renege" "Of course. The manticore helped make Vestur what it is.">>
<<goto "0open: debate r3 u duh renege">>
<</debateLink>>
<<debateLink "hold" "No. The manticore is only famed in relation to the unicorn.">>
<<goto "0open: debate r3 u duh hold">>
<</debateLink>>
<</choose>><<set $didWin to true>>
<<debate 12 $didWin>>
<<qSpeak "quincy.neutral">> No. The manticore owes its fame to the unicorn as well. <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> Ugh! <</speak>>
<<qSpeak "quincy.neutral">> If it weren't for the unicorn, we never would have tamed the manticore. <</qSpeak>>
<<speak "lucas.tipsy.eyeroll">> Tch! <</speak>>
<<qSpeak "quincy.think">> In fact, I would go so far as to argue that the manticore might not exist as we know it if it weren't for the unicorn. The two are natural enemies. If it hadn't anyone to fight, perhaps the manticore never would have developed its burning venom or terrible flame. <</qSpeak>>
<<speak "lucas.tipsy.annoyed">> @@.stutter;Eeeuhhhghhhhhh!!@@ <</speak>>
<<speak "dangelo.neutral">> Have you a rebuttal to this assertion, Lucas? <</speak>>
<<speak "lucas.tipsy.annoyed">> No. I simply //don't like it.// Everything //always// comes back to that rotten horse with its twisted antler. It's inescapable. <</speak>>
<<speak "dangelo.unsure">> So that means... you're giving up? <</speak>>
<<speak "lucas.tipsy.annoyed">> Yes, I forfeit. *He snorts.* Asenath! This is your fault. <</speak>>
<<speak "kaitos.casual.doleful">> 'Kay? <</speak>>
<<speak "dangelo.neutral">> Final point goes to Quin, then. <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@<<debate -12 false>>
<<qSpeak "quincy.think">> Well, of course. It is as you say: the unicorn's bounty never would have been ours if it were not for the Andimeurs' manticores. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> So you cede defeat? <</speak>>
<<qSpeak "quincy.lookaway">> What? I never said that. I simply acknowledged your position. Both beasts were worthy of respect. <</qSpeak>>
<<speak "lucas.tipsy.smirk">> Alright. Let's hear it, then: why is it that you think the unicorn is more deserving as the representative of Tri-Kingdom royalty? What does she have that the manticore does not? <</speak>>
<<qSpeak "quincy.think">> The power to control all meur? <</qSpeak>>
<<speak "lucas.tipsy.thinking">> A privilege reserved for the High Throne. Hardly representative of the rest of us! <</speak>>
<<qSpeak "quincy.lookaway">> It's... symbolic. And besides, the nature of this question was, "which animal would the Keshets be more proud of." Not "which animal would be most analogous to the person it replaces." <</qSpeak>>
<<speak "lucas.tipsy.thinking">> But how can we expect them to take pride in being represented by something so unlike themselves? <</speak>>
<<speak "lucas.tipsy.eyeroll">> I am no boxer. If I paid a larger man to box on my behalf, would that entitle me to feel //proud// of //my own// boxing? No. Is my brother a better red conductor than I simply because he wields the most powerful relic in Vestur? Absolutely not! That which makes the manticore a more humble beast also makes him more human! <</speak>>
<<speak "kaitos.casual.thinking">> Woah. <</speak>>
<<speak "dangelo.surprised">> Quite the passionate argument there from Princey. Quince, do you have anything to add? <</speak>>
<<qSpeak "quincy.lookaway">> *You probably could continue the argument, but you sense it has just gotten perhaps too personal for Lucas, and so you withdraw.* No. <</qSpeak>>
<<speak "dangelo.unsure">> Well, then. Final point goes to Princey. <</speak>>
@@.next;[[Continue.|0open: debate end lose]]@@<<debate -12 false>>
<<qSpeak "quincy.think">> Presently, the Keshet family is two-thirds female. The unicorn, perceived culturally as feminine, would thus more accurately represent the state of the family. <</qSpeak>>
<<speak "dangelo.laugh">> *D'Angelo sputters in disbelief.* MAN, Quin, you really gotta start thinking before you say stuff. If MIDAS heard you say something like that... <</speak>>
<<qSpeak "quincy.neutral">> Then what? He would be insulted? <</qSpeak>>
<<speak "dangelo.yeesh">> //Yes,// he would be insulted. <</speak>>
<<qSpeak "quincy.neutral">> Oh. Why? <</qSpeak>>
<<speak "lucas.tipsy.smirk">> Emasculation. You dismiss his authority as patriarch of the family. <</speak>>
<<qSpeak "quincy.lookaway">> Oh. I... suppose. But that does not invalidate my greater point. D'Angelo asked which beast would make //the Keshet family// most proud, not which would make //the Archduke// most proud. He is outnumbered by his wife and daughter. They make up a larger portion of the Keshet family than he on a raw numerical scale. <</qSpeak>>
<<speak "lucas.tipsy.smirk">> Are you so certain the Keshet women would //want// to be represented by the unicorn? <</speak>>
<<qSpeak "quincy.lookaway">> I... <</qSpeak>>
<<speak "dangelo.unsure">> Yeah, uh, Persephatta would be fine with it probably, but Rhea usually prefers animals with more... teeth. I don't think she'd pick the pretty pony. <</speak>>
<<if $tempQ.debate.unicornMurder>>
<<speak "lucas.tipsy.thinking">> Indeed. The unicorn may be a killer of men in her own right, but the manticore is a predator by nature. It has claws and fangs and venoms and all those other things which fascinate her so. <</speak>>
<<else>>
<<speak "lucas.tipsy.pleased">> Indeed. The manticore has claws and fangs and venoms and all those other things which fascinate her so. That little chit adores brutality... brutality the mild-mannered unicorn simply does not provide. <</speak>>
<</if>>
<<speak "dangelo.unsure">> Sorry, Quin. I just don't see it. Final point goes to Luke. <</speak>>
@@.next;[[Continue.|0open: debate end lose]]@@<<set $didWin to true>>
<<debate 12 $didWin>>
<<qSpeak "quincy.think">> The Keshets take notorious pride in their image. I posit they would never suffer being represented by something so hideous as a manticore - not when they have an alternative as breathtaking and awe-striking as the unicorn. <</qSpeak>>
<<speak "lucas.tipsy.pleased">> A shallow argument! <</speak>>
<<qSpeak "quincy.neutral">> Befitting a shallow family. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> Touché. *He pauses to ponder his rebuttal.* What if... it was a very //beautiful// manticore? <</speak>>
<<speak "dangelo.laugh">> Is there such a thing? <</speak>>
<<speak "lucas.tipsy.pleased">> It's difficult to say. The manticore is certainly //remembered// as an ugly beast, but as we know their sphinx cousins have all sorts of faces. Perhaps the manticore was just as varied once, and it was only chance that the tamed lines that were especially ugly? <</speak>>
<<speak "dangelo.unsure">> Maybe... but I'm not sure a cat with the face of a pretty girl is going to be nicer looking than a unicorn. I think that'd still look kinda creepy. Like, really creepy. <</speak>>
<<speak "vicky.wink">> What if it had my face? <</speak>>
<<speak "dangelo.yeesh">> //Extremely// creepy! Don't say stuff like that. I don't wanna think about anybody's head on a cat's body. It gets me wondering how it got there. <</speak>>
<<speak "lucas.tipsy.thinking">> I suppose there's nothing I can say that would make you reconsider. <</speak>>
<<speak "dangelo.smilenervous">> If you've got an argument //unrelated// to the manticore's creepy man-face, I'm all ears. Otherwise, keep it to yourself. <</speak>>
<<speak "lucas.tipsy.pleased">> I suppose I will simply have to keep it to myself, then. <</speak>>
<<speak "dangelo.smilestress">> And //I suppose// the final point goes to Quin. <</speak>>
@@.next;[[Continue.|0open: debate end win]]@@<<qSpeak "quincy.think">> <<if hasVisited("0open drank elijah dangel 3 work")>>Well...<<else>>Certainly<</if>> <<if hasVisited("0open drank elijah dangel 3 patients")>>what about your interests outside of work? *Maybe he has more interesting things to say about those than he does about being a practitioner.* You must have some<<else>>you must have interests aside from your work<</if>>, even if you haven't the time to indulge in them regularly?<<if hasVisited("0open drank elijah dangel 3 work") && !hasVisited("0open drank elijah dangel 3 patients")>> What of those?<</if>> <</qSpeak>>
<<speak "elijah.think">> Well, yes... everyone does... <</speak>>
<<speak "dangelo.neutral">> Alright then, out with it! What does our incumbent practitioner find interesting? <</speak>>
<<speak "elijah.confused">> Hm... <</speak>>
<<text>>
The practitioner ponders this for exactly a minute. Upon the sixtieth second, his face lights up, and he proclaims:
<</text>>
<<speak "elijah.think">> Rocks! <</speak>>
<<speak "dangelo.surprised">> . . . <</speak>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.surprised">> . . . <</qSpeak>>
<</if>>
<<speak "elijah.point">> I know what you're thinking. But! They are quite interesting, in my book! So many varieties, so many uses. And they can tell us so much about the history of the region they came from! <</speak>>
<<if setup.hasTrait("moleman")>>
<<set $cFlags.elijah.rocks to true>>
<<qSpeak "quincy.surprised">> I didn't know you were interested in geology as well. <</qSpeak>>
<</if>>
<<speak "elijah.smile">> <<if setup.hasTrait("moleman")>>Well, b<<else>>B<</if>>eing a practitioner means you've a lot of time to read. So much time spent in coaches and hare taxis, you know? The ongoing debate between the plutonists and the neptunists has kept me quite entertained! *He chuckles.* <</speak>>
<<speak "dangelo.smilenervous">> ...You gotta be joking. <</speak>>
<<if setup.hasTrait("moleman")>>
<<text>>
//Someone else who understands.// An opportunity like this rarely presents itself. A mania falls over you.
<</text>>
<<qSpeak "quincy.think">> You must tell where in the debate you fall. <</qSpeak>>
<<speak "elijah.point">> I'm a neptunist, of course. <</speak>>
<<qSpeak "quincy.surprised">> *You scoff.* Unbelievable. <</qSpeak>>
<<speak "elijah.think">> Oh-ho! So you must be a plutonist then. I suppose that makes you my mortal enemy, Your Grace. <</speak>>
<<qSpeak "quincy.neutral">> It's the only theory that makes sense. <<if setup.hasTrait("dense")>>Rocks coming from the ocean?<<else>>Rocks crystalizing from ancient high seas?<</if>> A preposterous idea. <</qSpeak>>
<<speak "elijah.bashful">> No more absurd than Doctor Pluto's boyish obsession with volcanos! <</speak>>
<<speak "dangelo.smilestress">> <sub>Architect. There's two of them.</sub> <</speak>>
<<qSpeak "quincy.furrow">> Science will vindicate Doctor Pluto's "boyish obsession" in the end, Elijah. Mark my words. <</qSpeak>>
<<speak "elijah.point">> I think it's a little early to make that call, don't you think? You know, Doctor Neptune found the remains of //ocean-dwelling animals// in my very Lordship! Seems like it implies something about //sea levels// in the past, hm? <</speak>>
<<text>>
Your fingers grip the leg of your trousers.
<</text>>
<<choose "quincy.think">>
<<onceLink "@@.talk-action;...It has been a while since you've bickered for the fun of it.@@" "0open drank elijah dangel 3 rocks">><<set $response to "fun">><</onceLink>>
<<onceLink "@@.talk-action;...He is so wrong that it makes you furious.@@" "0open drank elijah dangel 3 rocks">><<set $response to "mad">><</onceLink>>
<</choose>>
<<else>>
<<qSpeak "quincy.neutral">> Well. You have your answer. I'm going. <</qSpeak>>
<<speak "dangelo.smilestress">> What? <</speak>>
<<qSpeak "quincy.neutral">> I've done my time with rocks. I won't speak of them outside of work. <</qSpeak>>
<<speak "elijah.bashful">> That's a shame! I'll bet you've met all sorts of interesting rocks as mine inspector. <</speak>>
<<qSpeak "quincy.think">> Rocks? Certainly. Interesting? Never. <</qSpeak>>
<<speak "elijah.point">> I understand rocks might //seem// dull to an untrained eye. Perhaps a new perspective is in order? <</speak>>
<<choose>>
[[Sorry. It's a personal thing.|0open drank elijah dangel 3 rocks][$response to "sorry"]]
[[No such perspective could make me enjoy rocks.|0open drank elijah dangel 3 rocks][$response to "no"]]
<</choose>>
<</if>><<qSpeak "quincy.think">> You could omit names and locations. That way, D'Angelo can indulge in the scandal and you can protect your patients' privacy. <</qSpeak>>
<<speak "elijah.point">> Ah! This is true! <</speak>>
<<speak "dangelo.silly">> @@.singsong;Yesss.@@ Finally! <</speak>>
<<speak "elijah.think">> Now, let me think... Who have I treated who would both shock //and// amuse? <</speak>>
<<text>>
The practitioner ponders this for a minute. The suspense torments your brother. He leans forward, his face expectant and his <<snout "eyes wide" "ears pricked">>. He hardly even breathes. <<snout "" "His only movement is the restless wiggle of his great plumed tail.">>
<</text>>
<<speak "elijah.confused">> . . . <</speak>>
<<speak "elijah.bashful">> You know? This is much harder than I thought! I'm drawing a blank! <</speak>>
<<speak "dangelo.eyeroll">> //@@.singsong;Aaaaauugh.@@// *He groans in frustration.* But you //gotta// have crazy stories, you mend wounds for a living! <</speak>>
<<speak "elijah.confused">> But that's the problem, Your Grace! I see the sick and wounded every day! After a few years of practice, the line between hilarious scandal and tragic accident just... disappears. <</speak>>
<<speak "elijah.think">> It's Tuesday either way! *He tuts.* Serious injury or illness among mothers and children, that's never funny... What about work accidents? Are those "humorous?" <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral">> They can be. For example, if the circumstance of the injury is especially ironic. <</qSpeak>>
<<speak "dangelo.neutral">> Or if the injury's dumb enough. <</speak>>
<<else>>
<<speak "dangelo.neutral">> //Ohhh// yeah. <</speak>>
<</if>>
<<speak "elijah.smile">> Well then! Allow me to tell you about the little green conductor who shouldn't have! <</speak>>
<<speak "dangelo.neutral">> Finally! So what'd this little guy do? <</speak>>
<<speak "elijah.point">> Well, this particular conductor was in charge of tending the trees in a certain Northern-Midland border province I shall not name. You know, one of those little villages where the resident Viscount grows the expensive wood... <</speak>>
<<speak "elijah.think">> Now, they grow these trees very big and very tall //very// fast, and this can be dangerous. Apparently, if the conductor isn't careful, the tree can outgrow its own roots and topple over. And apparently, this is precisely what happened to our poor conductor. <</speak>>
<<speak "elijah.smile">> When he was making his rounds, he stopped at the same tree twice by accident, and it just toppled right over him! *He chuckles.* <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "dangelo.yeesh">> . . . <</speak>>
<<speak "elijah.smile">> . . . <</speak>>
<<speak "dangelo.unsure">> So a tree falls on a guy... and that's it? I don't think I get it. <</speak>>
<<speak "elijah.confused">> Oh, dear! I must be more intoxicated than I thought. There's more! I've made a mess of my own story. <</speak>>
<<speak "elijah.think">> I forgot to say: @@.lilt;"I guess you could say he was barking up the wrong tree!"@@ <</speak>>
<<speak "elijah.point">> Also, he broke just about every rib in his body and still survived. He was flattened like a griddlecake! Though, he looked more like venison ribs when we opened him up for a look. <</speak>>
<<speak "dangelo.yeesh">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<if setup.hasTrait("jester")>>
<<text>>
Elijah has a funny way of making you feel entirely competent in your command over humor.
<</text>>
<<else>>
<<text>>
That wasn't particularly funny.
<</text>>
<</if>>
<<set $response to "badjoke">>
<<choose>>
<<if !hasVisited("0open drank elijah dangel 3 interest")>>
[[What about your interests outside of work?|0open drank elijah dangel 3 interest]]
<</if>>
<<special "end" [[Uh... thank you for sharing.|0open: drank elijah dangel bye]]>>
<</choose>><<if $response == "fun">>
<<toneGain "elijah">>
<<qSpeak "quincy.think">> Irrelevant. Sea levels are neither here nor there. We are talking about the origin of stone itself, and we already know magma turns to stone once cooled. <</qSpeak>>
<<speak "elijah.think">> But is //all// stone born from magma? Such an idea seems difficult to prove! <</speak>>
<<qSpeak "quincy.think">> I suppose we'll see what the science says in time. <</qSpeak>>
<<speak "dangelo.smilestress">> Wow... well... uh. That's just... beautiful. Elijah has rocks for brains, just like Quince. Mystery solved, I guess. <</speak>>
<<qSpeak "quincy.pleased">> Pleased to be of help. <</qSpeak>>
<<elseif $response == "mad">>
<<toneLoss "elijah">>
<<text>>
His erroneousness is intolerable.
<</text>>
<<qSpeak "quincy.furrow">> Irrelevant. Sea levels are neither here nor there. We are talking about the origin of stone itself. This is-- this-- <</qSpeak>>
<<speak "dangelo.yeesh">> Simmer down, Quince. It's not a big deal. <</speak>>
<<qSpeak "quincy.furrow">> Science ''is'' a "big deal." <</qSpeak>>
<<speak "elijah.nervous">> Oh! You're actually angry. Uh... *He clears his throat.* Apologies, Your Grace. I suppose I got carried away. <</speak>>
<<elseif $response == "sorry">>
<<text>>
There's no way you can explain your distaste for rocks whilst still sounding sane. You've weathered far too many crushings to see earth and stone as neutral facets of nature. All you can say is:
<</text>>
<<qSpeak "quincy.lookaway">> Apologies, Elijah. It's personal. <</qSpeak>>
<<speak "elijah.confused">> . . .? <</speak>>
<<speak "dangelo.silly">> He means he's got a personal issue with //the rocks,// not you. The guy just... hates rocks. @@.singsong;Nobody knows why...!@@ It's just one of those Quincy things science can't explain. Like how he hates sweets! <</speak>>
<<speak "elijah.confused">> Huh! How mysterious. Well, I suppose we all have our quirks... <</speak>>
<<text>>
"Quirk." Is that the word for it?
<</text>>
<<elseif $response == "no">>
<<toneLoss "elijah">>
<<qSpeak "quincy.furrow">> No such perspective could change my mind. <</qSpeak>>
<<speak "elijah.think">> But... <</speak>>
<<speak "dangelo.silly">> It's a lost cause, Elijah. The guy hates rocks. @@.singsong;Nobody knows why...!@@ It's just one of those weird little Quincy things science can't explain. Like how he hates sweets! <</speak>>
<<speak "elijah.confused">> Huh! How mysterious. Well, I suppose we all have our quirks... <</speak>>
<<text>>
"Quirk." Is that the word for it?
<</text>>
<</if>>
<<choose>>
<<actions
[[You must have interesting things to say about your work.|0open drank elijah dangel 3 work]]
>>
<<special "end" [[I should go.|0open: drank elijah dangel bye]]>>
<</choose>><<qSpeak "quincy.think">> <<if hasVisited("0open drank elijah dangel 3 work")>>What of your work? <</if>>If you spend as much time on your work as you say-- <</qSpeak>>
<<speak "elijah.smile">> I do! <</speak>>
<<qSpeak "quincy.think">> --then certainly you must have interesting things to say about your work. Anecdotes. Opinions on your trade. <</qSpeak>>
<<speak "elijah.point">> Of course! <</speak>>
<<speak "elijah.think">> ...Problem is, I'm morally bound to the practitioner's code! That means I can only speak freely of my work amongst my peers. <</speak>>
<<speak "dangelo.yeesh">> Aw, c'mon... you're really gonna do the practitioner secrecy thing? <</speak>>
<<qSpeak "quincy.think">> Is the secrecy among white practitioners truly so strict? <</qSpeak>>
<<speak "elijah.think">> Well, yes. But no. I'm free to speak of my patients and //what// I do, but I'm barred from giving any details on //how// I do it. <</speak>>
<<speak "dangelo.silly">> Well then! Maybe you could just tell us what the funniest hurt you ever healed was? Or grossest! A bit of shock and scandal always makes for good conversation, eh? <</speak>>
<<speak "elijah.confused">> Eh... I've treated members of high Nobility across Vestur... I wouldn't want to humiliate anyone. <</speak>>
<<speak "dangelo.neutral">> Even better! <</speak>>
<<speak "elijah.confused">> I don't know... *He clicks his tongue.* I'm afraid I'm just not much of a gossip. <</speak>>
<<set $response to "generic">>
<<choose>>
<<trait "shameless" [[You could omit names and locations for privacy.|0open drank elijah dangel 3 patients]]>><</trait>>
<<if !hasVisited("0open drank elijah dangel 3 interest")>>
[[What about your interests outside of work?|0open drank elijah dangel 3 interest]]
<</if>>
<<special "end" [[Uh... thank you for sharing.|0open: drank elijah dangel bye]]>>
<</choose>><<switch $response>>
<<case "uni">>
<<toneGain "lucas">>
<<toneLoss "vicky">>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.think" >> This parliament is meant to limit Noble power. Why then use Noble power to limit the parliament? Unicameralism is the implementation that makes sense. <</qSpeak>>
<<speak "lucas.laugh" >> Precisely! I know I could count on you to agree, Quintrell. If one is going to change the course of Vestur, it shouldn't be by half-measure. <</speak>>
<<qSpeak "quincy.pleased" >> Perhaps. But-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> I do agree unicameralism makes better sense. The point of the parliament is to limit Noble power. It makes no sense to use Noble power to limit the parliament. <</qSpeak>>
<<speak "lucas.laugh" >> Precisely! I know I could count on you to agree, Quintrell. If one is going to change the course of Vestur, it shouldn't be by half-measure. <</speak>>
<<qSpeak "quincy.lookaway" >> A "half measure" can sometimes --<</qSpeak>>
<</if>>
<<speak "vicky.neutralserious" >> Blah, blah, blah. Politicking gloves yapping away about what's best for everyone else. Yawn. <</speak>>
<<case "whatev">>
<<text>>
A pinkish tinge is starting to color the Prince's cheeks; he grows impassioned. You've no desire to add oil to this fire. Best agree and be done with it.
<</text>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "lucas.eyeroll" >> //Exactly//. I knew I could count on you to agree. And one other thing-- <</speak>>
<<case "bi">>
<<toneLoss "lucas">>
<<toneLoss "vicky">>
<<qSpeak "quincy.think" >> Nephthei does have a point about the bicameral legislature. <</qSpeak>>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.neutral" >> The second parliament could be done away with in the future if it is found irrelevant. But it is better to have stability during such large shifts. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Change brings instability. As he said, it makes sense to acclimate the people. <</qSpeak>>
<</if>>
<<speak "lucas.annoyed" >> And then the Nobility will define "stability" as synonym to "stagnation". The House of Nobles will just become a more cumbersome Council, and the people will be forced to endure another hundred years of bickering before they see any change! <</speak>>
<<speak "vicky.unimpressed" >> Blah, blah, blah. Politicking gloves yapping away about what's best for everyone else. Yawn. <</speak>>
<<case "whocares">>
<<toneLoss "lucas">>
<<toneGain "vicky">>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway" >> Does Itaja Nephthei's opinion of an anonymous pamphleteer really matter? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Does it really matter what Itaja Nephthei thinks of y-- *You bite your tongue.* "Prometheus"? <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral" >> We've enough to worry about. <</qSpeak>>
<<speak "lucas.surprised" >> It does! Quintrell, what do you think I've been fighting in Council for //months// to achieve?! Any discussion of a parliament that makes it to the press is - well, it's big! The press makes people talk. <</speak>>
<<speak "lucas.annoyed" >> This meeting at the end of Marriage Season could be //our chance.// The chance for the commoners of Vestur to have a -- that's why we're in this whole mess -- <</speak>>
<</switch>>
<<speak "vicky.unimpressed" >> We're supposed to be relaxing and forgetting about this Convoy stuff for a moment. <</speak>>
<<speak "lucas.scowl" >> //I am relaxing.// <</speak>>
<<speak "vicky.indifferent" >> Look. Things are complicated enough as it is. If you ask me, we need to //uncomplicate// it. <</speak>>
<<speak "lucas.glance" >> Really? And what sort of societal organization would you propose to replace our current one? <</speak>>
<<include "0open: drank lucas vicky 4">><<choose>>
<<if $drinkCounter <2>>
<<onceLink "@@.talk-action;Lucas is having some sort of impassioned conversation with Victoria. See what he's on about.@@" "0open: drank lucas vicky">><</onceLink>>
<</if>>
<<if hasVisited("0open: drank kaitos companion yestouch")>>
<<onceLink "@@.talk-action;Touch the bosoms of the painting on the far wall.@@" "0open: drank boobpainting">><</onceLink>>
<</if>>
<<onceLink "@@.talk-action;Approach Kaitos, who stands alone by himself.@@" "0open: drank kaitos">><</onceLink>>
<<onceLink "@@.talk-action;There is a free seat beside D'Angelo and Elijah. Sit with them for a while.@@" "0open: drank elijah dangel">><</onceLink>>
<<onceLink "@@.talk-action;Attempt to converse with the bartender.@@" "0open: drank bartender">><</onceLink>>
<<if $tempQ.debate.manticore == true>>
<<onceLink "@@.talk-action;Investigate the \"live manticore.\"@@" "0open: drank manticore">><</onceLink>>
<<else>>
<<onceLink "@@.talk-action;Investigate why there is a crowd in the corner.@@" "0open: drank manticore">><</onceLink>>
<</if>>
<<if $drinkCounter >=2>>
<<special "end" [[*Every time you look in Lucas's direction, he tries to wave you over. You should see what he wants.*|open: drank predebate 1]]>>
<</if>>
<</choose>><<text>>
The King-Regent must have paid a pretty penny to rent the Hoof and Antler for the night. The only patrons are your companions and the Convoy guard, and yet the establishment has been decorated floor to ceiling with unicorn and manticore iconography. As you study your ale, you find yourself in doubt that these gilded mugs see use among the tavern's standard patrons.
``So much merriment. So much pomp and frivolity. Guards gather in groups, laughing amongst each other. Your companions are strewn across the room. You set aside the slanderous paper. <<if setup.hasRep("ambition")>>In spite of the turbulent start, you are now Right Hand of the Fifth Convoy. You've every reason to celebrate. Everyone else is.<<else>>Everyone else is celebrating. Stewing in a corner alone will neither take you home nor un-print the reporter's gossip.<</if>>
``You take another swig from your cup. It burns like a stronger spirit in your mouth.
<</text>>
<<include "0open: drank activities">><<once>><<set $drinkCounter+= 1>><</once>>
<<text>>
At the far end of the counter, the bartender tops off mugs and smiles placidly as the increasingly drunken Convoy guard ravages his tavern. Balding and with a lined face, he looks to be quite old. He hums as he works; the noise of the bar forces him to hum //very loudly// so that he might hear himself.
``In fact, so loud is his humming that you struggle to catch his attention. It is on your third attempt that he happens to look in your direction and notice you are there.
<</text>>
<<speak "midlandbartender.neutral" "Bartender">> @@.singsong;Ahhh!@@ Your Grace! Need a little more ale? <</speak>>
<<text>>
He does not wait for your reply. He sloshes you something from his nearest barrel into a mug and foists it upon you. Wonderful.
<</text>>
<<itemAdd "manticoreBrew" `{name:"Mug of Spiced Ale",desc:"It's another mug of that mouth-burning ale."}`>>
<<text>>
Now you are responsible for downing //another// drink, and you no longer remember what it was you were going to say.
<</text>>
<<qSpeak "quincy.lookaway">> Hm. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> If you need anything, do let me know. It is @@.singsong;my honor@@ to serve you, the Prince, and all of the Fifth Convoy. <</speak>>
<<qSpeak "quincy.neutral">> Right. I need, ah... <</qSpeak>>
<<text>>
You intended to converse, if memory serves. But about what, and why? You survey the room in hopes that you might see something that inspires you.
<</text>>
<<include "0open: drank bartender hub">><<qSpeak "quincy.neutral">> I wanted to know what sort of ale this is. It's... <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> More @@.lilt;fiery@@ than regular ale? <</speak>>
<<qSpeak "quincy.neutral">> Yes. *So it isn't your imagination, then.* <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> This is the Midland's own famous @@.singsong;Manticore's Brew!@@ It felt befitting of the occasion, seeing that our Prince Lucas has been chosen to head the Fifth Convoy. <</speak>>
<<qSpeak "quincy.tilt">> But why does it burn? <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Extra cinnamon! For the manticores. <</speak>>
<<choose>>
<<trait "dense" [[Are you saying manticores like cinnamon? Cinnamon ale?|0open: drank bartender ale 2]]>><<set $response to "ale">><</trait>>
[[So it's meant to evoke the manticore's flame breath.|0open: drank bartender ale 2][$response to "flame"]]
<</choose>><<if $response != "ale">>
<<text>>
It seems not even ale is safe from metaphors.
<</text>>
<<qSpeak "quincy.neutral">> Ah. So the spice is meant to represent the manticore's flame breath, then. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> No. The manticores just liked cinnamon. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> You're saying they fed ale to manticores...? <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Indeed! <</speak>>
<<text>>
You balk. You were certain this was another one of your little misunderstandings.
<</text>>
<</if>>
<<qSpeak "quincy.surprised">> Pardon. What? <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Didn't you know? The Andimeurs of the past always gave the beasts spirits after a successful hunt. <</speak>>
<<qSpeak "quincy.tilt">> But why? <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Why, because they liked it, of course! Especially the kind that burned. Did you think they hunted the unicorns just for the valor of it? <</speak>>
<<qSpeak "quincy.neutral">> I thought manticores and unicorns were natural enemies. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Oh, they were. But never did the manticores fight so fiercely as when they knew a big cask of ale was at stake! <</speak>>
<<silently>>
<<itemUpdate "manticoreBrew" "name" "Manticore's Brew">>
<</silently>>
<<itemUpdate "manticoreBrew" "desc" "An unpleasant ale made to the tastes of a manticore. Allegedly, the beasts killed unicorns for the chance to drink this.">>
<<text>>
...You struggle to believe this claim, but perhaps a massive predatory mimic-cat simply has different tastes than you do.
<</text>>
<<include "0open: drank bartender hub">><<if hasVisited("0open: drank bartender ale") || hasVisited("0open: drank bartender decorate") || hasVisited("0open: drank bartender drawings")>>
<<qSpeak "quincy.neutral">> I should go. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Never mind. <</qSpeak>>
<</if>>
<<speak "midlandbartender.neutral" "Bartender">> @@.singsong;Holler if you need anything!@@ <</speak>>
<<include "0open: drank activities">><<qSpeak "quincy.neutral">> I am curious as to who decorated the tavern. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> @@.singsong;I did!@@ What do you think? Is it too much? <</speak>>
<<text>>
You look around, but a utilitarian man such as yourself makes for a poor judge. You've never spared much thought for decor and ornamentation, and it feels too late to start now. //Are// those little dangling unicorns "too much?" You wouldn't know.
<</text>>
<<choose>>
[[I don't think so.|0open: drank bartender decorate2][$response to "dont"]]
[[I'm not the man to ask.|0open: drank bartender decorate2][$response to "not"]]
<</choose>><<if $response == "dont">>
<<set $tempQ.debate.manticore to true>>
<<qSpeak "quincy.neutral">> *You shake your head.* I don't think so. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> @@.singsong;Pleased to hear it!@@ My sister said the "live manticore" was a step too far, but //look how popular she is!// *He gestures to the crowd <<if hasVisited("0open: drank manticore")>>gathered around Mittens<<else>>in the corner<</if>>.* <</speak>>
<<if !hasVisited("0open: drank manticore")>>
<<qSpeak "quincy.think">> Live manticore? *Your brow furrows in confusion.* <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Yup! That Little Mittens is something else! <</speak>>
<<qSpeak "quincy.furrow">> They're extinct. "Little Mittens" would have to be "something else" by definition. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Ahah... well, erm, yes. *He fiddles with his glasses.* <</speak>>
<<else>>
<<qSpeak "quincy.think">> Yes. She has proved herself quite popular. <<if $tempQ.debate.manticoreUgly == true>>*Especially given how unpleasant she is to behold.*<<else>>*Especially considering that her audience this evening is comprised of grown men, not children.*<</if>> <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> It just goes to show: never underestimate the appeal of a cute animal! <</speak>>
<<if $tempQ.debate.manticoreUgly == true>>
<<text>>
"Cute" is not the word you would use.
<</text>>
<</if>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> Truth be told, I'm not the man to ask. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Not one for decor, eh? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> I suppose The Architect doesn't bless us all equally. *He chuckles.* <</speak>>
<</if>>
<<include "0open: drank bartender hub">><<qSpeak "quincy.neutral">> I am curious about the drawings behind the counter. <</qSpeak>>
<<text>>
Indeed, the wall of papers behind him is a curious sight. An eclectic collection of cartoons from decades past. Judging from the brevity and recurring kingdom iconography, you suspect them political in nature, though their messaging is lost on a young man such as yourself.
<</text>>
<<speak "midlandbartender.neutral" "Bartender">> Ah, yes, my cartoons! My uncle started collecting them back in the 1740s. Aren't they quaint? <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> My sister says they're an eyesore, that they drive away customers. But! *He shakes a finger.* I maintain they make for @@.singsong;wonderful@@ conversation! <</speak>>
<<qSpeak "quincy.think">> Do they? <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Well, let's see! <</speak>>
<<text>>
The bartender turns to the wall and begins to rustle through the papers like an orc in the underbrush. After minutes of searching, he lets out a little //"ah-hah!"// and returns to you with a strange, crinkled little drawing of a manticore and a unicorn feuding over a limp rabbit fawn labeled "VESTUR."
<</text>>
<<itemImg "politicalcartoon" "An old political cartoon depicting a manticore and a unicorn feuding over an injured rabbit fawn. The fawn is labeled 'Vestur.'">>
<<text>>
A "conversation starter," he claims. You feel more at a loss for words than you did five minutes ago. And where in this image is Queen Celia supposed to be? According to the caption, she should be present and speaking, but you see no woman amongst the animals.
<</text>>
<<choose>>
<<check `["etiq",setup.DCKey["medium"]]` [[*Acknowledge its value, to be polite.*|0open: drank bartender drawings2 check]]>><<set $response to "etiq">><</check>>
<<check `["dec",setup.DCKey["medium"]]` [[*Feign interest. Tell him what he wants to hear.*|0open: drank bartender drawings2 check]]>><<set $response to "dec">><</check>>
[[...I don't get it.|0open: drank bartender drawings2][$response to "idk"]]
<</choose>><<qSpeak "quincy.neutral">> ...I don't get it. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> ...Really? <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<text>>
This puzzles the bartender. His face grows ponderous as he tries to reason out why this might be. Then, something occurs to him - his eyes widen, and his mouth gapes.
<</text>>
<<speak "midlandbartender.neutral" "Bartender">> *He brandishes a finger at you.* @@.surprise;//You are under thirty years of age!//@@ <</speak>>
<<qSpeak "quincy.neutral">> *This is public knowledge. You don't understand why it always seems to come as such a surprise.* Yes. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> My apologies, Duke Barghur. For a minute there, I forgot I was talking to a youngster. You have the face of an old soul. <</speak>>
<<qSpeak "quincy.neutral">> Hm. *You're uncertain as to whether that is a good thing or not.* <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> I suppose I should have picked one that was drawn //after// you were born, hm? <</speak>>
<<qSpeak "quincy.think">> That would have been the logical thing to do, yes. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Well then! Allow me to give you a little history lesson. <</speak>>
<<choose>>
[[Alright.|0open: drank bartender drawings2 story]]
[[That's alright. I should go.|0open: drank bartender bye][$response to "nostory"]]
<</choose>><<text>>
Choosing your words is a struggle. Usually it is safe to call a piece of art "lovely" <<if $response == "etiq">>and leave it at that<<else>>or muster up some other tired bit of praise<</if>>, <<if setup.checkPass()>>but the motive behind this piece is not beauty, but politics. Alas, whatever biting criticism it might have once had is lost on a man of your youth. //You need to say something more.//<<else>>but "lovely" is not a believable description for this scrawl. You are no artist, but it is plain to see that this piece is unpleasant to look at. //You need another adjective.//<</if>>
<</text>>
<<if setup.checkPass()>>
<<if $response == "etiq">>
<<qSpeak "quincy.neutral">> Interesting. It begs a great many questions about the era. *It's not a lie, technically speaking.* <</qSpeak>>
<<else>>
<<set $cFlags.quincy.lie++>>
<<qSpeak "quincy.think">> Interesting. You can really feel the artist's intent in every stroke. Very emblematic of its era. *Or at least, you hope it is.* <</qSpeak>>
<</if>>
<<skillCheck>>
<<speak "midlandbartender.neutral" "Bartender">> *He beams.* <<if $response == "etiq">>Doesn't<<else>>Isn't<</if>> it just? <</speak>>
<<if $response == "etiq">>
<<speak "midlandbartender.neutral" "Bartender">> It was drawn at the end of Queen Celia's reign. So - right before the mother of your Convoy Prince took the throne. Celia, quite famously, made quite a muck of things over her rule. It gave the cartoonists much to cartoon. <</speak>>
<<speak "midlandbartender.neutral" "Bartender">> There is debate in the community as to who did it first, but the men of the era seemed to all agree that Queen Celia was to be depicted as an ugly old manticore and Amalthea a beautiful unicorn. See the lightened tips on their manes? They're not just animals but //animal Andimeurs.// @@.singsong;Animaldemeurs!@@ <</speak>>
<<else>>
<<speak "midlandbartender.neutral" "Bartender">> It truly has everything those old 1760s cartoons had to offer. Queen Celia as the ugly old manticore! Princess Amalthea as the pretty little unicorn looking to right her wrongs! <</speak>>
<</if>>
<<text>>
Ah. So the //manticore// is meant to be Queen Celia. That explains the confounding caption.
<</text>>
<<if $response == "etiq">>
<<qSpeak "quincy.think">> I see. And why is Vestur a fawn? <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Because it says "Vestur" on it. <</speak>>
<<qSpeak "quincy.lookaway">> Oh. <</qSpeak>>
<<qSpeak "quincy.neutral">> Thank you for the information. That was an interesting bit of history. <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> @@.singsong;Of course!@@ Always happy to ramble. And it's an honor to ramble to a Duke. <</speak>>
<<speak "midlandbartender.neutral" "Bartender">> Here. Why don't you take it with you? Maybe now that you've gotten a taste for the hobby you'll start a collection of your own. <</speak>>
<<qSpeak "quincy.lookaway">> *You know you won't.* Ah, that's alright, I... <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> I've at least three copies of this one, so it's <<snout "no skin off my nose" "no length off my tail">>. <</speak>>
<<else>>
<<qSpeak "quincy.think">> And Vestur is a fawn... <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> Because it says "Vestur" on it! <</speak>>
<<qSpeak "quincy.neutral">> A bold choice. I love it. <</qSpeak>>
<<text>>
Damn it. //You love it?// That's too much. He'll never believe you.
<</text>>
<<speak "midlandbartender.neutral" "Bartender">> @@.singsong;Well then!@@ In that case, why don't you take it with you? <</speak>>
<<qSpeak "quincy.surprised">> Oh. Uh... <</qSpeak>>
<<speak "midlandbartender.neutral" "Bartender">> I've at least three copies of this one, so it's <<snout "no skin off my nose" "no length off my tail">>. <</speak>>
<</if>>
<<text>>
Just as he did with the ale, he doesn't wait for your confirmation. He slides the crinkled old paper towards you.
<</text>>
<<itemAdd "politicalcartoon">>
<<else>>
<<if $response == "etiq">>
<<qSpeak "quincy.neutral">> It's... interesting. <</qSpeak>>
<<text>>
The bartender's face lights up. His brows rise, and he watches you expectantly.
``Damn it. He wanted more from you.
<</text>>
<<qSpeak "quincy.lookaway">> The lines are... very dark. And only a little smudged. <</qSpeak>>
<<skillCheck>>
<<else>>
<<qSpeak "quincy.neutral">> It's... artistically proficient. You can really feel the... the artistry. <</qSpeak>>
<<skillCheck>>
<<text>>
Not your best work.
<</text>>
<</if>>
<<speak "midlandbartender.neutral" "Bartender">> Ahah... *He gives an awkward chuckle.* You know what? Let's try that again. I'll go get another one. <</speak>>
<<qSpeak "quincy.neutral">> No, no. That's alright. <</qSpeak>>
<</if>>
<<include "0open: drank bartender hub">><<qSpeak "quincy.neutral">> Alright. <</qSpeak>>
<<text>>
The bartender beams. He takes the drawing in hand and attempts to smooth its creases. It looks no different for his efforts.
<</text>>
<<itemImg "politicalcartoon" "The same drawing, entirely unchanged.">>
<<speak "midlandbartender.neutral" "Bartender">> This was drawn at the end of Queen Celia's reign. So - right before the mother of your Convoy Prince took the throne. Celia, quite famously, made quite a muck of things over her rule, and so the young Princess Amalthea had a //lot// of work to do earning the trust of her people. @@.singsong;And work she did!@@ <</speak>>
<<speak "midlandbartender.neutral" "Bartender">> Now, Queen Celia preferred a mess, and she was none too happy with her daughter's efforts towards a better Vestur. The press was quick to catch on to their feud, and the cartoonists soon thereafter. <</speak>>
<<speak "midlandbartender.neutral" "Bartender">> There is debate in the community as to who did it first, but the men of the era seemed to all agree that Queen Celia was to be depicted as an ugly old manticore and Amalthea a beautiful unicorn. See the lightened tips on their manes? They're not just animals but //animal Andimeurs.// @@.singsong;Animaldemeurs!@@ <</speak>>
<<if hasVisited("0open: drank bartender drawings2")>>
<<qSpeak "quincy.lookaway">> ...I see. And why is Vestur a fawn? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> ...I see. And why is Vestur a fawn? <</qSpeak>>
<</if>>
<<speak "midlandbartender.neutral" "Bartender">> Because it says "Vestur" on it. <</speak>>
<<qSpeak "quincy.neutral">> Oh. <</qSpeak>>
<<include "0open: drank bartender hub">><<choose>>
<<actions
[[I wanted to know who decorated.|0open: drank bartender decorate]]
[[I wanted to ask about those weird drawings behind you.|0open: drank bartender drawings]]
[[I wanted to ask what sort of ale this is.|0open: drank bartender ale]]
>>
<<if passage() == "0open: drank bartender">>
<<special "end" [[...Never mind.|0open: drank bartender bye]]>>
<<else>>
<<special "end" [[I should go.|0open: drank bartender bye]]>>
<</if>>
<</choose>><<text>>
You make your way over to the woman's portrait, trying not to appear self-conscious as you do. <<if setup.hasTrait("shameless")>>You cannot bear to give anyone more reason to think so of you.<<else>>A difficult task, as you most certainly are.<</if>>
``The woman depicted in the painting is hefty, wealthy, and older than you. The idea of laying hands upon this approximation of a person seems disrespectful to her memory. Is she dead or alive, you wonder? Is it possible that she might lurk somewhere where she might see you? <<if $rumor.calypso>>Your mind drifts back to the rumors regarding your interest in Lady Nephthei. The woman here appears to be in her forties at the least. Would it lend veracity to such claims, should you proceed?<</if>>
``You feel less certain about all this than you did before.
<</text>>
<<choose>>
<<link "@@.talk-action;You don't want to do this, so you won't.@@" "0open: drank boobpainting chicken">><</link>>
<<if setup.hasTrait("shameless")>>
<<link "@@.talk-action;Touch the portrait's bosom anyway. You must prove yourself.@@" "0open: drank boobpainting go">><</link>>
<<else>>
<<link "@@.talk-action;Touch the portrait's bosom anyway. You must prove yourself.@@" "0open: drank boobpainting go fake">><</link>>
<</if>>
<</choose>><<text>>
In following the herd, you risk your <<if setup.hasTrait("shameful")>>dignity<<else>>reputation<</if>>. And what tangible rewards have you to gain from debasing this painting and yourself? Nothing.
``All at once, you find your head entirely clear. You remove yourself from the vicinity of the bosomed painting.
<</text>>
<<include "0open: drank activities">><<toneGain "vicky" "fun">>
<<text>>
Steeling yourself, you reach for the painting. Your hand touches the canvas. From the sound of Victoria's whooping and clapping, you surmise that your manhood has been proven, and so you remove your hand. The old paint leaves a rough and gritty texture on your gloves.
``When you turn, you see Kaitos leaning against the opposite wall. He saw, but what he thinks remains a mystery as his cocked brow tells you nothing in particular. Your quest for dignity ends without fanfare.
<<if $rumor.calypso>><p>(You only hope that you did not condemn yourself to a lifelong reputation as a man who covets older women.)</p><</if>>
<</text>>
<<include "0open: drank activities">><<text>>
Steeling yourself, you reach for the painting...
<</text>>
<<timebreak "evening" "Sixty seconds later...">>
<<text>>
...but your hand only hangs there. You can will it no further. Humiliated, you withdraw from the portrait.
``When you turn, you see Kaitos leaning against the opposite wall, watching with dark and unreadable eyes. He saw.
<</text>>
<<include "0open: drank activities">><<once>><<set $drinkCounter+= 1>><</once>>
<<text>>
D'Angelo and Elijah have claimed a stretch of bar for themselves. You are already pulling up a chair to join them when D'Angelo demands:
<</text>>
<<speak "dangelo.silly">> Hey, you! Get over here. I need you to help us out of a bit of a pickle. <</speak>>
<<qSpeak "quincy.neutral">> I know little of vegetables. <</qSpeak>>
<<speak "dangelo.laugh">> @@.surprise;PFfft!@@ //This guy!// *He elbows the practitioner.* Can you believe <<if setup.hasTrait("jester")>>some people don't know he's<<else>>he says he's not<</if>> funny? <</speak>>
<<if setup.hasTrait("jester")>>
<<speak "elijah.point">> Well, yes, actually. It's his severe demeanor! <</speak>>
<<else>>
<<speak "elijah.think">> Well... <</speak>>
<</if>>
<<qSpeak "quincy.think">> <<if setup.hasTrait("jester")>>So. Tell me of this pickle.<<else>>Enough. Tell me of this "pickle."<</if>> <</qSpeak>>
<<speak "dangelo.laugh">> Right, right. Of course! <</speak>>
<<text>>
His hand slaps on your shoulder; he pats it gently a few times before grasping it hard and wrenching you close. Your brother furrows his brow and thumbs his lip as he ponders how to best articulate his problem.
<</text>>
<<speak "dangelo.yeesh">> So. I'm trying to bond with this guy. *He gestures to Elijah.* But he's shy or something. He's giving me //nothing!// <</speak>>
<<speak "elijah.bashful">> Apologies, Your Grace. I'm next in line to become Royal Practitioner, future headmaster of the Holy College, heir to all of Elkhatu Lordship... and a husband and father as well! I'm afraid that doesn't leave much time for hobbies... <</speak>>
<<speak "dangelo.silly">> Aw, c'mon. Everyone's got hobbies! <</speak>>
<<speak "elijah.point">> The betterment of white practice is my hobby! <</speak>>
<<speak "dangelo.unsure">> See what I'm talking about? And this is what this guy is like two ales in! <</speak>>
<<speak "elijah.point">> Three and a half, actually. <</speak>>
<<speak "dangelo.surprised">> See? *He jostles you by the shoulder.* What //is// that? How do I work with that? <</speak>>
<<set $response to "nothanks">>
<<choose>>
[[How unusual. This warrants further examination.|0open: drank elijah dangel 2]]
<<special "end" [[If you don't know, why would I?|0open: drank elijah dangel bye]]>>
<</choose>><<qSpeak "quincy.think">> Hm. You must be desperate if you're asking my advice on interpersonal matters. <</qSpeak>>
<<speak "dangelo.smilestress">> //I am!// <</speak>>
<<qSpeak "quincy.neutral">> Alright. Let's take a closer look at the situation at hand. <</qSpeak>>
<<speak "dangelo.eyeroll">> //@@.singsong;Phew!@@// *He breathes a sigh of relief.* <</speak>>
<<text>>
Pushing D'Angelo aside, you take a minute to contemplate Elijah. The practitioner has been nothing but professional since you've met... to the exclusion of all other behaviors. The days you've spent together have revealed little else about him. It's unusual, come to think of it.
<</text>>
<<qSpeak "quincy.think">> You say you haven't the time for hobbies. <</qSpeak>>
<<speak "elijah.bashful">> Mmhmm. *He nods.* I'm afraid I'm well on my way to becoming a boring old man! I know it's hard to believe, but if you give it a few more years I'll look the part, too. <</speak>>
<<choose>>
[[...but you must have interests.|0open drank elijah dangel 3 interest]]
[[...but you must have interesting things to say about your work.|0open drank elijah dangel 3 work]]
<</choose>><<switch $response>>
<<case "nothanks">>
<<qSpeak "quincy.think">> Hm. You must be desperate to ask my advice on interpersonal matters. <</qSpeak>>
<<speak "dangelo.smilestress">> //I am!// <</speak>>
<<qSpeak "quincy.neutral">> Then it's hopeless. <</qSpeak>>
<<speak "dangelo.smilenervous">> @@.stutter;Quincyyyyyy!@@ C'monnnn... <</speak>>
<<qSpeak "quincy.neutral">> If you've no idea, what makes you think I would? <</qSpeak>>
<<speak "elijah.bashful">> . . . <</speak>>
<<text>>
You pluck D'Angelo's hand from your shoulder and return to your feet.
<</text>>
<<case "angry">>
<<text>>
D'Angelo is right: your temper has grown too heated for a celebration. You ought to remove yourself from the conversation before your temper can get the better of you.
<</text>>
<<qSpeak "quincy.neutral">> I'll be going now. <</qSpeak>>
<<speak "elijah.bashful">> Alright. Apologies... again. <</speak>>
<<default>>
<<if $response == "badjoke">>
<<qSpeak "quincy.think">> Thank you for sharing, Elijah. It was... a curious experience. <</qSpeak>>
<<speak "elijah.bashful">> Of course. Thank you for putting up with my //awful// storytelling. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I'm going to see what the others are up to. <</qSpeak>>
<<speak "elijah.neutral">> Alright. It was a pleasure speaking with you, Your Grace. <</speak>>
<</if>>
<<speak "dangelo.silly">> And thanks for helping with my little investigation. <</speak>>
<</switch>>
<<include "0open: drank activities">><<once>><<set $drinkCounter+= 1>><</once>>
<<speak "kaitos.casual.neutralserious">> . . . <</speak>>
<<text>>
The Viscount stands alone in a corner with his drink. His gaze is fixed on the far wall. His expression is serious and intent; his eyes remain where they are even as he sips at his ale. Following his line of sight, you find... nothing. Nothing but a wall.
``Strange.
<</text>>
<<choose>>
<<check `["hare",setup.DCKey["easy"]]` [[*Attempt once more to determine what it is he stares at.*|0open: drank kaitos 2]]>><<set $response to "check">><</check>>
[[What are you doing?|0open: drank kaitos 2][$response to "what"]]
<<special "end" [[*He seems... busy. Perhaps you should speak to someone else.*|0open: drank kaitos nothanks]]>>
<</choose>><<if $response == "check">>
<<text>>
Perplexed, you take another good look at the wall. Surely he wouldn't be //literally// staring at nothing... would he?
<</text>>
<<skillCheck>>
<<if setup.checkPass()>>
<<text>>
The wall is covered in paintings. Most of them are so trite they resist your notice. However, amongst these uninteresting paintings is a cliché of moderate note: a portrait of a matronly Midland woman, her bosom ample and her neckline low.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> ...You are ogling a painting. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...Are you ogling a painting? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.look">> Huh? Oh, no, not this time. <</speak>>
<<else>>
<<text>>
...To be honest, you're not certain. All your eyes see is an utterly unremarkable wall covered in utterly unremarkable decor.
<</text>>
<<qSpeak "quincy.lookaway">> ...Hm. <</qSpeak>>
<<speak "kaitos.casual.pleased">> You come to watch? <</speak>>
<<qSpeak "quincy.lookaway">> Come to watch what? <</qSpeak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> What are you doing? <</qSpeak>>
<<speak "kaitos.casual.surprised">> @@.yell;<sup>Woah!!</sup>@@ <</speak>>
<<text>>
Judging from his yelping, you've caught him by surprise. But the Southerner does not remain rattled long, and it takes him only a minute to smooth his hair and return to his languid demeanor.
<</text>>
<<speak "kaitos.casual.neutral">> Oh. Uh. Hey. <</speak>>
<</if>>
<<if $response != "check" || !setup.checkPass()>>
<<text>>
He extends a long arm forward, pointing to the wall.
<</text>>
<<qSpeak "quincy.think">> The... wall. <</qSpeak>>
<<speak "kaitos.casual.pleased">> Not the wall. The portrait. <</speak>>
<<text>>
You look again. Indeed, there is a portrait hanging on the wall: a trite depiction of some matronly Midland woman. The neckline of her dress is low and her bosom ample, but there is little to note about the painting otherwise. So cliché was the subject and nondescript was the craftsmanship that you hadn't thought twice about it.
<</text>>
<</if>>
<<speak "kaitos.casual.smile">> I'm doing a little science. Got a theory. Watching to see if it's real. <</speak>>
<<choose>>
[[Tell me more about this "science."|0open: drank kaitos 3][$response to "science"]]
[[It sounds like you're making excuses to stare at painted breasts.|0open: drank kaitos 3][$response to "excuse"]]
<</choose>><<if $response == "science">>
<<toneGain "kaitos">>
<<qSpeak "quincy.think">> Intriguing. Tell me more. <</qSpeak>>
<<speak "kaitos.casual.smug" >> Pleasure. <</speak>>
<<else>>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.neutral">> This sounds like an excuse to stare at painted bosoms. <</qSpeak>>
<<speak "kaitos.casual.stare">> Sounds like one, but isn't. Hear me out. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> Alright. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Alright... <</qSpeak>>
<</if>>
<</if>>
<<speak "kaitos.casual.thinking">> Twenny-five soldiers in the Convoy guard. Right? <</speak>>
<<qSpeak "quincy.think">> Yes...? <</qSpeak>>
<<speak "kaitos.casual.idle">> Nine of them have gotten handsy with our painting lady. ''Nine.'' That's like half the soldiers. <</speak>>
<<qSpeak "quincy.neutral">> It is not. <</qSpeak>>
<<speak "kaitos.casual.stare">> No, but it's close enough. And! I predict that - b'fore the night is through - we'll be up to thirteen at least. <</speak>>
<<choose>>
[[Interesting. You'll have to share your results.|0open: drank kaitos 4][$response to "share"]]
[[This is a preposterous use of your time.|0open: drank kaitos 4][$response to "ridic"]]
<</choose>><<if $response == "share">>
<<set $tempQ.debate.kaitosInterest to true>>
<<qSpeak "quincy.neutral">> ...Interesting. You'll have to share your findings later. <</qSpeak>>
<<speak "kaitos.casual.idle">> 'Kay. <</speak>>
<<qSpeak "quincy.think">> So, you say //nine// men have fondled this painting already? <</qSpeak>>
<<speak "kaitos.casual.look">> Uh huh. Looks like we got another one there, too. <</speak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> A preposterous use of your time. <</qSpeak>>
<<speak "kaitos.casual.pleased">> Uh-huh. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> A preposterous use of your time. And highly inappropriate. <</qSpeak>>
<<speak "kaitos.casual.stare">> Hey, it's not me doing the inappropriate. I've been a perfect gentleman all evening. <</speak>>
<<speak "kaitos.casual.pleased">> But it //is// a pu'posterous use of my time. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Then why bother with it? <</qSpeak>>
<<speak "kaitos.casual.thinking">> Knowledge. *He flutters his hand.* Knowing stuff. Once you stop learning, you stop growing, y'know? <</speak>>
<<qSpeak "quincy.furrow">> "Knowledge." *You snort.* Am I seriously to believe nine soldiers have-- <</qSpeak>>
<<speak "kaitos.casual.look">> @@.surprise;Ooh!@@ Looks like we got another one. <</speak>>
<</if>>
<<text>>
You turn your head just in time to see. The guard is attempting to be discreet, blocking your line of sight with his body, but it is clear from across the room where his hand lays. <<if setup.hasTrait("shameful")>>His self-consciousness is infectious, and so your eyes retreat to the floor.<<else>>Such flagrant behavior for a man who looks so nervous.<</if>>
<</text>>
<<speak "kaitos.casual.neutral">> That's number ten. <</speak>>
<<include "0open: drank kaitos hub">><<if hasVisited("0open: drank kaitos companion yestouch")>>
<<text>>
There is a lull in conversation. You decide that if you are going to make good on your declaration of manhood, you'd best deliver before you lose your nerve.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I'm going now. To fondle the painting. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'm going now. To... consort with the painting. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.smile">> I'll believe it when I see it. <</speak>>
<<else>>
<<text>>
There is a lull in conversation. You decide that you've watched Kaitos watch this bosomed painting for long enough. <<if $tempQ.debate.kaitosInterest == true>>Interested as you are in the Viscount's "science," you aren't keen on the idea of waiting for the eleventh man all night.<</if>>
<</text>>
<<if $tempQ.debate.kaitosInterest == true>>
<<qSpeak "quincy.neutral">> I'll leave you to your work. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'll leave you to your... activities. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.neutral">> 'Kay. Stay gold. <</speak>>
<</if>>
<<include "0open: drank activities">><<set _quincyYet to "quincy.think">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> So, are any of these ten portrait-gropers our companions?<</qSpeak>>
<<speak "kaitos.casual.neutral">> Nah. <</speak>>
<<qSpeak "quincy.neutral">> *Knowing D'Angelo...* I find that difficult to believe. <</qSpeak>>
<<speak "kaitos.casual.stare">> Been counting them separate. <</speak>>
<<qSpeak "quincy.neutral">> Ah. <</qSpeak>>
<<else>>
<<set _quincyYet to "quincy.lookaway">>
<<qSpeak "quincy.lookaway">> None of our companions are... among the ten who were inappropriate with the portrait, were they? <</qSpeak>>
<<speak "kaitos.casual.neutral">> Nah. <</speak>>
<<qSpeak "quincy.tilt">> *You breathe a sigh of relief.* <</qSpeak>>
<<speak "kaitos.casual.stare">> Been counting them separate. <</speak>>
<<qSpeak "quincy.lookaway">> ...Oh. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.idle">> So far it's just our brave Guard-Captain. And, um, I guess Miss Wylvire did too? But no one else yet. <</speak>>
<<qSpeak _quincyYet >> "Yet?" <</qSpeak>>
<<speak "kaitos.casual.look">> Night's still young. <</speak>>
<<if setup.hasTrait("shameless")>>
<<text>>
//"Yet?"// Elijah seems too proper for such a thing, and Lucas too squeamish...
<</text>>
<<qSpeak "quincy.think">> Are you planning on partaking in this madness? <</qSpeak>>
<<else>>
<<text>>
//"Yet?"// Elijah and Lucas are far too proper to do such a thing...
<</text>>
<<qSpeak "quincy.lookaway">> You're not thinking of... <</qSpeak>>
<</if>>
<<speak "kaitos.casual.neutral">> Nah, I'm good. I got a girl. <</speak>>
<<qSpeak "quincy.surprised">> Do you? <</qSpeak>>
<<speak "kaitos.casual.glance">> Sorta. Maybe. I hope. *He shuffles.* I mean, I'm on the vinnie, so we're not really, um, talking. <</speak>>
<<speak "kaitos.casual.pleased">> What about //you?// Are //you// gonna go have a touch? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> What? No. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.idle">> Yeah, didn't think so. *He gives a breathy half-laugh.* <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
A suspicion creeps over you. Is he implying you've some sort of deficiency as a male?
<</text>>
<<skillCheck 2>>
<<if setup.checkPass(2)>>
<<text>>
You don't read any mockery on his face. Perhaps you are misunderstanding something.
<</text>>
<<else>>
<<text>>
You strongly suspect he is.
<</text>>
<</if>>
<</if>>
<<include "0open: drank kaitos hub">>
<<set $cFlags.kaitos.gf to 0>><<text>>
<<if setup.checkPass(2)>>
Still, you will not suffer even a potential slight<<if setup.hasTrait("shameful")>>, even if it means acting indecent in the process<</if>>.
<<else>>
You conclude you've a reputation to right<<if setup.hasTrait("shameful")>>, no matter how indecent righting it may be<</if>>.
<</if>>
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You know, on second thought, perhaps I will touch the painting. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You know, on second thought, perhaps I will touch the painting's... bosoms. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.smile">> @@.lilt;'Kay.@@ <</speak>>
<<include "0open: drank kaitos hub">><<choose>>
<<if passage() == "0open: drank kaitos companion" && setup.checkPass(1) && !hasVisited("0open: drank kaitos companion yestouch")>>
<<specialC "hunch" [[You know, maybe I will touch those painted bosoms after all.|0open: drank kaitos companion yestouch]]>><<passiveCheck 1 `["emp",setup.DCKey["easy"]]`>><<passiveCheck 2 `["emp",setup.DCKey["medium"]]`>><</specialC>>
<</if>>
<<if !hasVisited("0open: drank kaitos companion")>>
<<trait "shameless" [[Are any of our companions among the ten portrait-gropers?|0open: drank kaitos companion]]>><<passiveCheck 1 `["emp",setup.DCKey["easy"]]`>><<passiveCheck 2 `["emp",setup.DCKey["medium"]]`>><</trait>>
<<trait "shameful" [[You haven't seen any of our companions be... inappropriate... with the painting, have you?|0open: drank kaitos companion]]>><<passiveCheck 1 `["emp",setup.DCKey["veasy"]]`>><<passiveCheck 2 `["emp",setup.DCKey["medium"]]`>><</trait>>
<</if>>
<<actions
[[I don't understand the motivation behind this behavior.|0open: drank kaitos why do]]
>>
<<onceLink "You suspect at least thirteen men will touch the painting. Why thirteen?" "0open: drank kaitos why thirteen">><<passiveCheck 1 `["emp",setup.DCKey["medium"]]`>><</onceLink>>
<<if hasVisited("0open: drank kaitos companion yestouch")>>
<<special "end" [[I should get to that painting.|0open: drank kaitos bye]]>>
<<else>>
<<special "end" [[I'll leave you to it.|0open: drank kaitos bye]]>>
<</if>>
<</choose>><<text>>
Ultimately, you decide it best not to bother him. It is unlikely he would appreciate you breaking his... concentration.
<</text>>
<<include "0open: drank activities">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> Thirteen men before the evening is up... how did you arrive at such a number? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Thirteen men before the evening is up... how did you even arrive at such a number? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.thinking">> I 'unno. Just a guess. Feels right. <</speak>>
<<if setup.checkPass(1)>>
<<toneGain "kaitos" "insight">>
<<text>>
A flimsy justification for his hypothesis. Unless...
<</text>>
<<qSpeak "quincy.think">> ...You've <<if $tempQ.debate.kaitosInterest == true>>tested this theory<<else>>done this sort of thing<</if>> before, then. <</qSpeak>>
<<skillCheck 1>>
<<speak "kaitos.casual.idle">> Oohhh yeah. Lotsa naked people in Southern art, you know. We got a proud tradition of boobie statues and murals of guys with their little guys out. You can play this game pretty much anywhere. <</speak>>
<<else>>
<<text>>
A flimsy justification for <<if $tempQ.debate.kaitosInterest == true>>the parameters of his experiment<<else>>an equally flimsy experiment<</if>>.
<</text>>
<<qSpeak "quincy.neutral">> So it has no basis in fact. <</qSpeak>>
<<speak "kaitos.casual.smug">> Nope. <</speak>>
<</if>>
<<include "0open: drank kaitos hub">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I can't say I understand the logic behind this behavior. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I don't understand this behavior at all. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.stare">> S'guys. They tend to like, y'know... *He caresses the air in front of his chest with his free hand, outlining the shape of a bosom.* <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> But it's a facsimile painted upon flat canvas. Surely they understand this? <</qSpeak>>
<<speak "kaitos.casual.thinking">> Yeah, but like, birds. <</speak>>
<<qSpeak "quincy.lookaway">> I... what? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> But... it's a painting... <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Sure. But like... birds, you know? <</speak>>
<<qSpeak "quincy.tilt">> I... what? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.look">> Birds are smart. They still get tricked. Back home, there's these birds - the guys're red and the ladies are like, brown. There's this big tiled mural of Saint Isadore with the phoenixes in the market district, and every spring, it's like... *He flails his arm outward.* Brown lady-birds everywhere. 'Cause they see red. But it's only tiles, not a real guy. But they like it anyway, 'cause... red. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> Still, I would think men were smarter than birds... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> So men are no more intelligent than birds? Is that what you're saying? <</qSpeak>>
<</if>>
<<speak "kaitos.casual.look">> *He gives a mysterious look and shrugs.* <</speak>>
<<include "0open: drank kaitos hub">><<set $tempQ.debate to {}>>
<<set _coatDesc2 to "ocean waves">>
<<switch $lStats.body>>
<<case 1>>
<<set _coatDesc2 to "soft spring">>
<<case 2>>
<<set _coatDesc2 to "ocean waves">>
<<case 3>>
<<set _coatDesc2 to "winter evening">>
<<case 4>>
<<set _coatDesc2 to "dawn sky">>
<<case 5 6 7>>
<<set _coatDesc2 to "sunset">>
<<case 8>>
<<set _coatDesc2 to "black sky">>
<<case 9>>
<<set _coatDesc2 to "silver sheen">>
<<set _coatDesc2 to "glittering snow">>
<<case 10>>
<<set _coatDesc1 to "vibrant summer">>
<</switch>>
<<locationBoardSetup `[
{img:"rabbit-trophy.png",text:"The early spring air in Diadem has shifted in these weeks to carry portentous warmth."},
{img:"tavern.png",text:"Voices babble all about you, gleeful and indistinct."},
{img:"mugs.png",text:"You realize you are the only one here not enjoying himself."}
]`>>
<<location "andimeur" `["Hoof and Antler Bar","Mane Quarter"]`>>
<<timebreak "evening">>
<<locationDesc>>
<<processTxt>>
In the less than two weeks you've been Right Hand, you've managed no less than //two// scandals. How that reporter's story even made it to print so fast is a mystery. Misinterpretation is a fact of your social life, sure, but the //frequency// and //velocity// is enough to leave a man dumbstruck. <<if setup.hasRep("ambition")>>There is no recourse but to toughen one's back to this kind of public flogging as Right Hand, but a part of you wishes<<else>>You sorely wish<</if>> you were back home, tending $licorice.
``But you are far from Morbre and your beloved beast. The <<print setup.licoriceColor()>> glint of her coat feels about as distant and illusory as the _coatDesc2 it conjured in your mind on the day of your departure.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|0open: drank arrive]]@@
<<set $drinkCounter to 0>><<once>><<set $drinkCounter+= 1>><</once>>
<<speak "lucas.neutral" >> So the second legislature is //supposedly// meant to be a check on the first. But a legislature's purpose in the first place is to provide the masses a voice against the self-interests of the aristocracy - to allow //all subjects// some sort of legal self-determination.
``The argument goes then that a House of Nobles would have override privileges, becoming a second check to prevent the Kingdoms from falling to the //@@.lilt;"tyranny of the masses."@@// <</speak>>
<<speak "vicky.think" >> And this uh, "bicameral" one, is what that //other guy// you don't like wants? Iraja, or whoever? <</speak>>
<<speak "lucas.scowl" >> Yes, //Itaja.// Master Nephthei. It's insulting! A bicameral parliament assumes that the people of the Tri-Kingdom are too stupid to be trusted to speak for their own interests. Do you get it yet? <</speak>>
<<speak "vicky.think" >> ...Nope. Still sounds like the same shit to me. <</speak>>
<<speak "lucas.annoyed" >> @@.stutter;Hrgghhh.@@ Let me find another way to simplify this. <</speak>>
<<text>>
Lucas takes a deep breath while adjusting his spectacles, so you take the opportunity to interject.
<</text>>
<<qSpeak "quincy.neutral" >> ...//What are you two talking about?// I could hear you from the other side of the tavern. <</qSpeak>>
<<speak "vicky.incredulous" >> Wouldja believe I just asked what he was readin'? *She gestures to a folded newspaper on the table.* Never makin' that mistake again. <</speak>>
<<speak "lucas.neutral" >> I'm trying to explain to Victoria why //Itaja Nephthei's// most recent //opinion column// - *He more spits than enunciates the words.* - was such bosh. But, a bit of political background is needed for context. <</speak>>
<<choose>>
[[What makes Nephthei's column "bosh?"|0open: drank lucas vicky 2 explain]]
<<special "end" [[*Run while you still have the chance.* Best of luck with that.|0open: drank lucas vicky 2 good luck]]>>
<</choose>><<qSpeak "quincy.neutral" >> Why is Nephthei's column "bosh?" <</qSpeak>>
<<speak "vicky.indifferent" >> @@.whisper;Oh boy. Here we go.@@ <</speak>>
<<speak "lucas.neutral" >> Before the Barehander incident, the essayist "Prometheus" put out a pamphlet calling for Vestur to adopt a legislature. The very thing I've spent the last few months persuading the Council to consider adoption of! We are the last Kingdom in the civilized world to still be an absolute monarchy. <</speak>>
<<speak "lucas.smug" >> He - Prometheus - suggested a unicameral parliament of elected representatives. The monarch would then answer to the people when making decisions, in the way the people to the monarch. It's a dialogue! It makes sense to //me.// <</speak>>
<<speak "lucas.eyeroll" >> Nobody responded -- //especially given the circumstances// -- until last week's edition of the Boreal South's daily paper. Look! In the "opinions" section. <</speak>>
<<text>>
You begin to reach for the paper, but he snatches it up and opens it to the relevant section, proceeding to rattle off a series of highlights.
<</text>>
<<speak "lucas.neutral" >> //"In response to 'Rethinking the Royal Prerogative' by Prometheus..."// <</speak>>
<<speak "lucas.thinking" >> //"When teaching a child to swim, acclimation is needed. To give such unchecked power to those who have never had it, it is tantamount to throwing a child into the ocean who has never so much as tread through a puddle. Therefore, a bicameral legislature with a House of Nobles would provide a sober check on the unshaped wants of the people as they grow into a voting populace, and prevent instability..."// <</speak>>
<<speak "lucas.scowl" >> //"While Prometheus has ''some'' merit in his assertion that Vestur has fallen behind on times, he lacks finesse in his approach to implementation. Recklessness, even with the best intentions, only leads to ruin."// <</speak>>
<<speak "lucas.annoyed" >> Ridiculous. A unicameral parliament represents change! A bicameral parliament only creates the illusion of it. I am in full agreement with Prometheus. <</speak>>
<<speak "vicky.indifferent" >> *She shakes her head, and takes a long swig of her beer.* All the same to me. <</speak>>
<<choose>>
<<ideal "ambition" [[I agree as well. Unicameralism is the way to go.|0open drank lucas vicky 3 explain]]>><<set $response to "uni">><</ideal>>
<<ideal "ambition" [[Actually, I think Nephthei has a point with bicameralism.|0open drank lucas vicky 3 explain]]>><<set $response to "bi">><</ideal>>
<<ideal "apathy" [[...Sure.|0open drank lucas vicky 3 explain]]>><<set $response to "whatev">><</ideal>>
<<ideal "apathy" [[Does such a thing matter right now?|0open drank lucas vicky 3 explain]]>><<set $response to "whocares">><</ideal>>
<</choose>><<text>>
Another of the Prince's uphill battles, then. You're not in the mood.
<</text>>
<<qSpeak "quincy.lookaway">> I see. Best of luck with that. <</qSpeak>>
<<speak "vicky.neutral">> He'll need it. <</speak>>
<<speak "lucas.glasses">> I don't need "luck." I have reason! <</speak>>
<<include "0open: drank activities">><<speak "vicky.neutral" >> First off, no Kings. No Nobles. <</speak>>
<<speak "lucas.surprised">> You would abolish monarchy //entirely?// Victoria, that's-- *He stammers.* What radical thinking! <</speak>>
<<speak "vicky.neutralserious">> Way things are run now? Wasteful. <</speak>>
<<speak "lucas.glasses">> @@.stutter;Though I wouldn't venture so far as republicanism,@@ I absolutely agree! The frivolities of the Second Estate-- <</speak>>
<<speak "vicky.neutralserious">> I ain't finished. <</speak>>
<<speak "lucas.surprised">> Apologies. Go on! <</speak>>
<<text>>
The Prince straightens in his seat, his eyes wide and his curiosity piqued. With a dip of the head and a wave of the hand, he urges her to continue. But as she walks him through her rationale, his face falls and his fascination gives way to appallment.
<</text>>
<<speak "vicky.unimpressed" >> We got white practitioners to make sure the foundlings don't die when they lose a leg, and then green conductors to make sure the things are fed. To what end? So they can toil on some dirt plot somewhere for another ten years? <</speak>>
<<speak "vicky.indifferent" >> Way I see it, there's the men and women with proper grit, and those who don't have it. If you got it, you survive. If you don't, you're food for the wolves. It's as simple as that. <</speak>>
<<speak "vicky.neutralserious" >> It works like that everywhere off-peninsula. Got a weak leader? You get invaded, and someone else takes over. But nah, we have to muck it here with made-up words like "unicamel" and "bicamel." <</speak>>
<<speak "lucas.weary" >> . . . <</speak>>
<<speak "lucas.weary" >> ...//Pardon?// There's -- there's just several things so -- what of your fellow man? <</speak>>
<<speak "vicky.unimpressed" >> "Fellow man" is great for covering your back in a battle or a romp in the hay. Relying on him for anything else's a dumb man's losing game. <</speak>>
<<speak "lucas.stressed" >> Victoria! <</speak>>
<<speak "vicky.incredulous" >> What? You asked me. <</speak>>
<<include "0open: drank lucas vicky 4 qs">><<choose>>
<<actions [[So you think foundlings should just... die?|0open: drank lucas vicky die]]
[[That's not how off-peninsula society works at all.|0open: drank lucas vicky peninsula]] >>
<<trait "jester" [[You asked. You got your answer.|0open: drank lucas vicky bye]]>><<set $response to "funny">><</trait>>
<<special "end" [[I should probably go.|0open: drank lucas vicky bye][$response to "bye"]]>>
<</choose>><<text>>
Lucas's face is gray and harrowed. However, the furrow of his brow tells you a rebuttal brews in his mind. He has more to wring from this discussion yet. You decide you'd best excuse yourself whilst you can; you step away from the table.
<</text>>
<<switch $response>>
<<case "funny">>
<<qSpeak "quincy.neutral" >> You asked and got your answer, Lucas. I'll leave you two to your discussion. <</qSpeak>>
<<default>>
<<qSpeak "quincy.neutral" >> ...I should go see what the others are doing. <</qSpeak>>
<</switch>>
<<include "0open: drank activities">><<set _quincyFace to "quincy.surprised">>
<<if setup.hasRep("collectivist")>>
<<set _quincyFace to "quincy.harrowed">>
<</if>>
<<qSpeak _quincyFace >> So foundlings should simply... die, then? <</qSpeak>>
<<speak "vicky.neutral" >> Hey, whether they die or not is up to them. I'm just sayin' there's no point in coddling 'em. Everybody's gotta learn to fend for themselves eventually. They either live with it or they die. Foundlings just get to it sooner than most. <</speak>>
<<choose>>
[[That's a terrible thing to say.|0open: drank vicky die 2][$response to "terrible"]]
[[I suppose, but...|0open: drank vicky die 2][$response to "suppose"]]
<</choose>><<toneLoss "vicky" "fun">>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.harrowed" >> Victoria. That's not how people off peninsula work at all. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> That's not how off-peninsula society works at all. <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> Remind me, Grace: which one of us has been off peninsula? <</speak>>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.lookaway" >> You. But-- <</qSpeak>>
<<speak "vicky.incredulous">> But nothin'. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> You have. <</qSpeak>>
<<speak "vicky.neutral">> Exactly. <</speak>>
<</if>>
<<speak "vicky.wink">> Society's fake. Give any country or kingdom a little poke and it'll all come tumbling down. It's dog-eat-dog out there! Get squeamish about the taste and you'll starve. <</speak>>
<<speak "lucas.stressed">> . . . <</speak>>
<<include "0open: drank lucas vicky 4 qs">><<text>>
In the far corner of the room, no less than ten men have formed a circle around <<if $tempQ.debate.manticore == true>>the alleged "live manticore."<<else>>something blocked from view.<</if>> You come close, using your height to peer over their shoulders like a horse examining the ground outside its pasture.
There is a cage. Above it is a sign which reads: //"LITTLE MITTENS THE MANTICORE."// <<if $tempQ.debate.manticore != true>>A dubious and perplexing thing for a sign to purport. You lean forward for a better look into the open top of the enclosure.<</if>>
<</text>>
<<img 1 "bar_sphinx.png" "A sphinx stares up from its cage. It has leather wings affixed around its middle. A sock fashioned like a stinger sits on its tail.">>
<<text>>
As promised, the so-called "manticore" - or rather, a sphinx dressed as one - peers back. Its pupils change from slits to a kittenish round as you near.
``The effect isn't very impressive. You reckon it looks as much the part of a manticore as you do a Nobleman. The beast is no bigger than a hunting dog. Its "stinger" flops from one side to the other as it flicks its tail. The leather "wings" fold and crunch as it rolls onto its back in the straw, exposing a thickly-furred cream stomach.
``Affixed to the lowest bar on its cage is another sign.
<</text>>
<<written "print">>
''LITTLE MITTENS'' may not be a true manticore, but she's much friendlier than one! Feel free to pet her.
``<sup>-Please note pygmy sphinxes are not a talking variety of mimic-cat. She does not speak. Yelling at her achieves nothing.</sup>
``<sup>-DO NOT FEED. ALE MAKES HER SICK.</sup>
<</written>>
<<speak "dangelo.silly" >> Ooh, you going to meet Mittens? Ain't she just the cutest thing at this party? //Other than me, of course.//<</speak>>
<<text>>
Your brother, who was passing with a mug of ale in each hand, pauses to regard the sphinx with a fond smile. Mittens washes beneath her arm with a rasping tongue, her manlike nose wrinkled.
<</text>>
<<choose>>
[[Yes. Her paws are a delightful shade of pink.|0open: drank manticore 2][$response to "yes"]]
[[I don't care for mimic-cats.|0open: drank manticore 2][$response to "no"]]
<</choose>><<switch $response>>
<<case "yes">>
<<qSpeak "quincy.neutral" >> Yes. She is well taken care of; this is a beast of judicious breeding. Her rosettes are very clearly defined. Her fur has a very healthy sheen<<snout "" ", and her skin is free of blemishes">>.<</qSpeak>>
<<qSpeak "quincy.pleased" >> And those paws. Such a bright shade of pink. She clearly takes great pride in her toilette. <</qSpeak>>
<<speak "dangelo.eyeroll" >> Finally //SOMEONE// appreciates her. I asked 'Lijah what he thought and he just said, //"even grotesqueries are part of the Architect's plans."// <</speak>>
<<text>>
Mittens moves on to cleaning her hindquarters.
<</text>>
<<speak "dangelo.silly" >> Glad we don't have to clean the way they do, though. Blech. <</speak>>
<<speak "dangelo.neutral" >> Have you given her a little scritchy-scratch yet? You should. Just adorable. And that tummy! *He tuts.* Softest fur you'll ever feel. <</speak>>
<<case "no">>
<<set $tempQ.debate.manticoreUgly to true>>
<<qSpeak "quincy.neutral" >> I'm not keen. <</qSpeak>>
<<speak "dangelo.surprised" >> What? Oh, //come on,// you're THE guy who likes big scary animals! How can you not like a precious little killer like Mittens? <</speak>>
<<qSpeak "quincy.neutral" >> It's not a slight against the beast herself. <</qSpeak>>
<<speak "dangelo.grumpy" >> Then what? Is it the face? <</speak>>
<<qSpeak "quincy.neutral" >> It's the face. <</qSpeak>>
<<speak "dangelo.eyeroll" >> Unbelievable. <</speak>>
<<speak "dangelo.silly" >> Look. She might have a weird little man-face, but you pet that tummy and you'll change your tune real quick, I promise. Softest thing you've ever felt. ``<sup>Just uh, watch out for the claws.</sup> <</speak>>
<</switch>>
<<text>>
You doubt it. //Nothing can best $licorice's softness.// But there's no point teasing your brother with a superior experience he'll never have, so you still your tongue and do not boast about your child's perfect coat.
<</text>>
<<choose>>
<<if $response == "no">>
<<check `["hare",setup.DCKey["medium"]]` [[*Pet the sphinx.*|0open: drank manticore pet]]>><</check>>
<<else>>
<<check `["hare",setup.DCKey["easy"]]` [[*Pet the sphinx.*|0open: drank manticore pet]]>><</check>>
<</if>>
[[Not with those claws.|0open: drank manticore noPet]]
<</choose>><<qSpeak "quincy.neutral" >> Putting my hand in the grabbing range of such talons seems like a poor idea. <</qSpeak>>
<<speak "dangelo.neutral" >> Yeah, but the sign-- <</speak>>
<<qSpeak "quincy.neutral" >> ...Does not make it any better an idea. <</qSpeak>>
<<speak "dangelo.eyeroll" >> Ughh, you're //no fun//. Fine. I gotta get this mug over to Vick, anyways. <</speak>>
<<text>>
Mittens rolls about, getting hay tangled in her mane and undoing the work of her recent grooming session.
<</text>>
<<include "0open: drank activities">><<if setup.checkPass()>>
<<text>>
You reach into the enclosure. As your fingers graze the cream fur between her forelegs, she tenses, the tips of eight very sharp black claws gleaming. You pause, choosing to direct your hand beneath her chin instead.
<</text>>
<<skillCheck>>
<<text>>
``Mittens immediately relaxes, stretching her head forward. <<if $response == "yes">>The soft, downy fuzz where <<snout "skin transitions into hair" "her fur shortens towards the face" >> is delightful through your glove.<<else>>Though it has nothing on hare fur, the soft, downy fuzz on its face is tolerably pleasant through your glove.<</if>>
<</text>>
<<speak "dangelo.neutral" >> Aww. <</speak>>
<<speak "sphinx.neutral" "Mittens" >> Argh. @@.intense;Auroooorgh!!!@@ *The grunts of a grown man rumble through her throat.* <</speak>>
<<qSpeak "quincy.furrow" >> ...Hm. <</qSpeak>>
<<speak "dangelo.unsure" >> Oh, yeah. The mimic-cat voice. A lotta people find it... y'know, upsetting. <</speak>>
<<speak "sphinx.neutral" "Mittens" >> @@.surprise;Roo!@@ Roo! Rrrrah--@@.intense;Rrrr!!!@@ <</speak>>
<<speak "dangelo.neutral" >> She don't like that you slowed. Don't stop petting her. <</speak>>
<<if $response == "yes">>
<<qSpeak "quincy.neutral" >> Of course. My apologies, miss. *You resume your scratching.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> As you say, Mittens. *You hesitantly resume your scratching.* <</qSpeak>>
<</if>>
<<speak "sphinx.neutral" "Mittens" >> <sup>Ooh.</sup> <</speak>>
<<text>>
Several heads have turned in the direction of Mittens, their expressions troubled. The vocalizations are <<if setup.hasTrait("jester")>>especially amusing; to hear the ecstatic groans of an adult man enjoying an especially good meal... or alternately having a difficult bowel movement, pass through this strange animal's throat is delightfully novel. D'Angelo seems to think similarly, snickering each time they rise in pitch.<<else>>especially strange; they remind you of a grown man in pain. But given the squint of her eyes and how her claws knead the ground... this is simply Mittens expressing joy in her way. D'Angelo is just as entertained. He snickers each time her vocalizations rise in pitch.<</if>>
``Given the unspeaking nature of pygmy sphinxes, it isn't the sound you expected. You had naively assumed its calls would be closer to the chitters of trunked cats.
<</text>>
<<itemAdd "sphinxSound">>
<<if $response == "yes">>
<<qSpeak "quincy.neutral" >> It was a pleasure to meet you, Mittens. But my hand is getting tired. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> *Your hand growing tired, you withdraw it from the sphinx's chin.* That was... interesting. Goodbye, Mittens. <</qSpeak>>
<</if>>
<<speak "sphinx.neutral" "Mittens" >> @@.singsong;Rooo!@@ <</speak>>
<<else>>
<<text>>
You reach into the enclosure towards the sphinx. You sink your fingers into the cream fur between her forelegs. <<if $response == "yes">>Mittens raises her forelimbs. It is luxuriantly silky. You press your palm flat and pet gently.<<else>>The sphinx raises her forelimbs. It's no hare fur (though what is?), but still a tolerably pleasant texture.<</if>>
<</text>>
<<skillCheck>>
<<text>>
``She lays there placidly for the better part of thirty seconds. Then quite suddenly, her arms shoot inward to grab your hand in a vice grip of eight sharp black talons, her jaw opening in the preparation of a bite.
<</text>>
<<speak "sphinx.angry" "Mittens" >> @@.yell;AHHHH!! AHHH!!! RRRAHH!!!@@ *The screams of a grown man issue from her throat.* <</speak>>
<<qSpeak "quincy.surprised" >> !!! *You pull your hand out of her grasp; she follows it up with her bared fangs.* <</qSpeak>>
<<speak "dangelo.surprised" >> Woah. <</speak>>
<<text>>
Your gloves luckily absorbed the brunt of her curved claws. The unicorn hide is none the worse for wear by it, though your sleeve cuff will need some mending. It's the //horrible sound// which leaves you most rattled.
``Greater sphinxes speak, but pygmy sphinxes do not. You had expected its call to be something more akin to the chitters of a trunked cat.
<</text>>
<<itemAdd "sphinxSound">>
<<qSpeak "quincy.furrow" >> I thought you said you'd pet her. <</qSpeak>>
<<speak "dangelo.yeesh">> Yeah. And when they do that tensing-up thing, you gotta pull your hand away! How can a guy who spends all his time thinking about bunnies not know anything about animals? <</speak>>
<<speak "dangelo.silly" >> //Did you hear those yells?// Reminds me of Dad that time $licorice got into his ornamental fowl keep. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> You're right. It's a perfect imitation. <</qSpeak>>
<<speak "dangelo.silly" >> Do it again. It's a lark. <</speak>>
<<qSpeak "quincy.neutral" >> I'd rather keep my hand. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Don't remind me. <</qSpeak>>
<</if>>
<<text>>
Mittens rolls about in her straw as though you had never offended her.
<</text>>
<<if $response == "yes">>
<<qSpeak "quincy.neutral" >> Sorry, Mittens. A pleasure to meet you regardless. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I'll just... leave her be. <</qSpeak>>
<</if>>
<<speak "sphinx.neutral" "Mittens" >> @@.singsong;Roo!@@ <</speak>>
<</if>>
<<include "0open: drank activities">><<if $response == "terrible">>
<<toneLoss "vicky" "fun">>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.harrowed">> That's a terrible thing to say. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> That's a terrible thing to say. <</qSpeak>>
<</if>>
<<speak "vicky.cackle">> I know. Ain't I the worst? Prolly good I don't run things. <</speak>>
<<speak "lucas.stressed">> . . . <</speak>>
<<else>>
<<toneGain "vicky" "fun">>
<<toneLoss "lucas">>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.harrowed">> I suppose, but... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I suppose, but... <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> "But you're not supposed to say it." Right? <</speak>>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Right. <</qSpeak>>
<</if>>
<<speak "lucas.stressed">> //Sweet Elysium.// Are you //trying// to say the most wretched thing possible at all times? <</speak>>
<<speak "vicky.think">> Eh, sometimes. A lotta it just comes naturally. <</speak>>
<</if>>
<<include "0open: drank lucas vicky 4 qs">>@@.flashback;
<<include "OPEN: Asenaths snippet">>
<<speak "kaitos.glance" "Idle Southerner">> . . . <</speak>>
<<text>>
You're not sure he spoke at all. You've no proof he was even capable of it. The only acknowledgement he gave you was a bob of the head before losing his attention to the crowd.
<</text>>
<<speak "kaitos.idleungloved" "Idle Southerner">> . . . <</speak>>
<<text>>
...You might've forgotten the young man entirely, if you hadn't caught him picking his ear when he thought no one was looking.
<</text>>
@@
<<qSpeak "quincy.neutral">> I'd be surprised if he were meaningfully involved. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Oh? <</speak>>
<<qSpeak "quincy.lookaway">> He didn't seem very... present. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Yeah. That's what I've been told. *He sighs, shaking his head.* Well, he at least had the sense to turn himself in. <</speak>>
@@.next;[[Continue.|OPEN: Lazarus]]@@<<set $cFlags.kaitos.guilty = true>>
@@.flashback;
<<include "OPEN: Asenaths snippet">>
<<speak "kaitos.glance" "Taciturn Southerner">> . . . <</speak>>
<<text>>
You can't remember him speaking a single word. In fact, he barely acknowledged you the entire time you were there. Instead, he kept his eyes to the crowd, as if watching for someone. A cue from Lazarus, perhaps...?
<</text>>
@@
<<qSpeak "quincy.neutral">> Difficult to say. I couldn't rule out the possibility of his involvement. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Mm. Could be lying, trying to save his skin. <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
@@.next;[[Continue.|OPEN: Lazarus]]@@<<text>>
You had stopped at their stall for only a paltry few minutes. You aren't much of a drinker, but between speaking with Lord Hyden and your own gruesome death, you figured you had earned it. Maybe, you had hoped, that dulling your senses would make the atmosphere tolerable.
``You remember the older man quite clearly: paunchy and middle-aged, with greasy hair and a conniving grin. He spoke to you with the enthusiasm of a seedy street vendor, even though Lord Hyden and Viscount Naktoga had already paid his fees.
<</text>>
<<speak "kal.grin" "Unkempt Southerner">> Drink up, kid! These're happy times for the North. Happy, happy times. And if they ain't happy times, well, grab some rum, grab a girl, and make 'em happy! <</speak>>
<<text>>
The younger man, however, you struggle to recall...
<</text>><<if $response == "pass">>
<<qSpeak "quincy.neutral">> Of course. Most Northerners do. <</qSpeak>>
<<speak "deion.tired" "Archduke Barghur">> //Most do?// Aw, Hell. This is worse than I thought. <</speak>>
<<speak "deion.tired" "Archduke Barghur">> I was hoping this whole Barehand thing was still a fringe group. Didn't think the people'd lose faith in the Tri-Kingdom before I could get around to doing anything about it. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Do you not? Anyone with eyes can see our Nobility has grown complacent with Midland disregard. The only ones who pretend otherwise are those who stand to benefit from currying Midland favor. <</qSpeak>>
<<text>>
It is only after you see your father's slack jaw and indignant expression that you realize your statement of fact doubles as an accusation. Instinctively, you shrink back in your seat, but to your surprise your father does not shout or pound his desk or anything of the sort.
<</text>>
<<speak "deion.tired" "Archduke Barghur">> ...I suppose a part of me was hoping this whole Barehand thing was still a fringe group. Didn't think the people'd lose faith in the Tri-Kingdom before I could get around to doing anything about it. <</speak>>
<</if>>
<<include "OPEN: BH snippet">><<text>>
If there is one thing you've learned from your time as an inspector, it's that the money and politics surrounding artefact excavation form an intricate web tangled beyond your understanding. You know better than to pretend you've enough context to commit to a stance on a complex issue you only half know.
<</text>>
<<qSpeak "quincy.neutral">> I'm simply relaying the common sentiment. <</qSpeak>>
<<speak "deion.tired" "Archduke Barghur">> //Common// sentiment? Aw, Hell. This is worse than I thought. <</speak>>
<<qSpeak "quincy.lookaway">> You must have known there was unrest among the commonfolk. I've been hearing Barehand talking points since day one as an inspector. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> 'Course I knew! It's just... *He trails off, rubbing his temple.* Didn't think they'd lose faith in the Tri-Kingdom before I could get around to doing anything about it. <</speak>>
<<include "OPEN: BH snippet">><<speak "deion.tired" "Archduke Barghur">> Sitting on the Northern Throne is a thankless job. Count your blessings you're second son, boy. <</speak>>
<<text>>
Shaking his head, your father slumps into his seat. He opens his cigar drawer in search of comfort only to stare into it listlessly before closing it again. Your father's stress is contagious, and so you make a cautious attempt to assuage him.
<</text>>
<<qSpeak "quincy.neutral">> Well, I wouldn't say they've lost faith. They've been calling for a Prince's Convoy, after all. <</qSpeak>>
<<speak "deion.angry" "Archduke Barghur">> @@.yell;A PRINCE'S CONVOY?!@@``''@@.surprise;Architect above!@@'' <</speak>>
<<text>>
It seems he was not assuaged.
<</text>>
<<qSpeak "quincy.lookaway">> I - *You stammer, trying to understand where you went wrong in your efforts.* I thought this would come as a relief to you. If they no longer trusted the Nobility, they wouldn't be calling for the Kingdom heirs to mend things. <</qSpeak>>
<<text>>
Your father emits another long, drawn-out exhale. This time, he makes no attempt to temper his exasperation. He exudes misery like carrion exudes stench, looking very much like an animal quashed under the wheel of a carriage.
<</text>>
<<speak "deion.tired" "Archduke Barghur">> All I wanted was ''one'' day without bull. ''One.'' Is that too much to ask? <</speak>>
<<qSpeak "quincy.neutral">> Well - <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> ''Rhetorical question, boy,'' you're not supposed to answer it. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
@@.next;[[Continue.|OPEN: Pre'Angelo]]@@<<locationBoardSetup `[
{img:"mine-1.png",text:""},
{img:"mine-2.png",text:""},
{img:"pickaxe.png",text:""}
]`>>
<<location "barghur" `["Tunnel Three","Naktoga Mine"]`>>
<<text>>
The crushing weight of several tons of dirt and stone lift from your chest. Lungs burning, you gasp and sputter for air through flattened lungs and cracked ribs. Against all reason, you find them in perfect order. Your body aches and your vision spins - but you are //alive again.//
<</text>>
<<speak "naktoga.worried" "Viscount Naktoga">> Duke-Inspector! Are you alright? <</speak>>
<<text>>
Reflexively, you turn towards the voice. Before you is a stout, aged man: hardly familiar, but certainly known to you. A lesser Nobleman of the North... you're convinced his name was something that began with an //"N."// Viscount Naktoga?
``Yes - that's right. Viscount Naktoga, proprietor of the Naktoga artefact mines. You were assigned to assess the mine's condition in preparation for its purchase by Lord Hyden, a Midland aristocrat. You were probing the tunnels for safety hazards... and you found one.
<</text>>
<<qSpeak "quincy.harrowed">> This tunnel needs... urgent maintenance. <</qSpeak>>
<<speak "naktoga.worried" "Viscount Naktoga">> Pardon? <</speak>>
<<text>>
You scan your surroundings for the structural fault that killed you. To your horror, you realize it is the very support you lean against now. The beam stands upright once more, intact - //mocking you// - while your memories of its collapse remain, flickering on the periphery of your mind. You had taken it in your hands and given it a light jostle. That was all it took to splinter the old wood and send the earth thundering down upon you.
``Death by way of pulverization is common in your work. <<if setup.hasTrait("moleman")>>You've come to find a strange sense of comfort and familiarity in that routine. Feeling your rib cage collapse beneath the rubble is never pleasant, of course, but when all is said and done, you find yourself intact and unharmed.<<else>>Being buried alive is as harrowing as it is routine. Crushed beneath the rubble, you fear each cave-in is your last - only to find yourself intact and unharmed once your vision is through.<</if>>
``Your hallucinations of death are uncanny and vivid - //gut-wrenchingly accurate and utterly indistinguishable from reality// - but they are only hallucinations.
<</text>>
<<qSpeak "quincy.lookaway">> *You clear your throat.* This beam displays an unacceptable degree of wear. It must be replaced as soon as possible. No one is to work this sector until then. Understood? <</qSpeak>>
<<speak "naktoga.frown" "Viscount Naktoga">> What? Looks fine to me. <</speak>>
<<qSpeak "quincy.furrow">> ''Understood?'' <</qSpeak>>
<<speak "naktoga.worried" "Viscount Naktoga">> *The viscount sighs. He pinches the bridge of his nose in exasperation.* This won't affect the sale, will it? <</speak>>
<<qSpeak "quincy.neutral">> That's for Lord Hyden to decide - but I //am// obligated by duty to inform him. <</qSpeak>>
<<speak "naktoga.worried" "Viscount Naktoga">> Right. Of course... <</speak>>
@@.next;[[Conclude your inspection.|OPEN: Begin 2]]@@<<locationBoardSetup `[
{img:"mine-1.png",text:"This is the largest sales ceremony you've seen since you became inspector."},
{img:"crowd-1.png",text:"A cacophony of voices and swarm of attendees turn the surface of the Naktoga Mine into a daunting maze of warm bodies and hors d'oeuvres."},
{img:"stall-food.png",text:"It is a miserable thing to endure."}
]`>>
<<location "barghur" `["Naktoga Mine","Barghur Sovereignty"]`>>
<<locationDesc>>
<<processTxt>>
The daylight which greets you at the mouth of the tunnel is blinding. Your eyes adjust in time, but the incessant buzz of many men conversing at once never ceases to be unpleasant.
``Here in the Northern Kingdom, the sale of a mine to a Midland dignitary is cause for celebration... at least among the Nobility who profit from the exchange. It is an event that calls for catering and decoration. In the eyes of the workers, however, these festivities are little more than a demonstration of aristocratic affluence and ego: a celebration of wealth flowing into wealth. But the Northern commoner is never one to turn down free food or drink, and so he snatches what comforts he can wherever they are offered. He is a man of endless misgivings, but few complaints.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
Lord Hyden, the man who is to purchase this mine, is an unmistakable sight: large in stature, and even larger in presence. You wouldn't have thought it possible to lose a man like him in a crowd, yet here you are, shouldering your way past jabbering drunks so that you might warn him of a danger you suspect he'll find irrelevant. You've never once seen Lord Hyden back out of a deal, no matter how dire your assessment. Granted, the Midland Noble has the guilders to make the repairs, of course - //wealth you struggle to wrap your mind around even as a son of Northern royalty// - but the scale of such renovations are daunting to imagine nonetheless.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|OPEN: Begin 3]]@@<<img 1 "open_hydencanopy.png" "Quincy speaking to Lord Hyden beneath his canopy.">>
<<text>>
Eventually, you find him beneath his own personal canopy.
<</text>>
@@.next;[[Continue.|OPEN: Begin 4]]@@<<img 1 "open_hikaitos.png" "In the foreground, two Southerners pour drinks for the guests in the midst of a crowd as Quincy walks past.">>
<<text>>
However...
<</text>>
@@.next;[[Continue.|OPEN: Begin 5]]@@<<img 1 "open_ceremony.png" "Lord Hyden and Viscount Naktoga conduct their sale of Naktoga Mine, while Quincy watches from the crowd.">>
<<text>>
...that's the last thing you remember with any clarity.
<</text>>
@@.next;[[Continue.|OPEN: Begin 6]]@@<<img 1 "open_lazarusappear.png" "Naktoga Mine is engulfed in a fireball, while a masked figure on hareback stands atop an outcropping, his fist raised..." `["img-max"]`>>
<<text>>
The rest is a blur.
<</text>>
<<flag 10>>
@@.next;[[Continue.|OPEN: Insert 1]]@@<<locationBoardSetup `[
{img:"barghur-crest.png",text:""},
{img:"morbre-barghurestate.png",text:""},
{img:"cigar.png",text:""}
]`>>
<<location "barghur" `["Barghur Estate", "Morbre"]`>>
<<text>>
The jarring thud of fist against wood jolts you from your haze.
``Across from you sits the reigning Archduke of the Northern Kingdom: your father. His brow is fixed low on his face. Above it, an angry sheen of sweat glistens over the tense expanse of his forehead. He is a man who looks stern on a good day - //one of the scant few things you have in common with him, you are told// - and today is //far from// a good day.
<</text>>
<<speak "deion.angry" "Archduke Barghur">> @@.yell;QUINTRELL!@@ ''Focus.'' <</speak>>
<<qSpeak "quincy.neutral">> Pardon? <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> ''The attack on Naktoga Mine, boy.'' The one you witnessed scarcely an hour ago! <</speak>>
<<text>>
You furrow your brow. Has it only been an hour? It feels longer, but the ash clinging to your <<snout "jacket" "pelt">> and the lingering smell of burning spirits in your nose indicates otherwise.
<</text>>
<<qSpeak "quincy.lookaway">> Oh. Yes. That. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> //"THAT?"// *He snorts in disbelief.* //"That"// is an interkingdom incident. An act of terror. An artefact mine was ''blown up!''<</speak>>
<<speak "deion.angry" "Archduke Barghur">>And the commonfolk - they're saying some - *Your father stammers, searching for the least preposterous phrasing he can manage.* - some //character// from a //fairytale// did it on behalf of those "Barehand Brotherhoods" or whatever they're calling them.<</speak>>
<<qSpeak "quincy.neutral">> It's the //"Brothers of the Barehand."// If I'm not mistaken, they've been protesting the sale of Northern mines to Midland Nobility for some time - <</qSpeak>>
<<speak "deion.annoyed" "Archduke Barghur">> *He silences you with a rise of his hand.* //I know.// <</speak>>
<<text>>
Your father drags a palm down his broad face. He shuffles about his desk and pulls a cigar from a drawer to soothe his nerves, only to lose his appetite when he catches sight of your singed form.
``He throws the smoke back into the drawer and slams it shut.
<</text>>
<<speak "deion.annoyed" "Archduke Barghur">> They're saying this //"Lazarus"// meant to kill Lord Hyden. Worse, //Lord Hyden// is saying he meant to kill Lord Hyden. If some Northern //fringe group// is calling for the blood of a Midland Lord - <</speak>>
<<qSpeak "quincy.lookaway">> That's not quite what happened. <</qSpeak>>
<<speak "deion.angry" "Archduke Barghur">> ''Then tell me what happened.'' <</speak>>
<<text>>
You do not mean to be difficult. You wish more than anyone to clear the fog in your mind and quiet the ringing in your ears. The taste of soot in your mouth does not help matters, either. More than anything, you yearn for a glass of water, but you are unsure whether you wish to test your father's patience further.
<</text>>
<<choose>>
[[It went like this...|OPEN: Begin Like This]]
[[Might I have a glass of water first?|OPEN: Begin Water]]
<</choose>><<qSpeak "quincy.neutral">> Well - I suppose what happened is - the mine - <</qSpeak>>
<<text>>
Your tongue is dry and your nose and throat sting with smoke. Despite your best efforts, your voice falters. A series of dry, whistling coughs squeeze from your lungs, and you double over in your seat.
``Over your hacking, you hear a rumble of concern from your father. He rings the bell on his desk and summons a maid to fetch you water.
<</text>>
<<speak "deion.neutral" "Archduke Barghur">> //Architect above.// Calm down, boy. <</speak>>
<<text>>
His voice is tired, as if you were some over-eager child attempting to speak with his mouth full at the dinner table. When the maid arrives with your drink, you drain the cup in parched gulps.
``Your father watches with a strange uncharacteristic gleam in his eye. It takes you several seconds of puzzling to identify the gleam as //concern.// The tender kind, rather than the fear of humiliation which drives most his worries about you.
``It is very unlike him. You are forced to conclude the events at the Naktoga Mine are more dire than you thought.
<</text>>
<<speak "deion.neutral" "Archduke Barghur">> Look. Why don't you start over from the beginning? <</speak>>
@@.next;[[Try again.|OPEN: Try Again]]@@<<qSpeak "quincy.lookaway">> ...Might I have a glass of water first? *The words crackle hoarsely from your throat.* <</qSpeak>>
<<text>>
Your father sighs; the creases in his meaty face soften ever so slightly. Even he, chronically frustrated with the way that you are, cannot deny that you've been through an ordeal. He reaches for the bell on his desk and gives it a ring. A maid emerges from elsewhere in the estate.
<</text>>
<<speak "deion.neutral" "Archduke Barghur">> Get the boy some water, will you? <</speak>>
<<text>>
The young woman dips her head and excuses herself. In her absence, neither you nor your father speak a word. Instead, you watch him watch you with a strange uncharacteristic gleam in his eye. It takes you several seconds of puzzling to identify the gleam as //concern.// The tender kind, unlike the fear of humiliation which drives most his worries about you.
``When the maid returns with your water, your father does not chide you for your manners as you drain the cup in sloppy, parched gulps. It is very unlike him. You are forced to conclude the events at the Naktoga Mine are more dire than you thought.
<</text>>
<<speak "deion.neutral" "Archduke Barghur">> Better? <</speak>>
<<qSpeak "quincy.tilt">> Mm. *You nod.* <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Good. Now, why don't you start at the beginning? <</speak>>
@@.next;[[Recount your experiences.|OPEN: Try Again]]@@<<speak "deion.neutral" "Archduke Barghur">> Look - never mind. What happened afterwards? Did you notice anything strange between then and the destruction of the mine? <</speak>>
<<qSpeak "quincy.tilt">> Hm... *You trawl through your memories, searching for anything of note amongst the rubble.* ...There was a pair of Southerners present. Caterers, I think. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> Ah. Those must be the suspects: the Asenaths. <</speak>>
<<qSpeak "quincy.lookaway">> Suspects? But they were both present when Lazarus appeared. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Mm. They're not suspected of //being// Lazarus. They're suspected //accomplices.// <</speak>>
<<text>>
Curious. You cannot imagine what business Southerners might have meddling in a dispute between the North and the Midland, much less meddling on behalf of //the North.//
<</text>>
<<qSpeak "quincy.neutral">> On what grounds? <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Son, getting your hands on enough explosives to turn a whole mine to rubble is no simple matter. The sale of such things is-- <</speak>>
<<qSpeak "quincy.neutral">> Highly regulated. I know. *You are inspector, after all.* <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Right. So - "Lazarus" got //creative// with his arsenal. <</speak>>
<<qSpeak "quincy.lookaway">> I don't follow. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> You remember what those two were serving, right? <</speak>>
<<qSpeak "quincy.think">> Some spirit or another. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> ''Rum.'' Above proof. //Very// above proof. <</speak>>
<<text>>
His raised eyebrows and expectant look tell you this should clarify, but it does not. Then you remember how //"proof"// is measured.
``Gunpowder is doused in spirits, then exposed to flame. If the powder still ignites, it is considered "above proof."
``The drink they were peddling was //flammable.//
<</text>>
<<qSpeak "quincy.surprised">> Oh. <</qSpeak>>
<<text>>
That explains the intensity of the blaze... and the inescapable smell of burnt liquor.
<</text>>
<<qSpeak "quincy.think">> I presume they've been apprehended? <</qSpeak>>
<<speak "deion.tired" "Archduke Barghur">> Yes and no. One got away. Ran off when the kegs detonated. The kid, though, he went and turned himself in willingly. Claims he had no idea, he was just selling rum. <</speak>>
<<speak "deion.furrow" "Archduke Barghur">> 'Course, it's too early to say whether that's the truth. You say you saw 'em - what do you think? <</speak>>
<<choose>>
[[He didn't seem attentive enough to be an active collaborator.|OPEN: Asenaths Meh]]
[[He kept looking into the crowd as if he was waiting for something.|OPEN: Asenaths Sus]]
<</choose>>@@.flashback;
<<text>>
You had tried to do your job, but... no matter how hard you stressed the liabilities he was to inherit, the Midland Lord blithely shifted the subject to his own tremendous wealth, bombarding you with nonsensical social offers.
<</text>>
<<qSpeak "quincy.neutral">> Upon the transfer of ownership, you'll have to close the mine's west sector for repairs. <</qSpeak>>
<<speak "hyden.pleased" "Lord Hyden">> I'm finding myself rather peckish. What about you, Duke Barghur? Have you ever sampled Midland charcuterie? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "hyden.neutral" "Lord Hyden">> Dear boy, I simply must right this wrong! How would you like an invitation to my summer villa? A Duke should be well-versed in the luxuries offered of each kingdom. And what better place to enjoy the Midland than the beautiful Aaru countryside? <</speak>>
<<qSpeak "quincy.neutral">> I haven't the time nor desire. <</qSpeak>>
<<speak "hyden.neutral" "Lord Hyden">> Pity. Tell me, Duke-Inspector, how do you feel about horses? <</speak>>
<<qSpeak "quincy.neutral">> I do not. <</qSpeak>>
<<speak "hyden.neutral" "Lord Hyden">> Hm. A shame. I've some lovely golden sheens coming my way. //More than my stablehand can care for, even.// <</speak>>
<<qSpeak "quincy.furrow">> Tunnel three is dangerously unstable. The entire support system requires extensive reconstruction in order to prevent collapse. <</qSpeak>>
@@
<<qSpeak "quincy.neutral">> ...His only care was for arranging a meeting for horses or tea or some other nonsense. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> What? Why? <</speak>>
<<qSpeak "quincy.lookaway">> I do not know. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> ...Did you accept? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> Wh- @@.intense;''why not?''@@ <</speak>>
<<qSpeak "quincy.neutral">> I did not want to. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> *He places a hand on his temple, speaking slowly as if his pace were the problem.* //Quintrell,// maintaining good relations is part of your duty as a Nobleman. Have you any idea how important it is to stay in the Midland's good graces? <</speak>>
<<qSpeak "quincy.lookaway">> So it was rude of me to reject his offer. <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> //''Yes, Quintrell.''// <</speak>>
<<qSpeak "quincy.tilt">> Oh. <</qSpeak>>
@@.next;[[Continue.|OPEN: Between]]@@@@.flashback;
<<text>>
You had tried to do your job, but... no matter how hard you stressed the liabilities he was to inherit, the Midland Lord rebuffed your concerns as though they were nothing more than troublesome pedantry.
<</text>>
<<qSpeak "quincy.neutral">> Before you commit to this purchase, it is my duty to inform you that tunnel three is dangerously unstable. The entire support system requires extensive reconstruction in order to prevent collapse. <</qSpeak>>
<<speak "hyden.pleased" "Lord Hyden">> Yes, yes, of course. <</speak>>
<<qSpeak "quincy.lookaway">> ...I don't think you understand. Operations in the mine's west sector must be discontinued <b>immediately.</b> Repairs could cost thousands of guilder. <</qSpeak>>
<<speak "hyden.neutral">> No matter. Why, a few artefacts and those repairs will pay for themselves. <</speak>>
<<qSpeak "quincy.furrow">> ...You won't be able to mine artefacts if half the mine is closed. <</qSpeak>>
<<speak "hyden.neutral">> Such is the cost of business, dear boy! <</speak>>
@@
<<qSpeak "quincy.lookaway">> It was as if he weren't listening at all. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Hmph. Nothing odd about that. That just sounds like Lord Hyden to me. <</speak>>
<<qSpeak "quincy.neutral">> ...I suppose. <</qSpeak>>
@@.next;[[Continue.|OPEN: Between]]@@<<speak "deion.neutral" "Archduke Barghur">> Anything else that stuck out to you? <</speak>>
<<qSpeak "quincy.tilt">> No. Everything seemed routine until... <</qSpeak>>
@@.flashback;
<<text>>
...Until Naktoga Mine went up in flames around you. Considering the scale of the collapse and the ensuing panic, it's a wonder there were no casualties.
<</text>>
@@
<<speak "deion.furrow" "Archduke Barghur">> ...Until "Lazarus" rode out of a storybook on the white hare of legend, blew up the Naktoga Mine, and called for the death of all Midland interlopers. <</speak>>
<<text>>
You shake your head, your brow tensing once again. What a bizarre reduction of events. Whoever delivered this account to your father must have sustained a head injury.
<</text>>
<<qSpeak "quincy.neutral">> First of all, he was an ordinary man in a storyteller's mask. Second, //"Blood of my Kin"// is neither "storybook" or "fairytale." It was a speculative allegory written in the 1400s about Northern sovereignty and contemporary fears regarding Tri-Kingdom unification - <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> ''Irrelevant.'' Next. <</speak>>
<<qSpeak "quincy.lookaway">> *You sigh.* His hare wasn't white. <</qSpeak>>
@@.flashback;
<<speak "lazarushare.neutral" "Lazarus's Hare" `["animal"]`>> . . . <</speak>>
<<text>>
Imposing as he was, Lazarus's hare was your standard wild-type buck: long legged with a common blue coat. Sure, his face had been smeared in some sort of white paint, but... are those without the haretouch truly //so bad// at distinguishing hares that they cannot tell the difference between a painted coat and a natural one? Surely they still have //eyes.// Hares don't come in white.
<</text>>
@@
<<qSpeak "quincy.furrow">> His head was //painted// white. That is all. <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Only the head? Tch. *He scoffs.* Shoddy work... but I suppose it got the rumors flowing. <</speak>>
@@.next;
<<link "Continue." "OPEN: Lazarus 2">>
<<passiveCheck 1 `["etiq",setup.DCKey.easy]`>>
<</link>>
@@<<qSpeak "quincy.lookaway">> As for Lazarus calling for the death of "Midland interlopers"... that did not happen. He mostly spoke of... <</qSpeak>>
<span class='flashback'>
<<speak "lazarus.neutral" "Lazarus">> @@.big;The Nobility protects the Tri-Kingdom with their Gift! Yet they would have no relics with which to bless us, were it not for the mines in which ''we'' toil. Vestur's prosperity was dug from the earth by //our// bare hands, and yet we weather our winters cold and hungry. Our children and elders suffer empty stomachs for the sake of miracles that will never grace us. <span class='intense'>''The Tri-Kingdom's meur comes at the cost of Northern blood!''</span>@@<</speak>>
<<speak "lazarus.neutral" "Lazarus">> @@.yell-loud;My brothers of the North!@@ ``@@.big;I urge you to act, lest our people choke in the grip of ''uncaring gloves!''@@ <</speak>>
<<text>>
It was quite the speech... at least from what you could catch over the roar of the flames and the crowd's mingled, discordant cries of fear and support. It only comes to you in scraps.
<</text>>
</span>
<<qSpeak "quincy.tilt">> ...the North being strangled by gloves...? <</qSpeak>>
<<text>>
Your father sinks his head into his hands. It is clear from the hitch in his breath that he is doing his best not to be cross with you, but you are testing his limits. With a great sigh and even greater resignation, he peels his left hand from his face, and with that hand he points to his right. You frown, your eyes drifting from one brilliant unicorn hide glove to the other.
``What are you supposed to be looking at, again?
<</text>>
<<speak "deion.annoyed" "Archduke Barghur">> //Nobility.// He was talking about //Nobility//, Quintrell. <</speak>>
<<text>>
Your uncertainty has been gravely misinterpreted. //He thinks you've forgotten the significance of your own Noble's gloves.// Your face burns with humiliation.
<</text>>
<<qSpeak "quincy.furrow">> I-- //I know that.// *You sputter, defensive.* What I meant to say was: there was no threat made against the Midland, nor against Lord Hyden. Lazarus seemed to think all //"gloves"// of the three Kingdoms are culpable, not only the Nobility of the Midland. <</qSpeak>>
<<speak "deion.angry" "Archduke Barghur">> And what sense does that make? It's the Midlanders who're letting the mines languish. <</speak>>
<<qSpeak "quincy.think">> Yes, but it's Northern Nobility who choose to sell their mines and allow Midland Lords to do with them what they please. <</qSpeak>>
<<speak "deion.annoyed" "Archduke Barghur">> *Your father balks.* Saint Alistair above, boy. Don't tell me you //agree// with these spooney Barehanders. <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
While the Brothers of the Barehand's methods are contentious, most Northerners acknowledge there is at least //some// sliver of truth to their grievances. The artefact mines of the North are the sole source of the most precious materials in all of Vestur, yet the Northern Kingdom remains the poorest on the peninsula. The only Northerners who've the gall to deny the disparity at play are your peers - the most affluent of the Nobility, invested in currying Midland favor.
``...Hold on. //Members of higher Nobility, invested in currying Midland favor...// Oh. That would explain your father's reluctance to acknowledge the plight of the Barehanders now, wouldn't it?
<</text>>
<<else>>
<<text>>
While the Brothers of the Barehand are contentious for their methods, most Northerners acknowledge there is at least //some// sliver of truth to their grievances. The artefact mines of the North are the sole source of the most precious materials in all of Vestur, yet the Northern Kingdom remains the poorest on the peninsula. The only Northerners who've the gall to deny the disparity at play are members of higher Nobility, invested in currying Midland favor. Why does it come as a surprise to him that you would acknowledge the obvious?
<</text>>
<</if>>
<<choose>>
<<if setup.checkPass(1)>>
[[They do have a point.|OPEN: BH Agree][$response to "pass"]]
<<else>>
[[Don't you?|OPEN: BH Agree]]
<</if>>
[[I'm simply relaying the common sentiment.|OPEN: BH Meh]]
<</choose>><<text>>
There is an awkward pause following your father's bluster. The Archduke shifts in his chair as he mulls over how to restart the conversation. Eventually, he comes to a conclusion both baffling and rare: he apologizes.
<</text>>
<<speak "deion.tired" "Archduke Barghur">> Sorry, Quintrell. It's just... *He sighs, shaking his head.* This is not the Vestur I wanted D'Angelo to return to. <</speak>>
<<speak "deion.tired" "Archduke Barghur">> I //wanted// to give him the welcome home he deserves. Eat a nice dinner with my son; let him rest up in his own room. Maybe finally go on that damned fishing trip. Now? He'll barely even get a chance to sit down before I have to send him off to fix the Tri-Kingdom. <</speak>>
<<text>>
That's right. Today was the day your older brother was to return home. In all the chaos, you had completely forgotten.
``It's been close to three years since D'Angelo, clad in his new King's Army uniform, boarded a ship across the sea. //"Gonna show those Oponan rebels a thing or two!"//, he had penned in his parting letter.
``You're told he returns a hero. It is difficult to imagine granting your brother such a mythic descriptor, but perhaps that is because last you knew, he was still in the habit of leaving his undergarments on the floor.
``Perhaps he has learned to fold them in his time abroad.
<</text>>
@@.next;[[Continue.|OPEN: Insert 2]]@@<<qSpeak "quincy.neutral">> I set out for the Naktoga Mine at about five in the morning. As you know, I prefer an early departure to offset potential delays. Once I was dressed, I went to fetch $licorice's breakfast from the ice house - <</qSpeak>>
<<speak "deion.neutral" "Archduke Barghur">> Ah! *He cuts you off.* Too far back. The //ceremony,// boy. I don't give a damn what your rabbit ate for its breakfast. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> *You grit your teeth.* ...Right. <</qSpeak>>
<<text>>
He doesn't want to hear about $licorice. He'd rather pretend she didn't exist.
``It's best you stay on topic.
<</text>>
<<qSpeak "quincy.neutral">> By the time I concluded my inspection, the festivities were underway. I'd uncovered a structural weakness in one of the tunnels, and so I sought to inform Lord Hyden before the sale was made official. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> *You wince.* ...Right. <</qSpeak>>
<<text>>
He doesn't want to hear about $licorice. No one does.
``It's best you stay on topic.
<</text>>
<<qSpeak "quincy.lookaway">> By the time I concluded my inspection, the festivities were already underway. I'd uncovered a structural weakness in one of the tunnels, and so I sought to inform Lord Hyden before the sale was made official. <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral">> However, when I informed him of this liability, his response was... odd... <</qSpeak>>
<<speak "deion.furrow" "Archduke Barghur">> "Odd?" How do you mean? <</speak>>
<<choose>>
[[It was like he wasn't listening.|OPEN: Hyden Listen]]
[[He was far too friendly.|OPEN: Hyden Bribe]]
<</choose>><<timebreak "evening" "Later that evening...">>
<<speak "dangelo.laugh">> @@.yell;QUINCY!@@ ``Aw man, good to see ya! <</speak>>
<<text>>
Your ponderings over how D'Angelo might've changed since your last meeting are squeezed from your body by his suffocating embrace, and continued refusal to address you by your //proper name//.
``The social ritual of a "hug" is a largely unpleasant one, but you endure it for your brother's sake. Given how long it's been since the two of you have seen one another, you figure he has earned the privilege of crushing your bones at least once. When he has achieved adequate satisfaction, he releases you.
<</text>>
<<qSpeak "quincy.pleased">> It's good to see you. <</qSpeak>>
<<speak "dangelo.silly">> Aww... @@.singsong;you missed me~@@ <</speak>>
<<text>>
He chides you, and you do not protest - the accusation is true. You did miss him. Complicated as your relationship with your family might be, D'Angelo has always been there for you to the best of his abilities...
<</text>>
<<choose "quincy.lookaway">>
<<chooseTrait "packbonded" [[*...You are lucky to have a brother like him.*|OPEN: D'innergelo Close]]>><</chooseTrait>>
<<chooseTrait "dispersal" [[*...But he's never understood you, really.*|OPEN: D'innergelo Distant]]>><</chooseTrait>>
<</choose>><<timebreak "evening">>
<<text>>
Your father spared no expense in the decadent welcome dinner curated for D'Angelo's return. Troves of fresh and pickled vegetables encircle tender cuts of salt-crusted goat and slow roasted orc; bowls of mashed potatoes drip with meat grease and butter; generous helpings of rye bread are within an arm's reach at all times. There is even a Midland-styled pie stuffed with some manner of imported berry. (You do not care to try it. The last thing fruit needs is more sugar.)
``It is a feast so great that not even the woes of the Tri-Kingdom can stop your brother from stuffing his face. It seems a diet of King's Army rations has only worsened his table manners; he eats as if he were starving, spurning utensils and speaking with his mouth full. Father does not scold him.
``You cube your goat in silence as your father recounts the predicament at hand, only speaking when you are pressed for details about the Brothers' attack on Naktoga Mine.
<</text>>
<<speak "dangelo.unsure">> A Prince's Convoy? Like for real? It's gotten //THAT// bad since I left? <</speak>>
<<speak "deion.tired" "Archduke Barghur">> Afraid so. Or at least... that's what the commonfolk think. And if the commonfolk think a Convoy'll fix this mess, then by Elysium, guess we're giving them a Convoy. <</speak>>
<<speak "dangelo.eyeroll">> So much for my furlough. *He takes a minute to chew his steak thoughtfully and visibly.* Out of the fire and into the frying pan, I guess... <</speak>>
<<speak "deion.furrow" "Archduke Barghur">> *Your father brandishes his fork at D'Angelo scoldingly. A chunk of potato is still skewered on its prongs.* There's no higher honor for a Barghur than serving as Right Hand, D'Angelo. <</speak>>
<<speak "dangelo.smilestress">> Well, yeah, but - *He takes the bit of potato off your father's fork and pops it into his mouth.* Couldn't they have given me a week or two of rest and recoup before granting me this honor? <</speak>>
<<speak "deion.tired">> It's not exactly what I wanted for your "welcome home" either, son, but... Tradition's tradition. When the people of Vestur call for a Prince's Convoy, you heirs gotta answer. <</speak>>
<<speak "deion.neutral">> It'll be good for the family. The Barghurs haven't done anything worth respecting since the last Convoy was called. <</speak>>
<<speak "dangelo.yeesh">> *He doesn't look up as he saws away at a tougher strip of fat on his plate.* Aw, c'mon, Dad! We must've done ''something'' in the past hundred years... <</speak>>
<<speak "deion.tired">> Maybe. But the commonfolk have short memories. If I can't remember anything, I sure as Hell can't expect //THEM// to remember why we're on the throne... <</speak>>
<<speak "dangelo.eyeroll">> Guess that's true. Well, if the people need us, then the people need us. Not like they can make their own miracles. <</speak>>
<<speak "deion.annoyed">> Ugh. Good thing, too. *He scoffs.* Peasants conducting meur. I don't even want to imagine what a mess that'd be. It's bad enough they let that Howell kid conduct. <</speak>>
<<text>>
<<if setup.hasTrait("unguilty")>>A tickle of humiliation crawls up your spine.<<else>>A pang of shame aches in your chest.<</if>>
``For all your father disparages him, that //"Howell kid"// was allowed to graduate, to swear his pledge and serve the people as a conductor of meur. The only pledge //you// were fit to make was to vow never to conduct again.
<</text>>
@@.next;[[Suddenly, you don't feel much like eating.|OPEN: Insert 3]]@@<<speak "dangelo.neutral">> Man, I can't tell you how relieved I am to be home! Dad said you got promoted while I was gone or something? That's great news - can't wait to hear more about it. <</speak>>
<<if setup.hasTrait("dispersal")>>
<<if setup.hasTrait("moleman")>>
<<text>>
He beams with pride. He must be relieved that you've finally found respectable work you can keep - //normal// work, unrelated to your <<if setup.hasTrait("shameless")>>deviancy<<else>>affliction<</if>>.
<</text>>
<<else>>
<<text>>
He beams with pride. It is just like him to focus on your promotion rather than acknowledging the fact that you've always hated this wretched job.
<</text>>
<</if>>
<<else>>
<<if setup.hasTrait("moleman")>>
<<text>>
He beams with pride. He's always believed there was some way you could serve Vestur, despite your <<if setup.hasTrait("shameless")>>deviance<<else>>affliction<</if>>. You feel pride, too. You don't often get the opportunity to prove him right.
<</text>>
<<else>>
<<text>>
He beams with pride. You haven't the heart to remind him that you've always hated this wretched job. His joy is contagious, and you find yourself feeling a flicker of pride despite yourself.
<</text>>
<</if>>
<</if>>
<<speak "dangelo.unsure">> BUT FIRST! I gotta ask... <</speak>>
<<speak "dangelo.smilenervous">> ...Why's the mine just outside of town a smoking crater? <</speak>>
@@.next;[[You suppose it was only a matter of time before he asked about that.|OPEN: D'innergelo]]@@<<once>>
<<set $cast.dangelo.relationship.rapport.pos = 10>>
<<set $cast.dangelo.relationship.tone.friction = 12>>
<</once>>
<<chosenTrait>>
<<qSpeak "quincy.neutral">> Obviously. <</qSpeak>>
<<speak "dangelo.laugh">> Pfft! You sap, c'mere! <</speak>>
<<text>>
He dives for another hug, but you sidestep his grasp.
<</text>>
<<qSpeak "quincy.neutral">> One is enough for now. <</qSpeak>>
<<speak "dangelo.eyeroll">> Fiiiiine... <</speak>>
<<text>>
Haretouched men are fated to live lonely lives, and so you live lonely. An affectionate family cannot undo the curse of your birth.
``However, this has never dissuaded D'Angelo from loving you. He is content to live around your strange nature, for he need not understand the workings of your curse to understand that you are his "baby brother."
``It is due to his efforts that you have never doubted you were a wanted member of the family.
<</text>>
<<include "OPEN: D'innergelo Bottleneck">><<once>>
<<set $cast.imani.relationship.rapport.pos = 10>>
<<set $cast.imani.relationship.tone.friction = 12>>
<</once>>
<<chosenTrait>>
<<qSpeak "quincy.lookaway">> *You nod, but say nothing, knowing you could have missed him more.* <</qSpeak>>
<<text>>
Haretouched men are fated to live lonely lives, and so you live lonely. A loving family cannot undo the curse of your birth.
``This is a fact D'Angelo has chosen to ignore. He pretends your nature does not separate you from other men. He means well, but his refusal to come to terms with this is also a refusal to understand. He stares past the //you// that you are so that he might fawn over the murky outline of shared parentage.
``Perhaps that's simply what must be done in order to accept you.
<</text>>
<<include "OPEN: D'innergelo Bottleneck">><<timeskip "sunrise">>
<<locationBoardSetup `[
{img:"stable.png",text:""},
{img:"tack.png",text:""},
{img:"pitchfork.png",text:""}
]`>>
<<location "barghur" `["$licorice's Stable","Barghur Estate"]`>>
<<text>>
The following days are filled with unease. Your father spends his time in his study, stomping about and wringing his hands over logistics as he trades pigeons with the King-Regent in the Middle Kingdom. Your brother drags his feet as he prepares for his impending journey to the capital. Neither make much conversation at the dinner table. Scarcely anyone speaks to you.
``Normally you enjoy your solitude, but nothing has felt as it should since the destruction of Naktoga Mine. Even $licorice seems perturbed. Your darling doe paces in her stall and gnaws anxiously at the bones of her breakfast.
<</text>>
<<imgLayer 1 "open_licorice.png" "The hare stands with one paw raised in the air. She is a horse-sized creature with iridescent fur, a twitching nose, long ears, large red eyes, and strong legs." `["modeNeutral"]`>>
<<print setup.imgLayer(1,"open_licorice_base.png",false,"body")>>
<<print setup.imgLayer(1,"open_licorice_sheen.png",false,"sheen")>>
<<print setup.imgLayer(1,"open_licorice_eye.png",false,"eye")>>
<<print setup.imgLayer(1,"open_licorice_lines.png",false)>>
<</imgLayer>>
<<qSpeak "quincy.neutral">> Easy, girl. Why such flat ears, hm? *You reach out and stroke her fur, admiring the breathtaking iridescence of her coat as you do.* <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> . . . *She snorts and paws the earth before allowing her ears to return to their natural alignment.* <</speak>>
<<text>>
Her behavior worries you. A headstrong hare such as herself does not show this degree of stress without good reason, but you cannot for the life of you understand what troubles her. Nothing has changed about her diet or routine, and she shows no identifiable signs of illness. The only change in her environment you can think of is... //oh.// Yes, that makes sense.
<</text>>
<<qSpeak "quincy.lookaway">> ...You're worried about me, aren't you? <</qSpeak>>
<<speak "licorice.closedEye" `["animal"]`>> *She smushes her huge head into your shoulder with great force.* <</speak>>
<<choose>>
[[You're a sweet girl. Thank you for your concern.|OPEN: Licorice][$response to "sweet"]]
[[I'm alright. You needn't fret about me.|OPEN: Licorice][$response to "fine"]]
<</choose>><<if $response == "sweet">>
<<qSpeak "quincy.neutral">> I appreciate your concern. I'll be fine. <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> *She nuzzles your ear. Her little snuffles tickle.* <</speak>>
<<qSpeak "quincy.neutral">> Sweet girl. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I'm alright. You needn't fret about me. <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> . . . *She cocks her head to one side, skeptical.* <</speak>>
<<qSpeak "quincy.lookaway">> I'm serious, young lady. I can handle myself. <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> *Her head remains cocked.* <</speak>>
<<qSpeak "quincy.furrow">> Now, now. Don't take that tone with me. *You scoff.* Silly girl. <</qSpeak>>
<</if>>
<<imgLayer 1 "open_qlic.png" "Quincy holds his hare's massive head." `["modeNeutral"]`>>
<<print setup.imgLayer(1,"open_qlic_base.png",false,"body")>>
<<print setup.imgLayer(1,"open_qlic_sheen.png",false,"sheen")>>
<<print setup.imgLayer(1,"open_qlic_eye.png",false,"eye")>>
<<print setup.imgLayer(1,"open_qlic_lines.png",false)>>
<<print setup.imgLayer(1,"open_qlic_quincy.png")>>
<</imgLayer>>
<<text>>
$licorice bruxes contentedly as you brush her nose with your palm. You've raised a fine woman: strong, with a healthy coat and a caring heart. It is strange to imagine this beautiful animal would have no qualms with killing you, were you not haretouched.
<</text>>
<<qSpeak "quincy.pleased">> How about I brush out your coat? I think we would both derive some comfort from that. <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> . . . *She wiggles her nose with excitement as you move to retrieve the brush.* <</speak>>
@@.next;[[Time to remove that stubborn undercoat.|OPEN: Licorice End]]@@<<set _coatDesc1 to "the roll of dark ocean waves">>
<<set _coatDesc2 to "the greenish glint of seawater">>
<<switch $lStats.body>>
<<case 1>>
<<set _coatDesc1 to "the soft greens of spring">>
<<set _coatDesc2 to "the season's snowless spruces">>
<<case 2>>
<<set _coatDesc1 to "the roll of dark ocean waves">>
<<set _coatDesc2 to "the chilly blues of Northern waters">>
<<case 3>>
<<set _coatDesc1 to "the blues of winter evenings">>
<<set _coatDesc2 to "the peaceful quiet such nights bring">>
<<case 4>>
<<set _coatDesc1 to "the soft purples of dawn">>
<<set _coatDesc2 to "the peaceful quiet that accompany such mornings">>
<<case 5>>
<<set _coatDesc1 to "the shifting purples of sunset">>
<<set _coatDesc2 to "the peaceful quiet which follows">>
<<case 6 7>>
<<set _coatDesc1 to "the deep reds of sunset">>
<<set _coatDesc2 to "the peaceful quiet which follows">>
<<case 8>>
<<set _coatDesc1 to "the black skies of the winter night">>
<<set _coatDesc2 to "the stillness such nights bring">>
<<case 9>>
<<set _coatDesc1 to "the light bouncing off the snow">>
<<set _coatDesc2 to "the silver moon which casts it">>
<<case 10>>
<<set _coatDesc1 to "the vibrant greens of early summer">>
<<set _coatDesc2 to "the season's snowless spruces">>
<</switch>>
<<text>>
The methodical sound of brush against fur soothes you as you comb the loose hairs from $licorice's magnificent shoulder. Each stroke causes her coat to ripple. Its hue brings to mind _coatDesc1 and _coatDesc2. As you pull more and more undercoat from her pelt, it only grows more lovely.
``Such an incredible creature.
``You are just about finished when your work is interrupted.
<</text>>
<<speak "dangelo.laugh">> Thought I'd find you here. We were wondering where you'd run off to! <</speak>>
<<text>>
D'Angelo barges through the doors of the stable. $licorice narrows her eyes and takes a step back... she is far less tolerant of his patting and touseling than you are, but she is a good girl who knows she isn't to snap at him. Her only recourse is to stay out of arm's reach.
``You put yourself between them to reduce the risk of anything stupid happening.
<</text>>
<<qSpeak "quincy.neutral">> "Run off?" <</qSpeak>>
<<speak "dangelo.eyeroll">> Well, yeah - it's almost time to go and we haven't seen you all morning! <</speak>>
<<qSpeak "quincy.neutral">> Ah, so you're leaving for Diadem today. <</qSpeak>>
<<speak "dangelo.smilenervous">> //I'm// leaving? *His brow furrows ever so slightly.* Hold up. Do you seriously not know? <</speak>>
<<qSpeak "quincy.lookaway">> ...Not know //what?// *You have a bad feeling about this.* <</qSpeak>>
<<speak "dangelo.silly">> You're coming with me. <</speak>>
<<qSpeak "quincy.surprised">> ''What?'' But //why?// I haven't packed - and - *You stammer.* - just when was this decided? <</qSpeak>>
<<speak "dangelo.eyeroll">> So you really don't know! Well, that explains why you were just kind of... *He walks his fingers across his palm.* ...Toddling around aimlessly the past couple days... <</speak>>
<<speak "dangelo.unsure">> It was requested in like, the King-Regent's first response. He wants you to speak to the Council about the Naktoga incident. <</speak>>
<<choose>>
[[And no one saw fit to tell me?|OPEN: Go Opinion][$response to "tell"]]
[[I'm not going.|OPEN: Go Opinion][$response to "no"]]
<</choose>><<if $response == "tell">>
<<qSpeak "quincy.furrow">> This is the first //I'm// hearing of this. No one saw fit to inform me? <</qSpeak>>
<<speak "dangelo.yeesh">> I thought Dad told you! ...Guess he's got a lot on his mind right now, though. <</speak>>
<<qSpeak "quincy.lookaway">> That's an awfully pertinent detail for him to forget. <</qSpeak>>
<<text>>
Whatever scrap of solace you had scrounged for yourself has been snatched away. Now your mind crawls with fretful questions. Recounting the Naktoga incident for your father was bad enough, and now you must retell to an audience of the most powerful men in Vestur?
``You feel dizzy.
<</text>>
<<qSpeak "quincy.tilt">> ...I suppose I'd better get packing, then. <</qSpeak>>
<<else>>
<<text>>
Recounting the Naktoga incident for your father was bad enough - now they want you to retell it before the King's Council? Absurd.
<</text>>
<<qSpeak "quincy.furrow">> Ridiculous. I'm not going. <</qSpeak>>
<<speak "dangelo.laugh">> PFFT! Oh, c'mon man, you know you can't shirk royal summons. I'm pretty sure there's a law about that or something! <</speak>>
<<qSpeak "quincy.lookaway">> I don't see why I'm needed. Father has already explained the matter to the King-Regent. <</qSpeak>>
<<speak "dangelo.eyeroll">> Well, sure, but he wasn't there. The King's Council will wanna hear it straight from the hare's mouth, you know? <</speak>>
<<qSpeak "quincy.furrow">> It's pointless. They've nothing to gain from my appearance except my humiliation. <</qSpeak>>
<<speak "dangelo.neutral">> Maybe. But.... <</speak>>
<<speak "dangelo.silly">> If not for them, won't you do it for @@.singsong;meeee?@@
``I've hardly seen you since I got back. If they're sending me out with the Convoy, who knows when my next chance to spend time with my precious baby brother will be?
``The ride out to Diadem's probably the only chance we got to catch up! <</speak>>
<<text>>
<<if setup.hasTrait("dispersal")>>...You suppose he's right. You hadn't thought about it that way. It's been over a year since you've seen him as things are; letting your brother leave for Diadem without a chance to have a proper conversation does not sit right with you.<<else>>You feel a pang of loneliness. You hadn't thought about it that way. It's been too long since you've had a proper conversation with your brother as it is. How many more might it be if a Prince's Convoy is called?<</if>>
<</text>>
<<if setup.hasTrait("dispersal")>><<qSpeak "quincy.neutral">> Fine. I suppose it's unavoidable, then. <</qSpeak>><<else>>
<<qSpeak "quincy.tilt">> ...Oh. Well... alright. <</qSpeak>>
<</if>>
<</if>>
<<text>>
You cast a reluctant look at $licorice. With a wave of the hand, you coax her over. You embrace your hare, breathing in her strangely scentless fur.
<</text>>
<<qSpeak "quincy.hat">> Be good for the groom while I'm gone, alright, girl? I don't want you breaking into that goat farm across town again... <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> *The gleam in her eye says: "no promises."* <</speak>>
<<qSpeak "quincy.tilt">> *You sigh, expecting nothing else.* <</qSpeak>>
<<text>>
It pains you to part with her, but... it will only be a week and a half, maybe two if you are unlucky.
<</text>>
<<silently>>
<<addCamp "dangelo">>
<</silently>>
<<addTask "11-opening">>
@@.next;[[A long journey lies ahead...|OPEN: Insert 4]]@@<<displayTask "11-convoy-vicky" "start">>
<<buildParty "PREP: Vicky Search Loc 2" `{party:["dangelo"]}` 1>><</buildParty>><<speak "midlandbourgeoisie_m1.angry" "Mr. Erynore">> They say a little competition is good for one's health, but I beg to differ! Why, I'm practically going gray from the stress! <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Uh. *He already is gray.<<snout "" "Judging from his coat, you are fairly sure he was born gray, for that matter.">>* But-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Uh... *He already is gray.<<snout "" "Judging from his coat, you are fairly sure he was born gray, for that matter.">>* But-- <</qSpeak>>
<</if>>
<<speak "midlandbourgeoisie_m1.neutral" "Mr. Erynore">> But what? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> <<snout "You've already gone gray." "Your coat is gray already.">> <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> <<snout "You've already gone gray." "Your coat is gray already.">> <</qSpeak>>
<</if>>
<<speak "midlandbourgeoisie_m1.angry" "Mr. Erynore">> @@.surprise;//EXCUSE ME!?//@@ <</speak>>
<<text>>
D'Angelo leaps from his seat. Clapping his hands together, he gives a forced laugh and does his utmost to distract from your apparent faux pas long enough to secure an escape.
<</text>>
<<speak "dangelo.smilenervous">> @@.stutter;Ahaa! Woah, look at the time!@@ We should really be off. Thank you so much for your hospitality, Mr. Erynore. You've been a wonderful host, really just fantastic! <</speak>>
<<text>>
He really wasn't that wonderful of a host, but you suppose now isn't the time to dispute such a statement.
<</text>>
@@.next;[[It matters not. You've a soldier to find.|PREP: Vicky Stockbury Rival]]@@<<qSpeak "quincy.harrowed" >> ''There's something I have to do.'' <</qSpeak>>
<<text>>
You lift your head from the bedroll. The arrangement of your sleeping companions tells you that you can't have dozed for much longer than a minute or two. You've your greatcoat half-on by the time D'Angelo manages to prop himself up in his bedroll and glare with sleepy peevishness.
<</text>>
<<speak "dangelo.yeesh" >> Can't it wait? <</speak>>
<<qSpeak "quincy.surprised" >> No. <</qSpeak>>
<<speak "dangelo.yeesh" >> Fine. Whatever. Just-- you didn't have to shout about it, man. <</speak>>
<<text>>
He settles his head back down onto the bedroll, and is snoring again not a minute later.
<</text>>
<<timebreak "night">>
<<text>>
Every noise and shadow sends you jerking in fear as you drag the skinned wolf away from camp. You've no idea when you died, nor how much time you have before the bear comes for the carcass you carry.
``The ground is still soft and muddy from the rain earlier. It puts up little resistance when you drive your spade into it. The dead wolf, on the other hand, is much less agreeable. Between the time it spent hanging and the time it spent waterlogged, its flesh has grown weak and mushy, and so it tears open against the edge of stone on its way down. The sight of its spilling innards is far too freshly familiar, and in a rare bout of squeamishness, you avert your eyes. You heap sludge upon sludge until the grotesque sight vanishes.
``On your way back to the campsite, you cannot help but glance over your shoulder every few moments, expecting to see tiny black eyes looming somewhere between the trunks. But if they are there, their owner does not make itself known to you.
<</text>>
@@.next;[[You don't sleep easy that night.|PREP: Vicky Bear Morning]]@@<<speak "midlandbarmaid.neutral" "Barmaid">> Your Guard Wylvire spent nearly two weeks here. Ran up a terrible tab, broke a table, two chairs, six plates, and a bed - then skipped town without paying so much as a penny. <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.eyeroll">> Ugh. What ghastly behavior! <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.disgruntled">> Woah. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.frown">> Oh dear... how terrible! <</speak>>
<</if>>
<<text>>
D'Angelo's <<snout "face flushes slightly" "ears flatten">>. He shuffles a bit and offers a half-hearted agreement.
<</text>>
<<if hasVisited("PREP: Vicky Search Arrest")>>
<<speak "dangelo.unsure">> Uh... yeah. Sounds like that dastardly Guard Wylvire alright. We better arrest that scoundrel quick. <</speak>>
<<else>>
<<speak "dangelo.unsure">> Yeesh. <</speak>>
<</if>>
<<qSpeak "quincy.think">> Have you any idea where Wylvire went? <</qSpeak>>
<<speak "midlandbarmaid.neutral" "Barmaid">> *She shakes her head.* Afraid I haven't a clue. You're welcome to search Wylvire's room, though; maybe you'll find something useful somewhere in that mess. Haven't gotten a chance to clean it myself, and the girls are afraid to touch it. <</speak>>
<<text>>
Now you are afraid too. You cannot imagine what that means. Still, when she offers you the key to Vick's room, you take it.
<</text>>
<<speak "midlandbarmaid.neutral" "Barmaid">> Room's upstairs. You can't miss it. <</speak>>
@@.next;[[Ascend the staircase and face your fears.|PREP: Vicky Search Room Before]]@@<<qSpeak "quincy.think">> Is there any reason //we// can't send for Vick? <</qSpeak>>
<<speak "dangelo.disappointed">> Vick travels a lot. No family. Doesn't read too good. If His Majesty had sent word when I asked, it'd be different, but... Vick's probably all the way in Meira by now. <</speak>>
<<qSpeak "quincy.think">> I suppose we'll have to look ourselves. <</qSpeak>>
<<speak "dangelo.surprised">> ...!! You'd be willing to do that? <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> You agreed to be Guard-Captain under specific conditions, and so it follows that those conditions should be met. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> What I think is neither here nor there. You agreed to be Guard-Captain under specific conditions, and so it follows that those conditions should be met. <</qSpeak>>
<</if>>
<<text>>
As soon as the words have left your mouth, you find yourself accosted in a bone-crunching hug.
<</text>>
<<addTask "11-convoy-vicky" "start">>
@@.next;[[You wonder what you've gotten yourself into.|PREP: Vicky Map]]@@<<qSpeak "quincy.neutral">> We've all had to make concessions for the Prince's Convoy. You'll simply have to adapt. <</qSpeak>>
<<speak "dangelo.grumpy">> Hell no! I set terms, and I ain't gonna budge. I'm doing this with Vick, even if I gotta go all the way to the coast myself. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> That's an awful long way to walk. You hate getting up to refill a mug of beer as it is.. <</qSpeak>>
<<speak "dangelo.neutralserious" >> Look, Even if all the stagecoaches in the Midland broke at once, I'd do it. Don't care how many boot blisters I get. <</speak>>
<<qSpeak "quincy.lookaway" >> It's a four day journey, D'Angelo. We already have too much to do as it is.<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You can't be serious. It's a four day journey. We've so much to do as it is-- <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll">> ''I know.'' And the sooner we find Vick, the sooner we can get back to it. <</speak>>
<<text>>
You attempt to protest further, but your brother is utterly unwilling to entertain your concerns.
<</text>>
<<addTask "11-convoy-vicky" "start">>
@@.next;[[Seems there's no stopping him.|PREP: Vicky Map]]@@<<whitehare>>
<<text>>
//When the white hare shows herself, you feel a sharp flash of anger. <b>What took you so long?</b> But you will yourself to get up, hands in snowy-white fur.//
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|PREP: Vicky After Beardeath]]@@<<timebreak "morning">>
<<text>>
<<if $party.includes("lucas")>>The Prince<<elseif $party.includes("kaitos")>>Kaitos<<elseif $party.includes("elijah")>>Elijah<</if>> is busy folding the tarpaulin by the faint sunrise, when from the bushes D'Angelo exclaims:
<</text>>
<<speak "dangelo.surprised" >> Woah! Something real big passed by our camp last night. <</speak>>
<<qSpeak "quincy.harrowed" >> Bear. *You can only manage the word as a fearful whisper.* <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.surprised" >> Bear?! <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.disgruntled">> Woah. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> Dear Elysium! <</speak>>
<</if>>
<<speak "dangelo.yeesh" >> Yeah, looks like it. <b>Sheesh!</b> Glad he wasn't fixing for a taste of man-- <</speak>>
<<speak "dangelo.surprised" >> Wait - you haven't even seen the tracks. How'd you figure? <</speak>>
<<qSpeak "quincy.harrowed" >> ...Just a guess. <</qSpeak>>
<<updateTask "11-convoy-vicky" "vicky3">>
@@.next;[[You can't leave these woods fast enough.|PREP: Vicky Map]]@@<<text>>
//Something is shuffling about the underbrush.//
``Likely just D'Angelo gone to relieve himself, and so you turn over and attempt to go back to sleep. Only, you find you've rolled onto someone's arm and half-a-leg. Reluctantly, you peel an eye open only to find D'Angelo snoring beside you.
``<<if $party.includes("lucas")>>The Prince, then - except he's much too shy about lavatorial matters to make such noise and draw attention to himself. When you turn your head the other way, the blanket-covered form of the sleeping Prince is still here, too.
<<elseif $party.includes("kaitos")>>
It must be Kaitos, then - except his legs still lay across your chest, imprisoning you.
<<elseif $party.includes("elijah")>>
It must be Elijah, then - except Elijah is still sleeping as serenely in the corner, exactly as he had been.
<</if>> //Something else is out there.//
``The sluggish haze of sleep falls away at once, and you bolt up from the bedroll.
<</text>>
@@.next;[[Peer outside the tent.|PREP: Vicky Camp Bear 2]]@@<<text>>
//"What do you do if you encounter man-eating beast out there?"//
``It was a common question asked of you, given the long and frequent travel required from a mine inspector. And you, ever the man comfortable in the North's extensive wilds, could easily conjure an answer: //"It's difficult for a predator to catch you by surprise, <b>when you've a hare with you.</b>"//
<</text>>
<<img 1 "vicky_bear.png" "The bear leers at you from between the branches, mouth slack" `["modeNeutral"]`>>
<<text>>
The bear's eyes are locked with yours. They glitter like malignant black beetles.
<</text>>
<<choose>>
<<link "@@.talk-action;Act.@@" "PREP: Vicky Camp Bear 3">>
<<set $response to "act">>
<</link>>
<<link "@@.talk-action;Run.@@" "PREP: Vicky Camp Bear 3">>
<<set $response to "run">>
<</link>>
<<link "@@.talk-action;Call for help.@@" "PREP: Vicky Camp Bear 3">>
<<set $response to "call">>
<</link>>
<</choose>><<imgAnimate 1 `["death_bear_1.png","death_bear_2.png","death_bear_3.png"]` "The bear lunges, jaws open. Its pelt and teeth are covered in Quincy's blood." `["modeNeutral"]`>>
<<text>>
<<if $response == "act" && $gun != false && $gun != undefined>>
Like a dog spinning to bite, your only thought is to reach for your Duruger and aim the barrel at the beast, but by time your finger finds the trigger, the bear is already upon you. You are wrenched from your tent, and $gun falls from your hand. As you watch her tumble to the ground, you know it is already too late for you.
<<elseif $response == "act">>
Your first thought is to fight back - //to convey to the beast that you are prey not worth the effort// - but you find nothing within grasping distance except your own boots. Leather slaps against the snout of the bear, but ultimately they are of no help as the bear sets upon you. You are wrenched from your tent, despite your best efforts. It is too late for you.
<<elseif $response == "call">>
//You must call for help,// you think, but your fear stalls you. By the time you find your voice, the bear is already upon you, and your screams for help are merely screams. Your companions awake with a start, but it is already too late for you.
<<elseif $response == "run">>
Typically, instincts are to be trusted, as they will keep you alive when you haven't time to think. Alas, on occasions, instinct is wrong. The rabbit //zigs// when it should have //zagged//, the duck takes flight into the sights of a rifle when it should have stayed in the copse, and the man flees despite the common knowledge: //you can't outrun a bear.//
<</if>>
``The pain starts at a maximum capacity - the sensation of teeth piercing your abdomen is never a good one - and does not lessen. You think you hear your companions shouting, but if there are any words in their screams you cannot make them out over the squelching and slurping of your own consumption.
``From your place pinned beneath the bear you've a wonderful view of your killer. The faint outline of its ribs show in the moonlight; it must have grown hungry over the course of its long winter rest. The familiar stink of rot on its breath brings to mind the skinned wolf which hung not far from camp... the scent of an old kill must have brought it here in search of an easy meal.
``//"Bears eat their quarry alive."//
``You told this to a Midland Lord once, to sate his desire for bloody stories. Woozy, you look at the flecks of your blood upon the beast's muzzle and wonder if this would please him too.
<</text>>
@@.next;[[Die.|PREP: Vicky Bear Death]]@@<<locationBoardSetup `["cookfire.png","leaf-rain.png","forest1.png"]`>>
<<updateLocationBoard>>
<<text>>
D'Angelo drops three helpings of salted goat into the bubbling water, causing the tin pot to sway capriciously over the meager fire. <<if !hasVisited("PREP: Vicky Woods Bury")>>The violent splatter of rain on leaves overhead slowly quiets to a gentle patter as the three of you settle in for a long wait until dinner.<<else>>The smell of boiled flesh has never made you so hungry.<</if>>
<</text>>
<<qSpeak "quincy.neutral">> So, why Guard Wylvire? <</qSpeak>>
<<speak "dangelo.neutral">> Hm? <</speak>>
<<qSpeak "quincy.neutral">> You said that Wylvire was your one condition, so it follows that you've reason to elevate this particular soldier above your other brethren in arms. <</qSpeak>>
<<speak "dangelo.neutral">> *He shrugs.* I trust Vick. <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> You //"trust"// him? That's //it?// <</speak>>
<<speak "dangelo.neutral">> Yup. <</speak>>
<<speak "lucas.annoyed">> And there's no other man in the King's Army you trust who isn't //a thief and a drunkard?// <</speak>>
<<qSpeak "quincy.neutral">> The glimpses of Wylvire we've seen don't paint the picture of a particularly trustworthy person... <</qSpeak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.stare">> *Kaitos shoots a skeptical look in D'Angelo's direction.* . . . <</speak>>
<<speak "dangelo.smilenervous">> What? <</speak>>
<<qSpeak "quincy.neutral">> The glimpses of Wylvire we've seen don't paint the picture of a particularly trustworthy person. <</qSpeak>>
<<speak "kaitos.glance">> *He nods.* <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> With all due respect, Your Grace... Why? <</speak>>
<<speak "dangelo.unsure">> Whaddya mean? <</speak>>
<<qSpeak "quincy.neutral">> The glimpses of Wylvire we've seen don't paint a picture of a particularly trustworthy person. <</qSpeak>>
<<speak "elijah.nervous">> He //did// cheat that innkeeper... <</speak>>
<</if>>
<<speak "dangelo.silly">> Pfft. You guys are such sticklers. Vick's solid - just a bit of a rascal. That's all. *He prods the simmering goat with his fork.* <</speak>>
<<choose>>
[[I'll trust your judgment.|PREP: Vicky Camp Story][$response to "trust"]]
[[And this "rascal" won't be a liability to the Convoy?|PREP: Vicky Camp Story][$response to "liable"]]
<</choose>><<timebreak "night">>
<<if $party.includes("lucas")>>
<<text>>
Three men to a single tent is never a comfortable fit, and the Prince does not make it easier with his preferences. Childhood camping trips have numbed you to the difficulties of sharing tents with D'Angelo, but Lucas is not used to sharing much of anything with anybody. In order to accommodate his demands for space, you find yourself wedged into your brother's side. This puts your face upsettingly close to his feet, but <<if hasVisited("PREP: Vicky Woods Bury")>>you are so exhausted from the ordeal of burying the wolf carcass that you've little problem falling asleep under these less than ideal conditions.<<else>> you manage to fall asleep despite the less ideal conditions.<</if>>
``<<if hasVisited("PREP: Vicky Woods Bury")>>Your rest is pleasantly dreamless through the night, at least, and when dawn comes, you are ready.<<else>>...But then you hear scuffling.<</if>>
<</text>>
<<elseif $party.includes("kaitos")>>
<<text>>
Three men to a single tent is never an easy fit, but Kaitos's presence elevates this truth to absurdity. Childhood camping trips have numbed you to the difficulties of sharing tents with D'Angelo, but sharing with Kaitos presents new complications. First - he is just about your same height. Second - he immediately sprawls his limbs over top of every other occupant in the tent and promptly falls into a deep, immovable sleep.
``In theory you could reclaim some space for yourself, but the fact of the matter is that <<if hasVisited("PREP: Vicky Woods Bury")>>you are so exhausted from the ordeal of burying the wolf carcass that you haven't the strength.<<else>> you've no desire to pick battles at this hour.<</if>> <<if setup.hasTrait("cleithro")>> To your surprise, being pinned like an insect in a specimen collection proves strangely comfortable. You pass out with Kaitos' legs hooked over your chest and D'Angelo's arms hooked over your legs.<<else>>Bereft of options, you pass out pinned like a specimen in an insect collection, with Kaitos's legs hooked over your chest and D'Angelo's arms hooked over your legs.<</if>>
``<<if hasVisited("PREP: Vicky Woods Bury")>>Your rest is pleasantly dreamless through the night, at least, and when dawn comes, you are ready.<<else>>...But then you hear scuffling.<</if>>
<</text>>
<<elseif $party.includes("elijah")>>
<<text>>
Three men to a single tent is usually a tight fit, but you find it quite manageable despite the limitations. Childhood camping trips have numbed you to the difficulties of sharing tents with D'Angelo, and once asleep, Elijah becomes quiet and unobtrusive save for the occasional snore. <<if hasVisited("PREP: Vicky Woods Bury")>>After the ordeal of burying the wolf, sleep comes easy.<<else>>Soon enough, you too fall asleep.<</if>>
``<<if hasVisited("PREP: Vicky Woods Bury")>>Your rest is pleasantly dreamless through the night, and when dawn comes, you are ready.<<else>>...But then you hear scuffling.<</if>>
<</text>>
<</if>>
<<if hasVisited("PREP: Vicky Woods Bury")>>
<<updateTask "11-convoy-vicky" "vicky3">>
@@.next;[[Set out.|PREP: Vicky Map]]@@
<<else>>
@@.next;[[...What's that sound?|PREP: Vicky Camp Bear]]@@
<</if>><<speak "kaitos.stare">> . . . *He cocks a brow.* Sorry. Lemme get this straight: you want me to control the weather? <</speak>>
<<speak "dangelo.eyeroll">> Uh, no. I just thought maybe you could make like... a bubble around camp so the rain couldn't get in or something like that. <</speak>>
<<speak "kaitos.stare">> Uh... no. <</speak>>
<<speak "dangelo.yeesh">> Aw, come on. I know blue conductors can deflect water. <</speak>>
<<speak "kaitos.scoff">> Think of it like this, man: let's say... you're reaching for the last biscuit on the plate. <</speak>>
<<speak "dangelo.unsure">> Alright... <</speak>>
<<speak "kaitos.stare">> If I slap your hand away - 'cause it's mine - then that doesn't leave behind a solid wall of hands that stops you forever. You can just reach for it again. If I want to protect that biscuit, I have to keep slapping you, one slap at a time, forever. <</speak>>
<<speak "dangelo.yeesh">> What about ice? Can't you make a solid sheet of ice? <</speak>>
<<speak "kaitos.thinkinghard">> Ice melts... <</speak>>
<<speak "dangelo.unsure">> Yeah, so? <</speak>>
<<speak "kaitos.thinkinghard">> Ice melts... and drips down... on you. <</speak>><<text>>
Whilst you were disposing of the wolf, D'Angelo and <<not "dangelo">> busied themselves setting up camp. To keep the rain off, D'Angelo has used his meur to bend the boughs of a tree overhead into a sort of makeshift roof. It's an imperfect solution, as evidenced by the stray drops which drizzle through the canopy, but it is shelter just enough to keep a weak fire going despite the downpour. Gathered around it, your companions <<if $party.includes("lucas")>>bicker<<elseif $party.includes("kaitos")>>debate<<elseif $party.includes("elijah")>>chatter<</if>> in your absence.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.stressed">> Ugh! I can't live like this. *He jabs his blade into the fire, using meur to nurse the weakened flames.* <</speak>>
<<speak "dangelo.unsure">> C'mon man, you just need to keep the fire going for Quincy. That's all! <</speak>>
<<speak "lucas.annoyed">> Red meur can only do so much, Barghur. It cannot //defy logic. // <</speak>>
<<speak "dangelo.eyeroll">> Tsk. I wouldn't have thought the famed @@.lilt;Manticore Blade@@ would struggle so much with a little rain... I guess fame isn't everything. <</speak>>
<<speak "lucas.eyeroll">> It's not for lack of power, it's the //precision!// The Manticore Blade could turn this forest to ash, but that wouldn't do us any good in this predicament now, would it? <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "dangelo.unsure">> C'mon... you're a blue conductor. Isn't there anything you can do about the rain? <</speak>>
<<include "PREP: Vicky Camp Kaitos Weather">>
<<speak "dangelo.surprised">> Oh. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.smile">> It's perfectly reasonable to be worried, Your Grace. I worry about my little brother all the time. <</speak>>
<<speak "dangelo.unsure">> Ah, yeah, that's right. I keep forgetting you're Howell's older brother. <</speak>>
<<speak "elijah.neutral">> Strange! Don't we look alike? <</speak>>
<<speak "dangelo.laugh">> Well, yeah, but...! You're so professional. Howell is... well, he's Howell. <</speak>>
<<speak "elijah.smilesad">> He is still a child in many ways. <</speak>>
<<speak "dangelo.unsure">> Pfft. Isn't the man turning twenty-three this year? <</speak>>
<<speak "elijah.frown">> We all grow at our own pace. <</speak>>
<<speak "dangelo.smilenervous">> Haha... yeah, I guess. <</speak>>
<</if>>
<<text>>
The rustle of your approach causes both men to jump.
<</text>>
<<speak "dangelo.surprised">> Quince! Where were you?! I thought you were just gonna take a leak or something... <</speak>>
<<qSpeak "quincy.harrowed">> *You've no hope of explaining your death sense, so instead you summarize:* There was something I had to attend to. <</qSpeak>>
<<speak "dangelo.yeesh">> You look terrible, man. Come on, sit down - I'll getcha something to eat. <</speak>>
<<text>>
All of a sudden, you become acutely aware of your empty stomach. You couldn't bear to think of food with the stench of dead wolf filling your nostrils, but now that it is only a memory you find yourself famished.
<</text>>
@@.next;[[Take a seat.|PREP: Vicky Camp Dinnertalk]]@@<<if $response == "trust">>
<<toneGain "dangelo">>
<<qSpeak "quincy.think">> Given that I've never met the man, I suppose I'll have to trust your judgment on this one. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.eyeroll">> Tch. You give your brother a grace he has not earned. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinkinghard">> *Kaitos gives an illegible twitch of the head. You cannot say for sure whether he nods it in agreement, shakes it in disagreement, or simply moves on random impulse... but he wears a contemplative face as he does.* <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.bashful">> Likewise. <</speak>>
<</if>>
<<speak "dangelo.unsure">> Thanks, Quince. I know it isn't easy. Vick can be... *He fumbles for words.* ...an acquired taste. This isn't exactly the best foot forward, you know what I'm saying? <</speak>>
<<qSpeak "quincy.think">> I think so. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.neutral">> Not at all. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> Well... <</speak>>
<</if>>
<<speak "dangelo.silly">> Maybe it would help if I spun a yarn! <</speak>>
<<else>>
<<toneLoss "dangelo">>
<<qSpeak "quincy.lookaway">> And you're certain this "rascal" won't be a liability to the Convoy? <</qSpeak>>
<<speak "dangelo.eyeroll">> *He huffs.* Yes, I'm //certain.// <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> Wonderful. I know //my// fears are completely assuaged now. *His voice drips thick with sarcasm.* <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.stare">> *Kaitos cocks an eyebrow in D'Angelo's direction.* <</speak>>
<<speak "dangelo.unsure">> ...What're you looking at me like that for? <</speak>>
<<speak "kaitos.stare">> *He does not explain.* <</speak>>
<<speak "dangelo.smilestress">> Hey... quit it... <</speak>>
<<speak "kaitos.stare">> . . . <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.bashful">> Apologies, Your Grace... it's simply that... <</speak>>
<<speak "dangelo.disappointed">> Nah... I get it. <</speak>>
<</if>>
<<speak "dangelo.unsure">> Maybe it would clear things up if I spun a yarn. <</speak>>
<</if>>
<<text>>
<<if setup.hasTrait("packbonded")>>D'Angelo often communicates through these stories. A rare Northern impulse of his. Meandering as they can be, they do eventually reach a point. You nod and listen. <<if $party.includes("kaitos")>>Kaitos too perks up at the mention of storytime.<</if>><<else>>Of course, D'Angelo must take the most circuitous route to make his point. You withhold a groan. <<if $party.includes("kaitos")>>Kaitos, on the other hand, perks up at the mention of storytime, and watches D'Angelo with full attention.<</if>><</if>>
<</text>>
<<speak "dangelo.silly" >> So! 1792. Tip of Thalaren territory, down where it meets the Continent. Early days of the Opona war, some of the rebels were taking boats far enough up to cause a bit of trouble in the towns around the coast. <</speak>>
<<speak "dangelo.neutral" >> Was my first real time in the field. Being a Duke //and// a junior officer is rough. The other men, 'specially the commoners, were scared of me. Acted like I'd smite them if they so much as sneezed around me. I was //just about friendless.// Hard to believe, I know! Only fella who'd talk to me for more than a few words wore gloves... <</speak>>
<<speak "dangelo.unsure" >> Vick, on the other hand - //real popular.// Joined the army real young, knew just about everyone. Stuck out a mile, but was no less secure for it. I was //madly// jealous. <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.eyeroll" >> Excluded on account of your Nobility? You //poor thing.// <</speak>>
<<speak "dangelo.silly" >> Yeah. It was real rough. @@.singsong;Not sure I'll ever recover.@@ <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.think">> Alas, our Gift sets us apart. We can walk amongst them, sure, but we'll always be different from our fellow man. <</speak>>
<<speak "dangelo.laugh">> *He snort-laughs.* It... wasn't that serious, man. I was bored and lonely, sure, but... <</speak>>
<<else>>
<<speak "dangelo.neutral">> But I'd only be bored and lonely for so long. Things were about to turn around for me! I just couldn't have guessed how. <</speak>>
<</if>>
@@.next;[[Continue.|PREP: Vicky Camp Story 2]]@@<<speak "dangelo.neutral" >> One day, Vick and I ended up on first watch together. It was a bit of bad luck for me - I'd slept like shit the night before. I did my best to stay awake guarding my end of the camp, but I just... couldn't. Closed my eyes for a minute and I was out like a light. <</speak>>
<<speak "dangelo.unsure">> I woke up to the smell of burning skin. While I was sleeping on the job, some rebel bastard had snuck in with a knife, looking to plunge it into the belly of our commanding officer. Not much a common man can do against a conductor except try and get 'im while he's asleep. <</speak>>
<<speak "dangelo.yeesh">> Good thing our commander was still awake writing letters when it happened. That rebel looked like roast fowl when he was done with him. <</speak>>
<<speak "dangelo.disappointed" >> I felt awful. Not only was it my fault, but... blame's got a way of falling on commonfolk in the King's Army. Even when a Noble guy like me tries to own up, chances are you'll be blamed //a little// and someone else'll get blamed //a lot//. You'd be hard pressed to find both a Noble willing to say @@.posh;"'twas my bad"@@ //and// a commoner willing to say, "it wasn't me, it was the Duke."<</speak>>
<<speak "dangelo.unsure">> I knew Vick was going to take the fall for this one. Vick! Everyone's friend! The guys'd hate me forever. Total social ruin! "Don't talk to Barghur, he can't do his damn job, and he'll make it your problem!" *He tuts.* Man, the things going through my head at that time. <</speak>>
<<speak "dangelo.neutral" >> The officer called me and Vick up, and asked which of us fell asleep on duty. Kept his eyes on Vick the whole time, waiting for an "I did, sir"... <</speak>>
<<speak "dangelo.silly" >> But Vick? Just raised an arm and pointed at me. No caveats. No //"we're both at fault."// Just the truth! <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.glasses" >> And it's good he did. A commoner having to fall on his sword for a buffoon of the Second Estate is abominable. <</speak>>
<<speak "dangelo.neutral" >> Oh, I //agree!//<</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> My! That certainly is honest. <</speak>>
<<speak "dangelo.neutral">> Isn't it? <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.pleased">> *He gives an almost inaudible chuckle.* <</speak>>
<<speak "dangelo.neutral">> I know! It's funny. <</speak>>
<</if>>
<<speak "dangelo.silly" >> The commanding officer could barely believe it. And when I wouldn't deny it, he had no choice but to give me the standard punishment for sleeping on guard: chamberpot scrubbing duty. <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.glasses" >> *His lip lifts in disgust at the very idea.* <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinkinghard">> ...Huh. <</speak>>
<<speak "dangelo.unsure">> What is it? <</speak>>
<<speak "kaitos.stare">> Just thought they'd do worse, that's all. <</speak>>
<<speak "dangelo.yeesh">> I think your perspective might be a little skewed, Ladygloves... <</speak>>
<</if>>
<<qSpeak "quincy.think" >> I'm not sure I understand. Guard Wylvire got you into trouble. <</qSpeak>>
<<speak "dangelo.silly" >> Yeah! Trouble I deserved. And cuz of Vick, every single soldier got to have a good giggle watching the high-and-mighty Duke Barghur scrub their shit outta a bucket. Can't seem so untouchable after that! They took the piss out of me. <</speak>>
<<speak "dangelo.neutral" >> Nobody found me too scary after that. I could make friends, earn their respect like normal. All 'cuz Guard Wylvire saw me for what I was: a screwup like any other. I knew from then on I could always trust Vick to keep me humble. <</speak>>
<<speak "dangelo.neutralserious" >> That means a lot to me. As a soldier. It's everything. <</speak>>
<<text>>
He concludes his story with a nod for emphasis, before tipping out three portions of the now-softened goat onto tin plates, handing each out as he finishes. He tosses a piece of the soggy meat into his mouth and chews, gazing thoughtfully into the fire.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.glasses">> ...I suppose I see your line of reasoning. With context in mind. <</speak>>
<<speak "dangelo.surprised" >> Really? //You// see eye-to-eye with //me?// And you //admit it?// Orcs must've decided to fly today. <</speak>>
<<speak "lucas.scowl">> Don't get too excited, Barghur. You made //one// reasonable point; I'm sure it was a fluke. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinkinghard">> ...This goat's kinda bad. <</speak>>
<<speak "dangelo.neutral">> Eh. You learn to like it. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.think">> I don't deny there's value in honesty... but... <</speak>>
<<speak "dangelo.neutralserious">> But what? <</speak>>
<<speak "elijah.nervous">> ...The state we found Wylvire's room in still frightens me. <</speak>>
<</if>>
<<choose>>
[[I think I understand now.|PREP: Vicky Camp Story End][$response to "yay"]]
[[I'm not convinced honesty outweighs liability here.|PREP: Vicky Camp Story End Meh][$response to "nah"]]
<</choose>><<if !hasVisited("PREP: Vicky Camp Story End Meh")>>
<<toneGain "dangelo">>
<</if>>
<<if $response == "yay">>
<<toneGain "dangelo">>
<<qSpeak "quincy.think">> I think I have a better idea of your perspective now. <</qSpeak>>
<<speak "dangelo.neutral">> See? I make sense sometimes. <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> //Rarely.// *The Prince reminds.* <</speak>>
<</if>>
<<else>>
<<toneLoss "dangelo">>
<<qSpeak "quincy.think">> I'm not convinced a single instance of honesty outweighs the risk of employing such a volatile man. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "dangelo.eyeroll">> Aw, c'mon. Even Princey gets it! <</speak>>
<<speak "dangelo.neutral">> Whatever. Lucky for me, it's not up for you to decide, Mr. Right Hand. @@.singsong; I'm Guard-Captain.@@ <</speak>>
<<else>>
<<speak "dangelo.eyeroll">> Lucky for me, it's not up for you to decide, Mr. Right Hand. @@.singsong; I'm Guard-Captain.@@<</speak>>
<</if>>
<</if>>
<<text>>
The fire, now untended, burns ever lower. Its flames settle into embers.
<</text>>
<<speak "dangelo.neutral" >> Well. *He pours some water from his skin into his cup, swirls it, and dumps out the resulting food remnants.* We may as well make an early night of it and set out at dawnbreak. <</speak>>
@@.next;[[Turn in for the night.|PREP: Vicky Camp Go Sleep]]@@<<toneLoss "dangelo">>
<<include "PREP: Vicky Camp Story End">><<toneGain "vicky">>
<<qSpeak "quincy.think">> I suppose you could put it that way, yes. A woman who out-wrestles men and a woman in uniform are both novel sights individually. In the same person, they're triply so. <</qSpeak>>
<<speak "vicky.wink" "Female Soldier">> @@.lilt;//I see.//@@ You're a liker of @@.singsong;novel sights@@ then, eh? <</speak>>
<<include "PREP: Vicky Flirt Stub">><<text>>
As you pass by <<not "dangelo">> at the bar with Vicky at your side, <<if $party.includes("lucas")>>the Prince does a double take before tucking his book away. Clearly, he has questions for you - for Vicky - but for once he refrains from asking and watches with interest instead.
<<elseif $party.includes("kaitos")>>he looks up from his peanut and waves with his free hand. You resist the reflex to wave back, as some part of you assumes that if you lose focus now Guard Wylvire will disappear back into the wilds.
<<elseif $party.includes("elijah")>>his eyes go wide<<snout "" " and his ears flatten against his head">>. His gaze drops to the floor, unable to withstand the sight of such an ill-dressed woman at close range... but he does not stop you.
<</if>>
``Your brother is staring morosely into his mug, silent. "Alone with his thoughts," just as you had left him. <<if hasVisited("PREP: Vicky Stockbury Firm")>>You are fairly certain he is still angry with you, but you're also fairly certain he would agree it was irrelevant in this particular circumstance.<<else>>It is a pitiful sight to see him this way. You will right this wrong.<</if>>
<</text>>
<<qSpeak "quincy.neutral">> D'Angelo. <</qSpeak>>
<<speak "dangelo.neutralserious">> What? <</speak>>
<<qSpeak "quincy.lookaway">> Why did you not tell me that "Vick" was a woman? <</qSpeak>>
<<if $party.includes("lucas")>>
<<text>>
Until now, Lucas had hung back in silent curiosity. With this information unveiled, however, he squirms past you and yelps:
<</text>>
<<speak "lucas.eyeroll">> //I think that's awfully pertinent information to simply omit!// Explain yourself, now! <</speak>>
<</if>>
<<speak "dangelo.eyeroll">> Hey, you assumed. *He sighs.* At first I didn't notice, and then when I did I decided not to correct you 'cause I thought it'd be funny... <</speak>>
<<speak "dangelo.unsure">> When'd you figure out she wasn't a guy, anyway...? <</speak>>
<<speak "vicky.neutral">> Prolly when he saw the goods. <</speak>>
<<speak "dangelo.disappointed">> Yeah, that would make se-- <</speak>>
<<speak "dangelo.surprised">> @@.yell-loud;VICK!!@@ <</speak>>
<<speak "vicky.cackle">> @@.yell-loud;ANGIE!!@@ <</speak>>
<<text>>
They slam their chests into each other like a pair of fighting beetles, devolving into a mass of flailing arms as one tries to wrap their arms around the other.
<</text>>
<<speak "dangelo.laugh">> I thought you went up North to Tebenka! <</speak>>
<<speak "vicky.incredulous">> @@.intense;PFFT!@@ I ain't spending my furlough in Lord Tebenka's asscrack! If I get the spring off, I ain't spending it up North gettin' snowed on. <</speak>>
<<text>>
At this, D'Angelo's face falls.
<</text>>
<<speak "dangelo.smilenervous">> Are you sure? *His voice wavers.* What if it was for //really// good pay? <</speak>>
<<speak "vicky.smirk">> No need to play coy, Angie, I already know you're gonna give me a counter-counteroffer. Define "really good pay" and I'll let you know where I stand, 'kay big guy? <</speak>>
<<speak "dangelo.unsure">> Well, alright... the day rate is... <</speak>>
<<text>>
He leans over and whispers an estimate into her ear. Her eyes widen, and she makes a horrid laugh not unlike the crow of a rooster. A grim realization dawns over you that D'Angelo's deeply unpleasant impression of her voice back in Dalcona had been entirely true to life.
<</text>>
<<speak "vicky.sillysalute" >> @@.yell;WELL, SHIT.@@ With that money, I could buy a horse that ain't broken! Count me in, Lieutenant General Barghur! I will follow you to Hell, sir! <</speak>>
<<speak "dangelo.silly">> @@.lilt;And back~!@@ <</speak>>
<<speak "vicky.cackle" >> Sure, whatever! <</speak>>
<<addCamp "vicky">>
<<endQuest "11-convoy-vicky" "a">>
<<removeTask "11-convoy" "vicky">>
<<once>>
<<run $campTopics.push("vicky")>>
<</once>>
<<addCodex "vicky">>
<<addCodex "horse">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<set $cFlags.vicky.flirted to true>>
<<text>>
The lilt of her voice and the quirk of her brow implies... something salacious. She is not merely asking your opinion, she is assessing your sexual interest.<<if $party.includes("elijah")>> Was Elijah's assumption about her profession correct after all?<</if>> You find yourself burdened with a new nervousness you did not carry before.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I've yet to discern. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I don't know. <</qSpeak>>
<</if>>
<<speak "vicky.wink" "Female Soldier">> Well, you got time to figure it out. It's lookin' like I'll be in town for a while, so... *She clicks her tongue at you.* You know where to find me, Your Grace. <</speak>>
<<else>>
<<text>>
She punctuates this question with a quirk of her brow. A signifier of mischief, but of what kind, you're not sure.
<</text>>
<<if hasVisited("PREP: Vicky Curiosity")>>
<<qSpeak "quincy.neutral">> As much as any other curious mind does, I'd imagine. <</qSpeak>>
<<speak "vicky.smirk" "Female Soldier">> Yeah? And what exactly's ticklin' your curiosity here, huh? *She leans towards you, resting her chin on her hand.* <</speak>>
<<qSpeak "quincy.think">> I suppose the entire premise of a woman in the army raises questions. It seems to me that would present a number of logistical and social challenges. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> As fond as any other curious mind, I'd imagine. <</qSpeak>>
<<speak "vicky.smirk" "Female Soldier">> You find yourself curious often? <</speak>>
<<qSpeak "quincy.neutral">> When the situation calls for it. <</qSpeak>>
<<speak "vicky.smirk" "Female Soldier">> Well! *She leans towards you, resting her chin on her hand.* If you're looking to satisfy a curiosity or two, maybe... <</speak>>
<<qSpeak "quincy.neutral">> I appreciate this. I've many a question. <</qSpeak>>
<<qSpeak "quincy.think">> You see, the entire premise of a woman in the army raises questions. It seems to me that would present a number of logistical and social challenges. <</qSpeak>>
<</if>>
<<speak "vicky.think" "Female Soldier">> Oh. Huh. *Her demeanor shifts. Perhaps you've offended her?* <</speak>>
<<qSpeak "quincy.think">> Not to imply incompetence, of course. I think it implies the opposite. I trust that a woman able to maintain such a station is more competent than most. She would be a rarity among her fellow soldiers, and that in and of itself must be difficult given that the army is an environment that values commonality to the point of homogeneity. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> @@.singsong;Sheesh!@@ You make my life sound like a damn puzzle. <</speak>>
<<qSpeak "quincy.pleased">> It is. If not to you, then to me, the outside observer. <</qSpeak>>
<<speak "vicky.think" "Female Soldier">> Pfft. You're overthinkin' it. It's like birds. When a flock gets together, they peck each other and figure out who's in charge of who. Guys more or less respect the pecking order. <</speak>>
<<qSpeak "quincy.think">> Like birds. I see. <</qSpeak>>
<<speak "vicky.neutralserious">> Anything else you're lookin' to know, Your Grace? <</speak>>
<</if>>
<<include "PREP: Vicky Wrestle Your Grace">><<text>>
D'Angelo's face falls; it seems there is no avoiding his fate.
<</text>>
<<speak "dangelo.eyeroll">> Fffffiiiiine... guess I don't have a choice. <</speak>>
<<text>>
He proceeds to spend much too long rooting around his pockets for whatever guilder he still has on him. With a resigned sigh, he sets the coin on the counter.
``Once the barmaid has pocketed the coin, she digs around for her end of the bargain. Wordlessly, she sets the key on the counter in front of her, and despite your fears regarding the state of Wylvire's room, you take it.
<</text>>
<<qSpeak "quincy.neutral">> Thank you for your cooperation. <</qSpeak>>
<<speak "midlandbarmaid.neutral" "Barmaid">> Room's upstairs. You can't miss it. <</speak>>
@@.next;[[Ascend the staircase and face your fears.|PREP: Vicky Search Room Before]]@@<<qSpeak "quincy.neutral">> Fair enough. <</qSpeak>>
<<text>>
You take ten guilders from your pocket and slide it across the counter towards the barmaid. In return, she produces the key and slides it across the counter to you. Despite your concerns regarding the state of Vick's room, you take it.
<</text>>
<<qSpeak "quincy.neutral">> Thank you for your cooperation. <</qSpeak>>
<<speak "midlandbarmaid.neutral" "Barmaid">> You're most welcome, //sir.// *She doesn't mean it.* Room's upstairs. You can't miss it. <</speak>>
@@.next;[[Ascend the staircase and face your fears.|PREP: Vicky Search Room Before]]@@<<text>>
You turn to give D'Angelo an expectant look. He regards this with confusion.
<</text>>
<<speak "dangelo.unsure">> What're you looking at me like that for? Pay the woman. <</speak>>
<<qSpeak "quincy.neutral">> Vick is your friend. You should pay. <</qSpeak>>
<<speak "dangelo.unsure">> Well, yeah, but... uh... I left my coin purse-- like the big one, in Diadem... <</speak>>
<<if $party.includes("lucas")>>
<<text>>
He casts a look around the room, searching for someone or something that might absolve him of responsibility. Alas, he finds only Lucas.
<</text>>
<<speak "dangelo.smilenervous">> So, Highness -- <</speak>>
<<speak "lucas.scowl">> No. <</speak>>
<<speak "dangelo.smilenervous">> Seeing as this should rightfully be paid by your old man-- <</speak>>
<<speak "lucas.eyeroll">> No. <</speak>>
<<speak "dangelo.smilenervous">> Aw, come on... please? <</speak>>
<<speak "lucas.annoyed">> //No.// <</speak>>
<<include "PREP: Vicky Inn D'Angel Pay Stub">>
<<elseif $party.includes("kaitos")>>
<<text>>
He casts a look around the room, searching for someone or something that might absolve him of responsibility. When his eyes come to rest on Kaitos, his face lights up.
<</text>>
<<speak "dangelo.neutral">> This is //you-know-what// business. So! The cost should come from the //you-know-what// budget, don't you think, Ladygloves? <</speak>>
<<speak "kaitos.thinking">> *He considers this for a moment.* No. <</speak>>
<<speak "dangelo.unsure">> Aw, come on. I already paid off the damages. Why should I have to pay again? <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> D'Angelo... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Because you are the entire reason we are here. <</qSpeak>>
<</if>>
<<include "PREP: Vicky Inn D'Angel Pay Stub">>
<<elseif $party.includes("elijah")>>
<<text>>
He casts a look around the room, searching for someone or something that might absolve him of responsibility. Alas, he finds nothing. His shoulders droop, and his face falls. He begins to rifle through his pockets for more errant guilder, but before he can find the guilder amongst the garbage, Elijah places a coin on the counter in his stead.
<</text>>
<<speak "elijah.smile">> There we go. I think that should be enough. <</speak>>
<<speak "dangelo.surprised">> Oh... thanks? <</speak>>
<<speak "elijah.smile">> Not a problem, Your Grace. Happy to be of service. *He beams.* <</speak>>
<<text>>
Once the barmaid has pocketed the coin, she digs around for her end of the bargain. Wordlessly, she sets the key on the counter in front of her, and despite your fears regarding the state of Wylvire's room, you take it.
<</text>>
<<qSpeak "quincy.neutral">> Thank you for your cooperation. <</qSpeak>>
<<speak "midlandbarmaid.neutral" "Barmaid">> It's the room upstairs. You can't miss it. <</speak>>
@@.next;[[Ascend the stairs and face your fears.|PREP: Vicky Search Room Before]]@@
<</if>><<if hasVisited("PREP: Vicky Wrestle")>>
<<text>>
You pause to study her again. She is utterly unfamiliar to you. Surely, you would remember meeting such a woman.
<</text>>
<<else>>
<<text>>
As you try to recall where you might have met, you pause to study her.
``She is tall in the Northern way, but not obscenely so. A female of solid build, though the men's uniform disguises how muscular she truly is. The tailor musn'tve had an idea what to do with a woman bringing in a standard King's Army uniform - if it's been tailored at all. The garment is only wide enough to accommodate the broadest curves of her figure, and so her shirt bunches around her waist and her sleeves hang loose on arms. It creates a strange illusion that makes this woman who very much isn't small, appear small regardless.
``Utterly unfamiliar. You would remember meeting such a woman.
<</text>>
<</if>>
<<speak "vicky.unimpressed" "Female Soldier">> No matter. Guess I better @@.lilt;be proper@@ and introduce myself or whatever. <</speak>>
<<if hasVisited("PREP: Vicky Wrestle")>>
<<text>>
She outstretches her hand again - to shake this time, though you are reluctant to grab it again so soon.
<</text>>
<<else>>
<<text>>
From her seat, she stretches out a hand to shake.
<</text>>
<</if>>
<<speak "vicky.neutral" "Victoria">> Victoria Wylvire - though no one really calls me @@.singsong;//"Victoria."//@@ Fought alongside your brother in Opona. <</speak>>
<<qSpeak "quincy.surprised">> @@.yell;You're Vick--!?@@ <</qSpeak>>
<<speak "vicky.smirk">> It's usually //"Vicky"// with an //"ee,"// but bless Angie's heart, that's just too long for him. I'm sure you understand how it is, //"Quincy."// <</speak>>
<<text>>
"Angie." She means D'Angelo?
<</text>>
<<speak "vicky.neutral">> Speaking of Angie. How's the big guy doing lately? Bet all this Barehander stuff's pissing all over his furlough. Poor fella. Just can't catch a break. <</speak>>
<<qSpeak "quincy.lookaway">> Actually... he's spent the last few days looking for you. He just gave up the search today. <</qSpeak>>
<<speak "vicky.incredulous">> Well, that's dumb! I'm right here! <</speak>>
<<qSpeak "quincy.neutral">> He was under the impression you left for Tebenka with an employer. <</qSpeak>>
<<speak "vicky.think">> Olomaer? Nah, he took his senior ruffians on that job. I just got here. Haven't earned that kind of privilege. Don't want it. I ain't lookin' to grow roots, just lookin' to kill time until the King's Army comes callin' for me again. <</speak>>
<<qSpeak "quincy.think">> In that case, would you be willing to consider a counter-counteroffer? <</qSpeak>>
<<speak "vicky.smirk">> @@.lilt;Depends on the pay.@@ <</speak>>
<<if $party.includes("kaitos")>>
<<text>>
You cast a glance across the room back at the bar where you had left Kaitos. He's studying an empty peanut shell he's found with great rigor.
<</text>>
<<qSpeak "quincy.lookaway">> ...I think that's something you'll have to discuss with Angie. Uh. D'Angelo. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I think that's something you'll have to discuss with Angie. Uh. D'Angelo. <</qSpeak>>
<</if>>
@@.next;[[Continue.|PREP: Vicky End]]@@<<toneGain "vicky">>
<<toneGain "vicky" "fun">>
<<qSpeak "quincy.neutral">> Schadenfreude, mostly. <</qSpeak>>
<<speak "vicky.think" "Female Soldier">> Hell's that mean? <</speak>>
<<qSpeak "quincy.think">> It refers to the enjoyment derived from the suffering or humiliation of others. An off-peninsula word. <</qSpeak>>
<<speak "vicky.cackle" "Female Soldier">> @@.surprise;HAH!@@ Ooh, that's a good one. I gotta remember that. <</speak>>
<<qSpeak "quincy.neutral">> You are uniquely suited to it. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> Flatterer. <</speak>>
<<qSpeak "quincy.neutral">> I mean no flattery. I was making an observation. You defy expectations - it's novel. <</qSpeak>>
<<speak "vicky.wink" "Female Soldier">> @@.lilt;//I see.//@@ You're fond of @@.singsong;novelty@@ then, eh? <</speak>>
<<include "PREP: Vicky Flirt Stub">><<text>>
She retracts her arm from the table, content to close her fingers around the handle of her mug instead.
<</text>>
<<speak "vicky.neutral" "Female Soldier">> So, what'd you come over here for, then? Just to gawk? <</speak>>
<<choose "quincy.think">>
<<link "Curiosity." "PREP: Vicky Curiosity">>
<<passiveCheck 1 `["etiq",setup.DCKey.medium]`>>
<</link>>
<<link "Schadenfreude." "PREP: Vicky LOLs">>
<<passiveCheck 1 `["etiq",setup.DCKey.medium]`>>
<</link>>
<</choose>><<text>>
The group tenses at your approach. First at the sight of a tall, imposing Northerner, and then at the presence of a man of gloves. Like children putting on a veneer of obedience so as to be left alone to their mischievous designs, they stifle their uproarious laughter out of respect for your status. The woman's next opponent even attempts to withdraw his hand - but she does not allow his retreat. Her grip holds fast.
<</text>>
<<speak "vicky.neutralserious" "Female Soldier">> One moment, Your Glove. I got guilder riding on this one. <</speak>>
<<qSpeak "quincy.neutral">> At ease. I am not here to interrupt, only observe. <</qSpeak>>
<<speak "vicky.neutral" "Female Soldier">> I see. I'll get right to it, then. <</speak>>
<<text>>
She turns her attention towards the man across from her. A farmhand, by your best guess: young and strong by way of honest labor. He takes a breath and steadies himself as his mates commence a countdown, determined to triumph where his friends have failed.
``Of course, this match ends no differently than those before it.
<</text>>
<<speak "vicky.cackle" "Female Soldier">> @@.surprise;HAHA!@@ You boys got nothin'. I could do this all night! Who's next? *Her voice is gleeful and terrible. It drips with the thrill of conquest.* <</speak>>
<<text>>
Her opponent slips from his stool, rubbing his knuckles as he retreats into the crowd to the jeers of his friends. The soldier rolls her shoulder and flexes her hand as she searches the room for her next victim.
<</text>>
<<speak "vicky.smirk" "Female Soldier">> Hey, you. You wanna give it a go, glove? <</speak>>
<<text>>
She is talking to you.
<</text>>
<<choose>>
[[Yes.|PREP: Vicky Pub Wrestle]]
[[No.|PREP: Vicky Pub Wrestle No]]
<</choose>><<locationBoardSetup `[
{img:"tavern.png",text:""},
{img:"mugs.png",text:""},
{img:"barrels.png",text:""}
]`>>
<<location "glenmaer" `["Wolfshead Bar", "Stockbury"]`>>
<<text>>
D'Angelo's tavern of choice takes no heed of his mourning. As the sun sinks behind the mountains cradling the valley, a steady flow of incoming patrons turns the bar from crowded to packed.
``<<if !hasVisited("PREP: Vicky Stockbury Firm")>>Despite your offer of company, <</if>>D'Angelo has chosen solitude a few seats down from you. //"I'd like to be alone with my thoughts,"// he explained. <<if $party.includes("lucas")>>(You half expect Lucas to utter something akin to, //"then you will be very alone indeed,"// but it appears he has more restraint than you think.)<<else>>You decided not to press him on this.<</if>>
``<<if $party.includes("lucas")>>The pair of you sit together, your obligatory drinks untouched. <<elseif $party.includes("kaitos")>>Beside you, Kaitos sips his beer in silence, watching the ever-changing crowd grow and shrink with interest. Your own drink sits before you untouched.<<elseif $party.includes("elijah")>>Beside you, Elijah alternates between swirling his ale in his cup, sighing, and taking a drink. You, on the other hand, haven't bothered to touch your obligatory drink at all.<</if>> Though the stagecoach back to Diadem won't arrive for another two hours at least, <<if $party.includes("lucas")>>neither of you care to spend that time drunk<<else>>you'd rather keep clear-headed if no one else intends to<</if>>.
``You thrum your fingers against the bar counter. Normally you would read in such a situation, but the raucous soundscape that is Wolfshead at peak hours makes the task unthinkable. <<if $party.includes("lucas")>>How Lucas manages, you've no idea. Perhaps his sheer force of will is simply superior to yours.<<elseif $party.includes("kaitos")>>Instead, Kaitos has devised some sort of people watching game, which you agree to play lacking other options. Though his explanation of the rules was completely inaudible over the sound of the crowd, you do your best to abide by them as best you can.
<<elseif $party.includes("elijah")>>Every now and then, Elijah attempts to strike up conversation, but the topics he conjures are foreign to you, and you've little desire for yet more noise.
<</if>>
``<<if $party.includes("lucas")>>You envy his bookish dedication, but being less preoccupied allows you to observe an unusual gathering which has collected in the far corner of the bar.<<elseif $party.includes("kaitos")>>You are about to point out a particularly odd patron (a man dressed in an obscenely large hat) when he brings an even stranger one to your attention.<<elseif $party.includes("elijah")>>It isn't until an especially odd string of words leaves his mouth that you give him a proper response.<</if>>
<</text>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.smile">> Hey. Look at that. <</speak>>
<<text>>
Instinctively, you follow his finger to a crowd gathered in the corner by the window.
<</text>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> Oh my, how odd! That harlot is dressed as a soldier. <</speak>>
<<text>>
Instinctively, you turn.
<</text>>
<</if>>
<<img 1 "vicky_wrestle.png" "A female soldier is locked in an arm wrestling competition with a larger man, surrounded by gawking soldiers. She appears to be winning.">>
<<text>>
Now that's something you've never seen before.
``<<if $party.includes("elijah")>>Indeed, there is a woman in soldier's garb, and while the way such a garment hangs on a woman's frame is rather immodest, she does not appear to be soliciting. Sure, every now and then a man will hand her coin, but it is guilders fairly earned as she pins his arm to the table.<<else>>A woman in soldier's garb appears to be fielding bets - and winning them. The men jeer at one another for losing a competition of strength to a woman, but those who dare to measure themselves against her find themselves equally humbled.<</if>>
``A working woman in breeches is no uncommon thing in the North, but a //soldier//... Curiosity creeps over you, like a full-body itch. You sit sideways in your chair so you might better observe this strange stranger, but it does little to satiate your questions.
``You need to take a closer look.
<</text>>
<<qSpeak "quincy.think">> I'll be right back. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.glance">> Hm? What was that?<</speak>>
<<qSpeak "quincy.neutral">> I said, I'll be right back. <</qSpeak>>
<<speak "lucas.thinking">> *He makes an unintelligible noise of affirmation and returns to his book.* <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.pleased">> 'Kay. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> What? No! Quintrell, you're a Duke - you can't be seen in the company of-- of @@.whisper;unfortunate women!@@<</speak>>
<<qSpeak "quincy.neutral">> I won't be long. <</qSpeak>>
<<speak "elijah.nervous">> Well... *He bites his lip.* I suppose I can't stop you now, can I? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<</if>>
@@.next;[[Approach the woman soldier.|PREP: Vicky Pub Approach]]@@<<toneGain "vicky">>
<<toneGain "vicky" "fun">>
<<text>>
You see no reason to decline.
<</text>>
<<qSpeak "quincy.neutral">> Alright. <</qSpeak>>
<<include "PREP: Vicky Wrestle Stub">><<toneLoss "vicky">>
<<enemy "vicky">>
<<qSpeak "quincy.neutral">> You've an impressive win streak. It would be a shame to bring that to an end. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> @@.surprise;HAH!@@ How considerate. ''Sit down.'' <</speak>>
<<text>>
It seems there's no avoiding it. Reluctantly, you allow yourself to be goaded into the stool across from her.
<</text>>
<<qSpeak "quincy.neutral">> Very well. I did warn you. <</qSpeak>>
<<include "PREP: Vicky Wrestle Stub">><<toneLoss "vicky" "fun">>
<<qSpeak "quincy.lookaway">> I'm fairly certain such a thing would be ungentlemanly. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> //Pfft!// Yeah, well what's worse? Bein' un//gentle//manly, or bein' un//manly?// <</speak>>
<<choose>>
[[Being ungentlemanly is worse.|PREP: Vicky Pub Wrestle UnGentle]]
[[Being unmanly is worse.|PREP: Vicky Pub Wrestle Unmanly]]
<</choose>><<qSpeak "quincy.lookaway">> I'd rather not. <</qSpeak>>
<<speak "vicky.wink" "Female Soldier">> Scared you'll end up like the rest? <</speak>>
<<choose>>
[[Well, yes, actually.|PREP: Vicky Pub Wrestle Scared]]
[[Wrestling a woman just seems inappropriate.|PREP: Vicky Pub Wrestle Inappropriate]]
[[I don't want to break your win streak.|PREP: Vicky Pub Wrestle Humiliate]]
<</choose>><<toneGain "vicky">>
<<qSpeak "quincy.neutral">> I suppose you could say that. I've watched you win several rounds now; I'm not so bold to think I'd fair better. <</qSpeak>>
<<speak "vicky.smirk" "Female Soldier">> Smart guy, huh? Don't see one of those every day. <</speak>>
<<include "PREP: Vicky Nowrestle Stub">><<toneLoss "vicky" "fun">>
<<text>>
Both ideas are somewhat arbitrary, with nonsensical, shifting rules. //But, if you must pick...//
<</text>>
<<qSpeak "quincy.think">> I suppose I'd rather have manners at the cost of my "masculinity".. <</qSpeak>>
<<speak "vicky.cackle" "Female Soldier">> @@.surprise;HAH!!@@ I suppose you're bad at supposing, but hey, it's your life. <</speak>>
<<include "PREP: Vicky Nowrestle Stub">><<toneGain "vicky">>
<<text>>
Both ideas are somewhat arbitrary, with nonsensical, shifting rules. //But, if you must pick...//
<</text>>
<<qSpeak "quincy.think">> I suppose I'd rather lack etiquette than masculinity. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> Then we're in agreement, sir. ''Sit down.'' <</speak>>
<<text>>
It seems there's no avoiding it. Reluctantly, you allow yourself to be goaded into the stool across from her.
<</text>>
<<qSpeak "quincy.lookaway">> ...Alright. <</qSpeak>>
<<include "PREP: Vicky Wrestle Stub">><<text>>
You suppose you haven't a reason to want such a thing. D'Angelo, in all his hedonistic simplicity, will enjoy a stranger's quarter-eaten jar of sludgy, sugared cherries far more than you could ever hope to.
<</text>>
<<qSpeak "quincy.lookaway">> Fine. It is yours. <</qSpeak>>
<<speak "dangelo.neutral">> @@.singsong;Yipee!@@ <</speak>>
<<text>>
Without hesitation, he pops the lid off and reaches into the jar with a finger. The ooze from the wretched, congealed cherries stain his glove pink.
``How disturbing.
<</text>>
<<include "PREP: Vicky Room Links">><<text>>
You had no //real// reason to take the jar before, but now its ownership is a thing of principle. You beheld it first, and you will not stand idle as your brother takes that which is rightfully yours under sibling law.
<</text>>
<<qSpeak "quincy.furrow">> *You repeat, more firmly this time:* I laid eyes on it first. <</qSpeak>>
<<speak "dangelo.eyeroll">> *D'Angelo rolls his eyes and withdraws his hand. Shaking his head, he scoffs:* You're such a stickler. <</speak>>
<<text>>
You pocket the jar.
<</text>>
<<itemAdd "fruitJar">>
<<include "PREP: Vicky Room Links">><<text>>
You've no need for this jar. You're not sure why you even considered it. No one in their right mind would take a stranger's half eaten--
<</text>>
<<speak "dangelo.neutral">> Aw, gold! Leftovers! <</speak>>
<<text>>
Your brother reaches past you and snatches the jar from the table. Without hesitation, he pops the lid off and reaches into the jar with a finger. The ooze from the wretched, congealed cherries stain his glove pink.
``Your jaw goes slack in disgust. However, D'Angelo seems to interpret this as jealousy, for he shoots you a wink and says:
<</text>>
<<speak "dangelo.silly">> @@.singsong;Finder's keepers!@@ <</speak>>
<<include "PREP: Vicky Room Links">><<text>>
For an unfathomable reason, intuition compels you to take the remaining jar for yourself. You reach for it, only to find your movement mirrored by D'Angelo.
<</text>>
<<speak "dangelo.eyeroll">> 'Scuse me. <</speak>>
<<qSpeak "quincy.neutral">> I laid eyes on it first. <</qSpeak>>
<<speak "dangelo.yeesh">> Pfft. You don't //really// want it, do you? You don't even like fruit. Or candies! <</speak>>
<<choose>>
[[Fine, you can have it.|PREP: Vicky Room Jar D'Angelo]]
[[I saw it first.|PREP: Vicky Room Jar Mine]]
<</choose>><<text>>
The number of empty jars here imply a sickening level of candied fruit consumption. Your skin crawls at the thought of eating so much sugar.
``Among them, a single jar remains half full.
<</text>>
<<itemImg "fruitJar" "A jar, half-full of candied fruit.">>
<<choose>>
<<link "@@.talk-action;Leave the disgusting thing.@@" "PREP: Vicky Room Jar No Take">><</link>>
<<link "@@.talk-action;Take the disgusting thing.@@" "PREP: Vicky Room Jar Take">><</link>>
<</choose>><<choose>>
<<if !hasVisited("PREP: Vicky Room Jars")>>
<<link "@@.talk-action;Examine the empty jars.@@" "PREP: Vicky Room Jars">><</link>>
<</if>>
<<if !hasVisited("PREP: Vicky Room Plates")>>
<<link "@@.talk-action;Examine the plates.@@" "PREP: Vicky Room Plates">><</link>>
<</if>>
<<if !hasVisited("PREP: Vicky Room Papers")>>
<<link "@@.talk-action;Examine the papers.@@" "PREP: Vicky Room Papers">><</link>>
<</if>>
<</choose>><<text>>
The papers are all calls for labor. Some are criminal bounties, others are from traders seeking furs and ornaments from experienced hunters. Most have been crumpled up and cast off to the side, but one remains unmolested:
<</text>>
<<written>>
@@.headline;SEEKING: LAST WINTER WOLF PELTS OF THE SEASON, PAYING: DOUBLE PRICE@@
<</written>>
<<text>>
An alluring proposition for an experienced hunter looking to make coin. <<if setup.hasTrait("moleman")>>Or so you would assume.<<else>>Had you any need of guilder, you might be tempted by such an offer yourself.<</if>>
<</text>>
<<qSpeak "quincy.neutral">> D'Angelo, is Guard Wylvire much of a hunter? *You ask, fluttering the paper in front of him.* <</qSpeak>>
<<speak "dangelo.surprised">> Oh! Good eye. Yeah, Vick loves hunting. Probably scurried off to the woods. <</speak>>
<<if $party.includes("lucas")>>
<<text>>
Lucas takes a scrutinous squint over D'Angelo's arm.
<</text>>
<<speak "lucas.annoyed">> Tsk. A shame we've no idea //who// posted this listing or //where// they are. <</speak>>
<<elseif $party.includes("kaitos")>>
<<text>>
Kaitos cranes his neck over D'Angelo's head and furrows his brow.
<</text>>
<<speak "kaitos.casual.stare">> ...Listing doesn't say where. <</speak>>
<<elseif $party.includes("elijah")>>
<<text>>
Elijah peers over D'Angelo's shoulder. His concern for the situation deepens.
<</text>>
<<speak "elijah.frown">> Oh dear. This listing doesn't say who posted it or what town they're in. <</speak>>
<</if>>
<<speak "dangelo.unsure">> Yeah... looks like Vick took that part. *He frowns, studying the torn bottom edge of the poster.* <</speak>>
<<text>>
This might be a dead end. You turn your attention back to the table; perhaps something else here will clarify where he's gone.
<</text>>
@@.next;[[Search the papers again.|PREP: Vicky Room Papers 2]]@@<<text>>
On a second inspection, you find nothing. But before you turn away, your eye catches a stray corner, folded over, and you realize that what looks like one piece of paper is actually //two//, stuck together by a scarlet glob of cherry syrup. The paper tears when you separate the conjoined sheets, but luckily the information you seek is unharmed in the process.
``This newly discovered sheet is a map, complete with a prospective route scrawled on it in messy ink. It details a short route into the next lordship over, running right into...
<</text>>
<<qSpeak "quincy.think">> D'Angelo. Does Vick hunt and travel alone? <</qSpeak>>
<<speak "dangelo.neutral">> Usually, yeah. Why? <</speak>>
<<qSpeak "quincy.lookaway">> This route passes straight through Meira's northern woods. <<if setup.hasTrait("cleithro")>>Every sensible hunter knows one should never travel that country alone.<<else>>Even I know that country shouldn't be travelled alone.<</if>> It belongs to the beasts.<</qSpeak>>
<<speak "dangelo.neutral">> Eh, Vick's tough. <</speak>>
<<text>>
D'Angelo seems unbothered, but you know grit and mettle mean very little when you're dealing with bears. A man is only safe in numbers.
``You should catch up to Vick-- and fast.
<</text>>
<<updateTask "11-convoy-vicky" "vicky2">>
<<addCodex "wolf">>
<<addCodex "dog">>
@@.next;[[Best head north.|PREP: Vicky Map]]@@<<text>>
Vick neglected to return his plates to the kitchens after eating. They are crusty with traces of past meals, yet the silverware remains clean as ever. Vick must eat with his //bare hands.//
``Many a Noble consider common folk to be inherently filthy, but you seldom witness supporting evidence like this.
<</text>>
<<include "PREP: Vicky Room Links">><<skillGate>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<text>>
A simple, blunt untruth seems easier than either explaining why you are here or weaving some intricate lie by omission. You opt to play into the barmaid's existing bias and tell her what she wants to hear. She accepts your claim, and despite your brother's stifled snickering, believes without further question.
<</text>>
<<speak "midlandbarmaid.neutral" "Barmaid">> I knew it. Nothing proper about how that one acts! Those who don't respect decency are bound to run afoul of the law sooner or later. <</speak>>
<<include "PREP: Vicky Arrest Stub">><<displayTask "11-convoy" "vicky">>
<<text>>
<<if $camp.includes("kaitos")>>Even with Kaitos shouldering the duties of Left Hand, the<<else>>The<</if>> list of what must be done before the Fifth Convoy can be a //functional// Convoy feels endless. With the //deeply frustrating business// of convincing the Convoy's groom that $licorice requires rations of the highest quality accomplished, you are left adrift without a task. A castle servant informs you Lucas is away dealing with some matter about bedrolls<<if $camp.includes("kaitos")>>, and Kaitos, set up in a disused parlor, is preoccupied behind a stack of papers<</if>>. So, you head to the Castle Barracks to visit your brother.
``When you arrive, you find D'Angelo uncharacteristically sour, and moreover, uncharacteristically alone. He is bereft of the usual halo of strangers enamored with his charms. Today he stands outside the barracks by himself, arms crossed and brow furrowed. You cannot recall the last time he looked so vexed.
<</text>>
<<qSpeak "quincy.neutral">> You seem displeased. <</qSpeak>>
<<speak "dangelo.grumpy">> Never been better. *He says through gritted teeth.* <</speak>>
<<text>>
This statement is so unbelievable it warrants a rare bit of sarcasm.
<</text>>
<<qSpeak "quincy.neutral">> ...Right. Your tone and posture communicate this unambiguously. <</qSpeak>>
<<speak "dangelo.harrowed">> @@.surprise;Aurghhghh.@@ Okay, //fine// - you got me. I'm mad as Hell. *He drags a hand down his face.* I know he's the King-Regent, but - what else was I supposed to do? We had an agreement. He didn't keep it! <</speak>>
<<qSpeak "quincy.surprised">> ...And so you fought with him? <</qSpeak>>
<<speak "dangelo.unsure">> Architect, I wish. Nothing as drastic as that. He's King-Regent! Best I could do was voice my "respectful disagreement." <</speak>>
<<qSpeak "quincy.neutral">> Mm. And on what matter were the two of you in "respectful disagreement?" <</qSpeak>>
<<speak "dangelo.eyeroll">> Guards. When I agreed to be Guard-Captain, I gave him a list of men I wanted to work with. Guys I knew from Opona. Guys I know I work well with, who I know work well with each other. <</speak>>
<<speak "dangelo.grumpy">> I gave him twenty-five names. You know how many familiar faces I saw at orientation this morning? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "dangelo.unsure">> //Three!// The rest were all his picks. Sons from fancy old military families, and some veterans Dad recommended.
``When I signed onto the Convoy I thought, //"well, if it's gotta be done, at least I can get it done with friends,"// but I don't know any of these guys! <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt">> The Prince's Convoy is one of Vestur's highest honors. Perhaps it was optimistic of you to assume you had much say to begin with... <</qSpeak>>
<<speak "dangelo.disappointed">> Yeah, but... I thought I'd get //some!// He didn't even //send// summons to Vick... <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> The Prince's Convoy is one of Vestur's highest honors. It was presumptuous of you to assume you had much say to begin with. <</qSpeak>>
<<speak "dangelo.eyeroll">> Well, //probably,// yeah - but I thought I'd get //some!// He didn't even //send// summons to Vick... <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> Vick...? *This isn't a name you've heard before.* <</qSpeak>>
<<speak "dangelo.grumpy">> Guard Wylvire. The ''one'' person I said I wouldn't do this without. My single condition! <</speak>>
<<choose>>
[[Could we send for him now?|PREP: Vicky Barracks 2][$response to "right"]]
[[I suppose you'll have to adapt.|PREP: Vicky Barracks 2 Meh][$response to "meh"]]
<</choose>><<text>>
Though the bounty of summer is still a distant dream, port cities such as these are more than willing to pretend. With spring comes furlough for many men, and the city festoons itself, in spite of the errant chill, for the sake of these visiting soldiers. Duty denies them the opportunity to see Dalcona at the apex of its summer celebration.
``From afar, D'Angelo watches with envy as Dalcona delights in the end of winter. His face is that of a dog's, watching his master's family eat at the table, hoping against hope that he might be invited to join.
<</text>>
<<speak "dangelo.disappointed">> *His mournful sigh is that of a dog's, too.* <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.thinking">> So, this "Guard Wylvire" of yours... you're certain he's here? <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.thinking">> Where is he? <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.point">> So, where should we start looking for him? <</speak>>
<</if>>
<<text>>
The question rouses D'Angelo from his wistful people watching. Tearing his eyes away from the beckoning titter of local women, he makes an uneven attempt to answer the question.
<</text>>
<<if $party.includes("lucas")>>
<<speak "dangelo.surprised">> He's here? *He echoes, as if he weren't expecting this simple question.* Uh, I mean, yeah, this is where //he// said he'd be. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "dangelo.unsure">> Huh? Where's who? <</speak>>
<<speak "kaitos.casual.stare">> You know, your guy. "Vick." <</speak>>
<<speak "dangelo.surprised">> Oh, yeah! //Him!// *He chuckles bashfully.* Of course. Uh... <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "dangelo.unsure">> Looking for who? <</speak>>
<<speak "elijah.confused">> Your friend. This "Vick" character! <</speak>>
<<speak "dangelo.surprised">> Oh, right! //Him!// *He chuckles bashfully.* <</speak>>
<</if>>
<<if !$party.includes("lucas")>>
<<speak "dangelo.eyeroll">> Well, it's not like he told everyone exactly what inn he'd be staying at. But he's definitely //somewhere// here. <</speak>>
<</if>>
<<speak "dangelo.silly">> *He clears his throat, then proceeds to produce what is perhaps the worst imitation of another human voice you've ever heard:* //"Moment I get back, I'm goin' straight to Dalcona. Word is, Southern ships stop there all the time. Ya get all the sights of the South at half price. <<snout "Bare skin" "Bare coats">> as far as the eye can see!"// <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.eyeroll">> *He makes a wordless noise of disgust.* <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.thinkinghard">> ...Huh. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> Oh my! <</speak>>
<</if>>
<<text>>
You hadn't noticed anything so unusual about Dalcona's populace, and so you take a minute to reassess and weigh this claim against your surroundings. Indeed, there are a small number of Southerners wandering about, but <<if $camp.includes("kaitos")>>few dress as bare as Kaitos, and fewer still are women<<else>>few are pleasant to behold and fewer still are women<</if>>. It appears that most of those Southerners who have //sailed to Dalcona// were indeed //sailors:// burly, male sailors.
<</text>>
<<qSpeak "quincy.think">> Hm. I would think a licentious man looking to gawk at exotic beauties would find Dalcona... lacking. <</qSpeak>>
<<speak "dangelo.laugh">> Eh, yeah. Live and learn, I guess! <</speak>>
@@.next;[[Continue.|PREP: Vicky Search Dalcona Inn Loc]]@@<<passiveGate 1 `["dec",setup.gateKey(1)]`>>
<<qSpeak "quincy.neutral">> Pardon me. Have you by chance hosted a Guard Wylvire? <</qSpeak>>
<<text>>
The middle-aged woman behind the bar does not lift her gaze from the mug she cleans. If anything, Vick's name seems to bolster her resolve to avoid eye contact. She increases the vigor of her scrubbing instead.
<</text>>
<<speak "midlandbarmaid.angry" "Barmaid">> Not here anymore. You're outta luck, son. Fun's over. <</speak>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<include "PREP: Vicky Search Inn Dec">>
<<else>>
<<include "PREP: Vicky Search Inn Normal">>
<</if>><<locationBoardSetup `[
{img:"tavern.png",text:"Your hopes are not high; Selkie's Cove resembles every other inn you've been to thus far."},
{img:"rope.png",text:"Indeed, it seems every last one of these coastal inns has the same trite nautical theme and water-warped floorboards."},
{img:"broken-glass.png",text:"The only thing that sets this one apart from the others you've seen today is the large pile of broken furniture heaped in the corner."}
]`>>
<<location "meira" `["Selkie's Cove Inn","Dalcona"]`>>
<<locationDesc>>
<<processTxt>>
Though you field a number of establishments for information on Guard Wylvire's whereabouts, none are able to offer any leads of use. Perhaps it is because D'Angelo and <<not "dangelo">> insist on having you play detective. //"Valuable experience in being human,"// D'Angelo calls it.
``By time you walk through the dented door frame of the Selkie's Cove Inn, you are wondering whether Vick ever visited Dalcona in the first place.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Search Dalcona Inn]]@@<<text>>
You suspect from the barmaid's tone that she is not keen on Guard Wylvire. You also suspect she would not speak to you in such a way had she bothered to look up and see who it was she spoke to.
``Perhaps you should identify yourself... and avoid positioning yourself as a friend of Vick.
<</text>>
<<qSpeak "quincy.neutral">> We're here on behalf of the King's Army. <</qSpeak>>
<<text>>
At this, the barmaid finally sets her mug to the side. Seeing three pairs of gloves<<if $party.includes("lucas")>> and the Prince at your side<</if>>, she realizes she speaks to men of status and utters something unintelligible - you can't say for sure, but you assume it's either an apology or an expletive. Her mouth draws into a tight line, and her voice cools to something more deferential.
<</text>>
<<speak "midlandbarmaid.neutral" "Barmaid">> Here to arrest that menace, I hope. <</speak>>
<<choose>>
[[No. We're looking for another reason.|PREP: Vicky Search No Arrest]]
<<gate `["dec",setup.gateKey(1)]` [[*Lie.* Yes.|PREP: Vicky Search Arrest]]>><</gate>>
<</choose>><<text>>
You also suspect she would not speak to you in such a way had she bothered to look up and see who it was she spoke to. You speak again, firmly.
<</text>>
<<qSpeak "quincy.neutral">> I'm not looking for "fun." I am looking for Guard Wylvire. <</qSpeak>>
<<text>>
The barmaid sets aside her mug with a clatter and finally deigns to lay eyes on you. Seeing three pairs of gloves<<if $party.includes("lucas")>> and the Prince at your side<</if>>, her mouth draws into a tight line. The woman's voice cools to something more deferential.
<</text>>
<<speak "midlandbarmaid.neutral" "Barmaid">> What for, Your Glove? <</speak>>
<<qSpeak "quincy.neutral">> Guard Wylvire is a friend of my brother's. <</qSpeak>>
<<speak "midlandbarmaid.angry" "Barmaid">> Oh, really? <</speak>>
<<text>>
This produces something of a cringe from your brother. Stranger still, he proceeds to shuffle and mumble as if he were at a loss for words.
<</text>>
<<speak "dangelo.smilenervous">> Uh... well... <</speak>>
<<text>>
<<if setup.hasTrait("packbonded")>>You<<else>>Impatient, you<</if>> decide to <<if setup.hasTrait("packbonded")>>lend him a hand and<<else>>take it upon yourself to<</if>> clarify on his behalf.
<</text>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<text>>
Apparently, this was the wrong thing to do, as <<snout "each of their faces turn ruddy" "both their ears flatten against their head">> at your words. The barmaid in anger, and D'Angelo in what you suppose to be embarrassment as the woman unleashes a torrent of grievances against his friend.
<</text>>
<<speak "midlandbarmaid.smirk" "Barmaid">> Oh, I see. So you're here to pay off Wylvire's tab! Well, Your Glove, that is quite a relief - and here I was worried I'd have to shoulder the cost of a broken table, two chairs, six plates, a bed, and an unpaid tab all by my lonesome. <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.surprised">> Wylvire did //all that?// <</speak>>
<<speak "midlandbarmaid.angry" "Barmaid">> Mmhmm. All in ''two weeks'' of staying. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.surprised">> Woah. That's a lot. <</speak>>
<<speak "midlandbarmaid.angry" "Barmaid">> Mmhmm. Thank The Architect that scoundrel skipped out before I lost anything else. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> Why, how rude! <</speak>>
<<speak "midlandbarmaid.angry" "Barmaid">> Rude's a word for it. A polite word. <</speak>>
<</if>>
<<speak "dangelo.smilenervous">> Ahahah... <sub>@@.stutter;That's Vick for ya...@@</sub> <</speak>>
<<text>>
D'Angelo shrinks under the growing judgment against the man he's praised so highly. Cowed, he begins to rummage about his pockets in search of compensation so that his next question might be answered.
<</text>>
<<speak "dangelo.unsure">> You wouldn't have happened to have uh, heard where Vick was off to next, would you? <</speak>>
<<text>>
The barmaid remains quiet and still. Once he has placed the guilder before her, she takes time to carefully count out the coins before she finally answers.
<</text>>
<<speak "midlandbarmaid.neutral" "Barmaid">> Afraid I haven't a clue. *She shakes her head.* Didn't exactly stop to say goodbye when skipping out on the tab, you know. <</speak>>
<<speak "dangelo.disappointed">> Oh. <</speak>>
<<speak "midlandbarmaid.neutral" "Barmaid">> However... for a //few extra coin//, I'll let you search Wylvire's room. Maybe you'll find something useful somewhere in that mess. Haven't gotten a chance to clean it myself, and the girls are afraid to touch it. <</speak>>
<<text>>
Now you are afraid too, because you cannot imagine what that means. However, it is the closest thing you have to a lead.
<</text>>
<<choose>>
<<buy 1 [[*Pay. You haven't a choice.*|PREP: Vicky Inn Pay]]>><</buy>>
[[Pay her, D'Angelo.|PREP: Vicky Inn Pay D'Angel]]
<</choose>><<if $tempQ == undefined>>
<<set $tempQ to {}>>
<</if>>
<<locationBoardSetup `[
{img:"guardhouse.png",text:"Moss grows between its ancient pavers."},
{img:"interior-mid1.png",text:"Compared to the guard dwellings you're used to seeing up North, the interior is large, well-furnished, and surprisingly orderly for the number of men it supports."},
{img:"chair.png",text:"...Though at this hour, it is deserted, save for one man."}
]`>>
<<location "andimeur" `["Barracks","Diadem Castle"]`>>
<<locationDesc>>
<<processTxt>>
Several stories high and built of solid stone, the barracks are a relic from some long-gone era of internal strife within the Middle Kingdom.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Search Barracks]]@@<<if $party.includes("kaitos")>>
<<set $cFlags.kaitos.metVicky to true>>
<</if>>
<<locationBoardSetup `[
{img:"city-mid2.png",text:"Dalcona is larger than most, more city than town."},
{img:"ocean1.png",text:"Its place along the water affords it comfort, but not riches."},
{img:"maypole.png",text:"Even still, it seems its people have much to celebrate after a long winter."}
]`>>
<<location "meira" `["Dalcona","Middle Kingdom"]`>>
<<locationDesc>>
<<processTxt>>
Four days west of the Andimeur Sovereignty, past Aaru territory, lies the Meira Lordship. Its coast is lined with towns which connect the Midland to the South's western seaways.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Search Dalcona Begin]]@@<<displayTask "11-convoy-vicky" "vicky2">>
<<locationBoardSetup `[
{img:"path-old.png",text:"At one time, men sought to tame these wilds. But once the King's Way was built, the old roads fell into disuse."},
{img:"forest1.png",text:"Now, tall trees blot out of sight any familiar landmarks."},
{img:"tracks.png",text:"The northern woods of Meira are once again the domain of beasts."}
]`>>
<<location "meira" `["Northern Woodland","Meira Lordship"]`>>
<<locationDesc>>
<<processTxt>>
The King's Way winds through Glenmaer Lordship, connecting Diadem to the Boreal South and the Northern Kingdom beyond. The forests flanking the cobble road are well known and well hunted, with few dangers to speak of. But further west, beyond King's Way, the Meira woodland flourishes thick and untamed.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Woods Open]]@@<<displayTask "11-convoy-vicky" "vicky3">>
<<locationBoardSetup `[
{img:"forest2.png",text:"Tucked a ways away from the main roads, it sits comfortably in the crook of the forest's edge."},
{img:"village-mid5.png",text:"Though small and rural, it seems stable and well-supplied."},
{img:"pelt.png",text:"The woods keep its people fed with game, and the harvested furs fetch a pretty penny with the merchants who travel down King's Way."}
]`>>
<<location "glenmaer" `["Wolfsay","Glenmaer Lordship"]`>>
<<locationDesc>>
<<processTxt>>
Following Vick's trail eventually brings you to the town of Wolfsay in west Glenmaer.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Wolfsay Begin]]@@<<displayTask "11-convoy-vicky" "vicky4">>
<<locationBoardSetup `[
{img:"forest2.png",text:"It is a sizeable town."},
{img:"village-mid1.png",text:"Its proximity to the Piscis serves it well."},
{img:"mask.png",text:"Given the tired, contented eyes of its denizens and the trodden, muddy decor strewn across the ground, it seems you've just missed a festival of some kind..."}
]`>>
<<location "meira" `["Valdale","Meira Lordship"]`>>
<<locationDesc>>
<<processTxt>>
The journey south from Wolfsay is short and gentle compared to the muddy trudge through the Meira woodland. Valdale is down the river, and so you catch a ferry headed south and disembark on the other side of the border back in Meira. From there, you've only a short walk until you reach your destination.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Search Valdale Begin]]@@<<displayTask "11-convoy-vicky" "vicky5">>
<<locationBoardSetup `[
{img:"grass1.png",text:"Nestled at the foot of the mountainous woods of Glenmaer, Stockbury's ample, grassy valley is fertile."},
{img:"village-mid5.png",text:"The wealth which spills over from Alnilam grants the city dignity beyond its agricultural origins. Had you not known, you'd likely never would guess its humble history as a farming hamlet."},
{img:"horsehoof.png",text:"...Though the omnipresent smell of horses belies its roots."}
]`>>
<<location "glenmaer" `["Stockbury","Glenmaer Lordship"]`>>
<<locationDesc>>
<<processTxt>>
Back across the river and to the south of Valdale lies the city of Stockbury.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Vicky Stockbury Start]]@@<<qSpeak "quincy.neutral">> No. We're searching for Wylvire for a different purpose. <</qSpeak>>
<<speak "midlandbarmaid.angry" "Barmaid">> Yeah? And what purpose is that? <</speak>>
<<qSpeak "quincy.neutral">> . . . *You aren't sure what to tell her that won't cause you more trouble.* <</qSpeak>>
<<speak "dangelo.neutralserious">> *D'Angelo sighs and shakes his head.* He already told you - we're with the King's Army. It's Crown business. We need to find Guard Wylvire... I'm afraid we can't tell you anything more than that, ma'am. <</speak>>
<<speak "midlandbarmaid.neutral" "Barmaid">> *She curls her lip, withholding a scoff.* Fine. <</speak>>
<<include "PREP: Vicky Arrest Stub">><<text>>
To your pleasant surprise, the room Vick rented does not reek. The scent of sweat and tobacco smoke is a subtle hint beneath the briny smell of ocean which drifts through the window.
``The visual, however, just about matches the barmaid's descriptor.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.surprised">> Dear Architect! It looks like an //animal// made a nest in here. <</speak>>
<<speak "dangelo.laugh">> Yeah. An animal named Vick! <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "dangelo.neutral">> Yep, Vick was here alright. <</speak>>
<<speak "kaitos.casual.stare">> Ew. Looks like my uncle's place... <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> One person did all this...? <</speak>>
<<speak "dangelo.neutral">> One and a few friends, more likely. <</speak>>
<</if>>
<<text>>
The bedside table bears several ash trays, each filled well past what they were built to contain. The bed itself is half-collapsed and piled with tousled sheets you dare not examine too closely, never mind touch. At its foot lies a pile of empty ale bottles, consumed then unceremoniously discarded in a mass grave. The table in the corner is similarly piled high with waste. Strewn across the floor is a series of abandoned shirts and trousers that imply either a gentleman with no care for the fit of his clothes or a very, //very// strangely proportioned man.
``You are forced to move through the room like a rabbit, fearful of the hunter's snare, but unaware of where it has been hidden. As you draw nearer to the table, the wreckage piled upon it becomes clearer: empty jars of candied fruit, a small stack of dirtied plates, and loose gathering of papers.
<</text>>
<<include "PREP: Vicky Room Links">><<text>>
The second floor of the Selkie's Cove is no more than a narrow walkway at the top of the stairs. The ceiling is low and slanted, and there is hardly enough space for your group of three to stand. To your left is a shallow, doorless closet cluttered with mops and dingy cleaning rags, and to your right is a locked door you can only assume is Vick's room. Though you worry what horrors the other side might hold, the awkward angle of your neck urges you inside where the ceiling slopes higher.
<</text>>
@@.next;[[Enter.|PREP: Vicky Search Room]]@@<<text>>
That was the fourth group of passersby you've asked about Guard Wylvire.
``You're beginning to doubt that Vick is still in town, but Valdale is full of people; surely //someone// must know what became of a second place tourney champion. A man as audacious as Vick wouldn't just disappear quietly into the night, would he?
<</text>>
<<qSpeak "quincy.tilt">> No one knows where he is. No one has seen him leave. I don't understand... *You mutter to yourself, frustrated.* <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.thinking">> I suppose this should be a lesson to us both: //never// do a favor for D'Angelo. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I should have put an end to this search when I had the chance... <</qSpeak>>
<</if>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinkinghard">> *He echoes your sentiment with an uncertain nod of the head.* <</speak>>
<<qSpeak "quincy.tilt">> I hope D'Angelo has a better time of it... <</qSpeak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.bashful">> Perhaps your brother will have better luck finding him? *There is a weariness to his voice. Even the practitioner's unwavering optimism is waning.* <</speak>>
<</if>>
<<speak "dangelo.surprised">> @@.yell-loud;GUYS!!@@ <</speak>>
<<text>>
Like a dog beckoned by the call of his name, D'Angelo emerges from places unknown and scampers down Valdale's main road at maximum enthuse. The grin on his face tells you he's found something, but his words are barely coherent between huffs of breath.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> ''Calm down.'' You are babbling. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.neutral">> Easy, man. One at a time, 'kay? <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> Your Grace! Please, slow down! <</speak>>
<</if>>
<<text>>
D'Angelo stops for a deep breath as <<if $party.includes("lucas")>>demanded<<else>>suggested<</if>>. This does little to quell his excitement, but nevertheless when he resumes his gabble he is marginally more coherent.
<</text>>
<<speak "dangelo.surprised">> @@.stutter;I ran into some guys I knew - not guys that were on my list but fellow soldiers - they came here for the shooting tourney, and I guess they saw Vick!@@ <</speak>>
<<qSpeak "quincy.surprised">> So Wylvire //is// here?! <</qSpeak>>
<<speak "dangelo.surprised">> @@.stutter;No!!@@ *He huffs.* @@.stutter;Next city over! Stockbury!@@ <</speak>>
<<choose>>
[[We should make haste, then.|PREP: Vicky Valdale Haste]]
[[Of course he's left town already.|PREP: Vicky Valdale Meh]]
<</choose>><<speak "midlandcommoner_m1.neutral" "Common Man">> Wylvire? I think that was the name of that North-ish stranger who came second in the sharpshooting tourney the other day, wasn't it? <</speak>>
<<speak "midlandcommoner_m2.neutral" "Common Man">> Yep! That stammel sure could shoot, I'm tellin' you. No one can outshoot good ol' Bullseye Bill, but damn if it wasn't a close one! <</speak>>
<<text>>
You aren't sure what a "stammel" is, <<if $party.includes("kaitos")>>and a glance in Kaitos's direction reveals he mustn't know either, for his brow is furrowed in deep confusion. No matter;<<else>>but<</if>> if you stopped to learn every bit of Midland commoner cant, you'd never escape the lessons. It's best to keep focus on finding the elusive Guard Wylvire.
<</text>>
<<qSpeak "quincy.neutral">> Is he still in town, perchance? <</qSpeak>>
<<speak "midlandcommoner_m2.neutral" "Common Man">> Er... <</speak>>
<<speak "midlandcommoner_m1.neutral" "Common Man">> Uh... <</speak>>
<<text>>
The pair of Midlanders exchange puzzled glances.
<</text>>
<<qSpeak "quincy.furrow">> Never mind. I'll ask elsewhere. <</qSpeak>>
@@.next;[[Continue.|PREP: Vicky Search Valdale 2]]@@<<toneLoss "dangelo">>
<<toneGain "dangelo" "mettle">>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.think">> We can't continue on like this, D'Angelo. Spending //weeks// searching for one man is a luxury we cannot afford. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> We can't continue on like this, D'Angelo. Spending //weeks// searching for one man is a luxury we cannot afford. <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll">> Quince... <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> This is non-negotiable. Barghur. We're not trudging all the way out to Tebenka. This search is over. <</speak>>
<<qSpeak "quincy.lookaway">> We've wasted too much time as it is. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> We've wasted too much time as it is. <</qSpeak>>
<</if>>
<<speak "dangelo.grumpy">> I know that. I'm not stupid. <</speak>>
<<speak "dangelo.eyeroll">> You know, you <<if $party.includes("lucas")>>guys<<else>>and Princey<</if>> aren't the only ones who are nervous about this Convoy stuff. I //am// taking this seriously. <</speak>>
<<speak "dangelo.neutralserious">> Vick kept me grounded through Opona. All I wanted was to do this alongside the soldier I could always trust. <</speak>>
<<speak "dangelo.grumpy">> Guess I'll just have to settle for a drink instead. Certainly I'm at least allowed THAT? <</speak>>
<<text>>
Snorting, he stomps on ahead, not waiting for an answer.
``<<if $party.includes("lucas")>>Lucas hangs back at your side, scoffing under his breath as D'Angelo trudges further and further away.
<<elseif $party.includes("kaitos")>>Kaitos takes a deep breath. Shaking his head, he mutters:
<<elseif $party.includes("elijah")>>As the distance grows between you and D'Angelo, Elijah looks anxiously between the two of you, as if unsure who he is meant to walk beside.
<</if>>
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.eyeroll">> If this was his idea of taking something seriously, I'd hate to see him jest! Tsk. It's going to be a difficult year... <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.glance">> ...I could go for a beer too. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> Oh dear. What a mess this has turned out to be... <</speak>>
<</if>>
@@.next;[[Continue.|PREP: Vicky Pub Loc]]@@<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt">> Tebenka is... very far away. It would be weeks of travel by the time we returned to Diadem. It's time we cannot spare. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Tebenka is too far. We've already dedicated the better part of a week to this search, and it will be even longer still by the time we are back in Diadem. It's simply time we cannot spare. <</qSpeak>>
<</if>>
<<speak "dangelo.smilestress">> Uh huh. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> We have to call off the search. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> We have to call off the search. <</qSpeak>>
<</if>>
<<speak "dangelo.smilestress">> <sub>I know.</sub> <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.surprised">> You do? <</speak>>
<</if>>
<<speak "dangelo.eyeroll">> <<if $party.includes("lucas")>>I'm not stupid, Princey. <</if>>Tebenka's a big place, and it's a long way away. I'm Guard-Captain. I can't waste the Prince Convoy's time like that. There's a lot at stake here, with what we're doing. The Fifth Convoy is important. <</speak>>
<<speak "dangelo.unsure">> You <<if $party.includes("lucas")>>guys<<else>>and Princey<</if>> aren't the only ones who are nervous about this Convoy stuff. I know this was all a big waste of time, but... Vick kept me grounded through Opona. All I wanted was to do this alongside the soldier I could always trust. <</speak>>
<<speak "dangelo.disappointed">> Guess I'll just have to settle for a drink instead... <</speak>>
<<text>>
Though you hold no culpability for this venture's failure, the twinge of sympathy in your chest compels you to apologize anyway.
<</text>>
<<qSpeak "quincy.tilt">> I'm sorry. <</qSpeak>>
<<speak "dangelo.silly">> Aw, it's not your fault. I'll live. <</speak>>
<<speak "dangelo.disappointed">> *But still, he sighs.* <</speak>>
@@.next;[[Continue.|PREP: Vicky Pub Loc]]@@<<speak "midlandbourgeoisie_m1.neutral" "Mr. Erynore">> <<if hasVisited("PREP: Vicky Stockbury Sympathies")>>Difficult doesn't even begin to cover it! Every<<else>>You know, every<</if>> employee I lose to that fraud prolongs the eternal headache of keeping this place afloat. Do you know how many hands it takes to keep this many foals fed, brushed, and acclimated? How many //antler trimmings// and //hoof detailings// must be done on the regular to keep these beasts presentable? <</speak>>
<<qSpeak "quincy.neutral">> I could estimate. <</qSpeak>>
<<speak "midlandbourgeoisie_m1.neutral" "Mr. Erynore">> In an operation of this scale, a single man can be the difference between a well-oiled machine and disaster, you know. Last year he stole away //two stable boys// in succession, and I had to //do the evening feedings myself// for the better part of a week! *He curls his lip in disgust.* <</speak>>
<<text>>
That does not sound so torturous to you. <<if hasVisited("PREP: Vicky Stockbury Sympathies")>>But you know that is easy to say when it is not your burden to bear, and so you attempt to wring some semblance of understanding from yourself for politeness's sake. Of course, you are not a polite man, nor are you understanding, and so you simply end up repeating yourself in a weaker voice than before.<<else>>Then again, it is not your burden to bear, and your opinion ultimately holds little relevance to the matter at hand...<</if>>
<</text>><<qSpeak "quincy.neutral">> Mm. I think that plan is rather convoluted. If you wanted to sabotage his livelihood, there are easier and more direct ways to accomplish such a thing. <</qSpeak>>
<<speak "midlandbourgeoisie_m1.neutral" "Mr. Erynore">> //Pardon?// <</speak>>
<<text>>
The man sputters in confusion. Perhaps your statement warrants elaboration? A claim unbacked by evidence is hardly worth regard, after all.
<</text>>
<<qSpeak "quincy.think">> To hire a ruffian on the off chance your rival will poach his contract relies on too many unknowns... and while you wait for this "Olomaer" to notice you've new staff and approach with an offer, you're paying a known scoundrel to stand about your property. Too many risks. <</qSpeak>>
<<qSpeak "quincy.neutral">> The more effective route would be to soil the granary which feeds his horses. Even if he realized the grain was tainted before it could harm his herd, it would be financially burdensome to replace. <</qSpeak>>
<<text>>
Mr. Erynore<<snout " begins to perspire; he fusses" "'s fur pricks and he begins fussing">> with his sleeves. Like many Nobles, you've come to understand this gesture of the common man to mean //"you offend me, but I haven't the social status to say outright."//
<</text>>
<<speak "midlandbourgeoisie_m1.angry" "Mr. Erynore">> I have ''no'' intent of causing him harm - or breaking the law! *He protests, his wary eyes darting across the room.* I only wish to teach him a lesson--!! <</speak>>
<<speak "dangelo.yeesh">> Quincy... <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.devastated">> . . . <</speak>>
<<elseif $party.includes("kaitos")>>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.stare">> . . . <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> . . . <</speak>>
<</if>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I'm merely being realistic. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...I was just extending a suggestion. <</qSpeak>>
<</if>>
<<speak "dangelo.unsure">> *He sighs, shaking his head.* Please excuse my brother, Mr. Erynore. He's a little odd at times. <</speak>>
<<speak "midlandbourgeoisie_m1.angry" "Mr. Erynore">> Indeed! <</speak>>
<<text>>
You suspect Erynore would use a stronger word than "odd" if he could.
<</text>>
@@.next;[[It matters not. You've a soldier to find.|PREP: Vicky Stockbury Rival]]@@<<qSpeak "quincy.lookaway">> Mm. *You nod, feigning just enough interest as not to insult the man.* <</qSpeak>>
<<text>>
Truth be told, once it was established that Wylvire had moved on, you stopped listening. You've no further purpose here, and you itch to leave as soon as possible. You suspect your companions share your impatience. D'Angelo shifts in his seat, unable to prevent himself from fidgeting for more than a few seconds at a time; <<if $party.includes("lucas")>>Lucas struggles to conceal his agitation.<<elseif $party.includes("kaitos")>>Kaitos's eyes have drifted towards the grandfather clock in the corner of the sitting room.<<elseif $party.includes("elijah")>>Elijah's polite smile grows tighter by the minute.<</if>>
<</text>>
<<include "PREP: Vicky Stockbury Horse Rant">>
<<qSpeak "quincy.lookaway">> . . .<</qSpeak>>
<<include "PREP: VIcky Stockbury Horse Rant 2">><<location "glenmaer" `["Olomaer Livery", "Stockbury"]`>>
<<timebreak "afternoon">>
<<text>>
The rival yard - Olomaer Livery - lay on the east edge of the city, exactly opposite to Erynore Livery. It is just barely shabbier than Mr. Erynore's ranch - a bit of flaking paint here, some neglected manure there - but you suspect it is no less profitable for it. The horses, however... Those give you pause.
``Admittedly, you are not the most knowledgeable about horses. As with dogs, you understand and respect their shared history with mankind and their significance as working companion animals, <<if setup.hasTrait("shameless")>>yet you cannot help but see them as hares for those who are unwilling or unable to dedicate their lives to a real animal. They are spirited and intelligent creatures, yes... but less so than hares. They can traverse long distances and a variety of terrains... but less than hares.<<else>>but they carry an unpleasant symbolism in your mind that is hard to look past. They are, to put it crudely, //hares for normal men:// the chosen steed of those unburdened by the curse of the haretouch.<</if>>
``However, it isn't <<if setup.hasTrait("shameless")>>scorn<<else>>association<</if>> which draws your unease today. It is the //thoroughly abnormal// shape of the horses. Though they bear beautiful golden coats just like the ones at Erynore Livery had, these horses are off-kilter in ways that are difficult for you to describe as a man disinterested in equestrianism.
``//Surely, their backs do not normally dip so low, their rib cages are not typically so narrow, and their antlers do not typically weigh so heavy on such slender necks?//
<</text>>
<<choose>>
<<link "@@.talk-action;Continue.@@" "PREP: Vicky Stockbury Rival2">><</link>>
<<link "@@.talk-action;Approach the beasts.@@" "PREP: Vicky Stockbury horse examine">><</link>>
<</choose>><<text>>
His smile is uncomfortably fixed as the three of you make the walk back to the city. Nobody speaks a word. You and <<not "dangelo">> are afraid to ask what D'Angelo expects of your next move, and you can only presume D'Angelo fears how you will respond to his expectations.
<</text>>
<<speak "dangelo.smilestress">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.glance">> . . . <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.glance">> . . . <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> . . . <</speak>>
<</if>>
<<text>>
<<if hasVisited("PREP: Vicky Camp Story End Meh")>>You've had your doubts about this mission all along, but<<else>>Whatever sympathy you might have for your brother, <</if>> the idea of traveling all the way to Tebenka is plainly absurd. To travel so far in search of a single man expends time and resources the Fifth Convoy does not have. <<if setup.hasTrait("packbonded")>>As much as it pains you, you must put an end to this here.<<else>>You must put an end to this ridiculous chase here.<</if>>
<</text>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt">> D'Angelo. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> D'Angelo. <</qSpeak>>
<</if>>
<<speak "dangelo.smilenervous">> Yeah? <</speak>>
<<choose>>
<<link "@@.talk-action;Confront him gently.@@" "PREP: Vicky Stockbury Gentle">>
<</link>>
<<link "@@.talk-action;Confront him firmly.@@" "PREP: Vicky Stockbury Firm">>
<</link>>
<</choose>><<if visited("PREP: Vicky Stockbury horse examine")>>
<<text>>
You are so preoccupied by the disturbing sight of the mare's dextrous lips that it hardly registers to you when the young farmhand answers your companions' questioning.
<</text>>
<<else>>
<<text>>
``Indeed, you are so mesmerized by the uncanny horses, it hardly registers to you when the farmhand answers your question.
<</text>>
<</if>>
<<qSpeak "quincy.surprised">> Pardon? <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.devastated">> Wylvire isn't here, Quintrell. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.glance">> Vick's not here, man. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.frown">> He said Wylvire isn't here, Your Grace. <</speak>>
<</if>>
<<speak "stableboy.neutral" "Farmhand">> Yup. I know there's supposed to be a new guard with that name, but I don't think he's here. <</speak>>
<<qSpeak "quincy.tilt">> Then where...? <</qSpeak>>
<<speak "stableboy.neutral" "Farmhand">> Dunno. Olomaer left this afternoon with some of the guards and a few of the new stallions. Some big sale up in Tebenka, if I heard right. Maybe Wylvire went with. Wouldn't know myself, don't know what he looks like. <</speak>>
<<speak "dangelo.smilestress">> . . . <</speak>>
<<speak "stableboy.neutral" "Farmhand">> Sorry I couldn't be of more help, Your Gloveses. <</speak>>
<<text>>
D'Angelo's shoulders slump. Though the corners of his mouth remain upturned, his voice takes on a weary quality, breathless, as if an invisible weight had been placed upon his shoulders.
<</text>>
<<speak "dangelo.smilenervous">> @@.stutter;That's alright. Thanks anyway!@@ <</speak>>
@@.next;[[Continue.|PREP: Vicky Stockbury Rival 3]]@@<<location "glenmaer" `["Erynore Livery", "Stockbury"]`>>
<<text>>
Finding the man who had hired Vick - Mr. Erynore - had been no trouble at all. His livery yard was the largest in Stockbury, and his influence on the town was apparent all across its western side.
`` Mr. Erynore was very happy to be found. Even though you had made no appointment, you were taken from front door to sitting room and pelted with offerings of tobacco and tea and other such courtesies. Of course, he had wrongfully assumed you had come to purchase one of his golden sheens; once he realizes that his Noble guests were only here to inquire of his new hire, a chill creeps into the room, and the barrage of gifts and compliments halt.
<</text>>
<<speak "midlandbourgeoisie_m1.neutral" "Mr. Erynore">> I'm afraid I can't help you. Unfortunately, Wylvire reneged on our agreement. <</speak>>
<<speak "midlandbourgeoisie_m1.angry" "Mr. Erynore">> We weren't in town five minutes before that bastard Olomaer made a counteroffer. Nearly twice what I was offering, tch! He //always// does this. He //knows// his stock can't hope to compete with mine, and so he meddles with my staff instead. <</speak>>
<<speak "midlandbourgeoisie_m1.angry" "Mr. Erynore">> Perhaps next time I shall hire a wastrel. That way, when he poaches my staff he'll get what he deserves! <</speak>>
<<text>>
It is clear from the contempt in his voice that he speaks of a deeply entrenched feud you couldn't care less about.
<</text>>
<<choose>>
<<link "@@.talk-action;Nod and stay silent. This doesn't concern you and you don't want to get yourself involved.@@" "PREP: Vicky Stockbury No Involve">>
<</link>>
<<link "@@.talk-action;Attempt to offer your sympathies for his plight.@@" "PREP: Vicky Stockbury Sympathies">>
<</link>>
<<link "@@.talk-action;His idea of vengeance is ineffectual. Offer superior vengeance advice.@@" "PREP: Vicky Stockbury Involve">>
<</link>>
<</choose>><<qSpeak "quincy.neutral">> Mm. That sounds difficult. <</qSpeak>>
<<text>>
You were merely trying to be polite, but this small drop of sympathy is all the man needs to launch into a tirade.
<</text>>
<<include "PREP: Vicky Stockbury Horse Rant">>
<<qSpeak "quincy.lookaway">> That sounds... difficult...? <</qSpeak>>
<<include "PREP: VIcky Stockbury Horse Rant 2">><<img 1 "horse.png" "A grazing mare. Her coat is spotted." `["modeNeutral"]`>>
<<text>>
You cross your arms over the top of the wood-beam fence and get a closer look at the beasts. The vegetal smell is all-encompassing at this distance. One of the mares - tawny with spots unlike the rest of her shimmering gold herd - seems dully aware of your presence and ambles in your direction. Her inky eyes have an obscuring effect. They tell you little. She might be smarter than a man, or duller than something inanimate.
``In a moment of curiosity, you reach out a hand to see if the girl fancies a stroke of the nose. A pair of fuzzy lips close around the fingers of your glove with the precise dexterity of a hand itself, and begin working to divest you of it. You have to seize the cuff to prevent losing your glove.
``The game amuses her only for a few minutes, and then she's back to clipping the grass like a groundskeeper.
<</text>>
<<qSpeak "quincy.lookaway" >> *You wipe the slimy residue off on the rails as best you can. If only you had a bowl of ichor.* <</qSpeak>>
<<itemAdd "horseLips">>
@@.next;[[Continue.|PREP: Vicky Stockbury Rival2]]@@<<qSpeak "quincy.think">> We should make haste, then - before we lose him again. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.annoyed">> Hold it! We are doing no such thing! <</speak>>
<<speak "dangelo.smilenervous">> @@.stutter;What're you talking about? We're so close--@@ <</speak>>
<<elseif $party.includes("kaitos")>>
<<text>>
D'Angelo gives a vigorous nod. Shoving Kaitos aside, he grips you by the shoulders and almost shakes you as he further explains:
<</text>>
<<speak "dangelo.surprised">> @@.stutter;Vick only left for Stockbury@@ ''@@.stutter;this morning!@@'' <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.frown">> Pardon, Your Graces... I hate to be the pessimist, but - we've spent the last few days searching for Wylvire. What makes you think you'll catch up now? <</speak>>
<<speak "dangelo.smilenervous">> @@.stutter;Because Vick only left for Stockbury@@ ''@@.stutter;this morning!@@'' <</speak>>
<</if>>
<<include "PREP: Vicky Valdale Stub">><<text>>
Wonderful. You've missed Guard Wylvire //again.//
<</text>>
<<qSpeak "quincy.furrow">> He's left town already. Of course. <<if setup.hasTrait("jester")>>And when we get to the next town, he'll be halfway to Opona.<</if>> <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.eyeroll">> We're never going to catch this man. <</speak>>
<<speak "dangelo.surprised">> @@.stutter;No, man, you don't understand--@@ <</speak>>
<<else>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.sulk">> Ugh. Silver. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.frown">> We're never going to catch up to this Vick character, are we? <</speak>>
<</if>>
<<speak "dangelo.smilenervous">> @@.stutter;No, you don't understand! This is good! Vick only left for Stockbury@@ ''@@.stutter;this morning!@@'' <</speak>>
<</if>>
<<include "PREP: Vicky Valdale Stub">><<if $party.includes("lucas")>>
<<speak "lucas.scowl">> No. I've had enough. We've wasted //days// of our valuable time as it is. We've searched four places already - Elysium knows why you think we'll catch him at the fifth! <</speak>>
<<speak "dangelo.eyeroll">> //@@.stutter;Because@@// @@.stutter;Vick only left for Stockbury@@ ''@@.stutter;this morning!@@'' <</speak>>
<<qSpeak "quincy.surprised">> So we only just missed him. <</qSpeak>>
<<speak "dangelo.eyeroll">> @@.stutter;That's what I've been trying to say! Apparently some big name horse rancher was really impressed with Vick's shooting - wanted Vick to come work for him keeping wolves and bandits off his property!@@<</speak>>
<<else>>
<<qSpeak "quincy.surprised">> So we only just missed him. <</qSpeak>>
<<speak "dangelo.unsure">> @@.stutter;Yeah! Apparently some big name horse rancher was really impressed with Vick's shooting - wanted Vick to come work for him keeping wolves and bandits off his property.@@<</speak>>
<</if>>
<<if hasVisited("PREP: Vicky Valdale Meh")>>
<<text>>
This changes matters. If Vick means to take a contract in Stockbury, that reduces the chance that he will disappear before you can catch up to him. It would be a waste to return to Diadem when the man is so close at hand.
<</text>>
<<else>>
<<text>>
If Vick means to take a contract in Stockbury, that reduces the chance that he will disappear before you can catch up to him.
<</text>>
<</if>>
<<updateTask "11-convoy-vicky" "vicky5">>
@@.next;[[To Stockbury, then.|PREP: Vicky Map]]@@<<qSpeak "quincy.neutral">> It's too late to avoid that. <</qSpeak>>
<<speak "pelttrader.neutral">> Ah. You'll be in my prayers, then. There are haretouched less trouble than that deviant. <</speak>>
<<text>>
A perplexing statement. What could a Midlander consider to be //more// troublesome than a haretouched man?
<</text>>
<<qSpeak "quincy.lookaway">> ...How do you mean? <</qSpeak>>
<<include "PREP: Vicky Wolfsay End">><<text>>
The streets of Wolfsay are unpaved. Upon arriving in town, the distinct tracks of Vick's lame horse are instantly lost among the muddy prints of countless others: horses, men, dogs, fowl...
``However, this does not complicate your search, as only one fur trader in town has the fresh white pelt of a winter wolf hanging on his wall. It is precisely the size and shape of the wolf corpse you found in the Meira woodlands. No doubt, this pelt once belonged to the buried beast.
<</text>>
<<speak "pelttrader.neutral">> That one inn't for sale. *Says the trader, defensive.* <</speak>>
<<qSpeak "quincy.neutral">> I am not looking to purchase it. *You reassure him.* <</qSpeak>>
<<speak "pelttrader.neutral">> Already sold the rest to some Southerner. *He says, as if you were haggling.* <</speak>>
<<qSpeak "quincy.lookaway">> I did not ask. I am not looking to purchase pelts at this time. <</qSpeak>>
<<speak "pelttrader.neutral">> Come April, the last of the wolves be in spring coat. Supply will go down, demand will go up, and I'm sure I'll make a killing. But this one? This one, I'm keepin' myself. Don't even think about makin' an offer. <</speak>>
<<set _traderReply to "Oh yes he is. I saw him eyein' it.">>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> *Lucas slaps his hand on the counter.* How many times must he repeat himself? He's already told you he's //not interested.// <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.stare">> *Kaitos casts you an exasperated look in solidarity.* <</speak>>
<<qSpeak "quincy.furrow">> I am not interested in wolf pelts. <</qSpeak>>
<<set _traderReply to "Oh yes you are. I saw you eyein' it.">>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> Sir... he's told you quite clearly that he is not interested. <</speak>>
<</if>>
<<speak "pelttrader.neutral">> _traderReply <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> Fine. I do want this wolf pelt. <</qSpeak>>
<<speak "pelttrader.neutral" >> Really? <</speak>>
<<qSpeak "quincy.furrow" >> No. <<if setup.hasTrait("cleithro")>>I hunt. I am not wanting for pelts.<<else>>I have no use for such a thing.<</if>> <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> I have no intent to make an offer and I do not wish to purchase a wolf pelt. <<if setup.hasTrait("cleithro")>>I hunt. I am not wanting for pelts.<<else>>I have no use for such a thing.<</if>> <</qSpeak>>
<</if>>
<<text>>
The trader balks and scoffs, as if taking offense in your disinterest. His rough and weathered face wrinkles with displeasure.
<</text>>
<<speak "pelttrader.neutral">> Hmph. City folk... <</speak>>
<<text>>
This is going nowhere. Impatient as you feel about the situation, however, D'Angelo is even moreso. Determined not to lose this lead, he dons a serious face and says to the trader:
<</text>>
<<speak "dangelo.neutralserious">> Look - we're just looking for Vick Wylvire, the hunter who sold you this pelt. That's all. Do you know which way Vick went? <</speak>>
<<text>>
The mention of Guard Wylvire sours the trader's face further. A flicker of exasperation stings at you. How might Vick have offended //this// time?
<</text>>
<<speak "pelttrader.frown">> Bad business, that Wylvire. <</speak>>
<<qSpeak "quincy.furrow">> Irrelevant. Please answer the question. <</qSpeak>>
<<speak "pelttrader.frown">> I'm tellin' ya, you'd be better off not gettin' tangled up with that one. <</speak>>
<<choose>>
[[We already are.|PREP: Vicky Wolfsay Are]]
[[Why?|PREP: Vicky Wolfsay Why]]
<</choose>><<speak "pelttrader.frown">> Don't go pretending you don't see it. <</speak>>
<<text>>
But before the trader can elaborate further, D'Angelo interrupts with a groan of frustration and asks again, his voice even more strained this time:
<</text>>
<<speak "dangelo.eyeroll">> Could you //just// tell us which way Vick left town? <</speak>>
<<speak "pelttrader.frown">> Went south. Down the river, towards Valdale. <</speak>>
<<speak "dangelo.eyeroll">> //Thank you.// That's all we wanted to know. <</speak>>
<<text>>
And with that, D'Angelo stomps out of the trader's storefront, not waiting to hear another word against the odd man he has seemingly enshrined as his closest and most trusted friend.
``<<if $party.includes("lucas")>>The abruptness is startling - as is the fact that the Prince seems to share his agitation.
<<else>>The abruptness is startling. You and <<not "dangelo">> are forced to hurry after him so as not to be left behind.
<</if>>
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.neutral">> Come, Quintrell. <</speak>>
<<qSpeak "quincy.neutral">> But - <</qSpeak>>
<<speak "lucas.neutral">> We have the information we came for. I don't see any value in lingering. Unless you wish to make an offer on that pelt after all? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<text>>
...Perhaps the hushed slander and talk of deviancy reminds him too closely of how they speak about you when you are not in the room.
<</text>>
<</if>>
<<updateTask "11-convoy-vicky" "vicky4">>
@@.next;[[Leave.|PREP: Vicky Map]]@@<<qSpeak "quincy.neutral">> ...Why? <</qSpeak>>
<<speak "pelttrader.frown">> Just ain't decent. Ain't natural. <</speak>>
<<text>>
A pair of unhelpfully vague statements. You find such phrases deeply familiar. It sparks a curiosity:
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You mean haretouched? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> *You lower your voice.* You mean... haretouched? <</qSpeak>>
<</if>>
<<text>>
For a second it feels as though you've found a missing piece of the puzzle that is Vick, but then the trader shakes his head.
<</text>>
<<speak "pelttrader.neutral">> No. But the world would make a lot more sense that way, wouldn't it? A deviant like that, haretouched. <</speak>>
<<qSpeak "quincy.lookaway">> "Make more sense...?" What do you mean? <</qSpeak>>
<<include "PREP: Vicky Wolfsay End">><<text>>
You cut the wolf down from its hanging. Though the smell pales to the aged goat liver $licorice so loves, "bloating wolf" is not a pleasant olfactory experience. Being moved only serves to worsen it.
``As you drag the corpse far from the camp, rain finally begins to fall. By the time you get to digging, it has turned torrential, wetting through your overcoat, making mud out of soil. You are thankful that the softened ground makes digging a quick task, but much less so at the sight of the wolf's carcass bobbing about in its waterlogged grave. You heap sludge upon sludge until the grotesque sight vanishes.
<</text>>
<<timebreak "evening">>
<<text>>
Evening has fallen, and the rain is kind enough to slow to a soothing drizzle. Though the sky remains light, the tall shadows of the canopy render the forest black. Chilled by the rain and shoulders smarting from your dig, you stumble back the way you came, exhausted.
<</text>>
<<img 1 "vicky_footprints.png" "The ground is scored with large bear tracks" `["modeNeutral"]`>>
<<text>>
A few yards afield from camp, you stumble over a rock. In catching yourself, you catch sight of a fearful set of tracks. The five-pointed toes send a frisson through you. They belong to a foot larger than your torso.
To your relief, they lead //away// from camp, deeper into the woods; this bear was only passing through.
``It is probably a good thing you buried that wolf.
<</text>>
@@.next;[[The orange light of a campfire flickers beyond the brush.|PREP: Vicky Woods Camp Settle]]@@<<locationBoardSetup `["forest1.png","embers.png","bottle-abandoned.png"]`>>
<<updateLocationBoard>>
<<text>>
Guard Wylvire's camp is an exemplary case of the careless trekker. Signs of his stay are as blatant as a mouse's droppings in a larder. The unsnuffed fire pit still smolders dying red at the center. Stakes in the ground indicate where a waxed canvas once hung for a sleeping area, between which are leaves piled for insulation. A series of forgotten items are strewn about: bits of rope; a tin cup; the wax paper from a helping of butter; a couple empty jars of candied fruit, now claimed by ants.
<</text>>
<<speak "dangelo.neutral">> Vick's trail heads east towards Glenmaer from here; no way we'd catch up before dark. I figure we'll throw our stuff down here and stay the night. 'Sides - look at the sky. <</speak>>
<<text>>
You do. Above, gray clouds grow heavy with rain.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.surprised">> //Stay the night?// ''Here?'' <</speak>>
<<speak "dangelo.silly">> Duh. What, scared the wolves're gonna getcha? <</speak>>
<<speak "lucas.annoyed">> ''Yes!'' As any sane man would be! <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.glance">> Out here? Aren't there uh, wolves? <</speak>>
<<speak "dangelo.silly">> Well, yeah! You saw one, remember? <</speak>>
<<speak "kaitos.doleful">> *He shifts nervously and makes a noise like the whine of an uncertain animal.* Hnnnggg... don't like that. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.think">> Can't say I'm thrilled with the idea, but I suppose it can't be avoided... I just hope we haven't any trouble with wolves out here. <</speak>>
<</if>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral">> You needn't be afraid. Wolves rarely bother with-- <</qSpeak>>
<<qSpeak "quincy.surprised">> . . .!! <</qSpeak>>
<<skillCheck 1>>
<<text>>
You were about to say, //"wolves rarely bother with haretouched men,"// as their hare's presence usually keeps other predators at bay. //But $licorice is not with you now.//
``A chill runs down your spine, and you suddenly find yourself feeling <<if setup.hasTrait("moleman")>>unpleasantly small and exposed in the vastness of the Meira woodland.<<else>>enclosed in the Meira woodland. The thick brush provides too many a hiding space for your liking.<</if>>
<</text>>
<<qSpeak "quincy.harrowed">> Excuse me. There's something I have to do. <</qSpeak>>
<<text>>
At once, you are tearing around the camp. You need a shovel. A spade. //Some instrument of digging or another.//
``Mercifully, it seems Vick in his carelessness has left one behind.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.glance">> Quintrell...? <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinking">> Huh...? <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> Your Grace...? <</speak>>
<</if>>
<<speak "dangelo.silly">> Aw, leave him be. Sometimes nature calls with a //whole lotta urgency//, y'know? <</speak>>
<<text>>
But it isn't the urge to defecate which drives you - it is the evocation of teeth tearing your skin asunder. Deaths are not created equal; a pack of wolves offers little mercy.
<</text>>
@@.next;[[You must take precautions.|PREP: Vicky Woods Bury]]@@
<<else>>
<<qSpeak "quincy.neutral">> You needn't be afraid. Wolves rarely bother with haretouched men. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> Well //I'm// not haretouched! <</speak>>
@@.next;[[You suppose you should set up camp.|PREP: Vicky Woods Camp Settle]]@@
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinkinghard">> Huh. <</speak>>
<<text>>
He looks more puzzled than fearful now. A part of you wonders what he thinks about, but the other part of you isn't certain you care to ask.
<</text>>
<<choose>>
<<link "@@.talk-action;Ignore him. You should set up camp.@@" "PREP: Vicky Woods Camp Settle">>
<</link>>
[[Is something the matter, Kaitos?|PREP: Vicky Woods Kaitos Ask]]
<</choose>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.bashful">> Huh! I had no idea. I suppose being haretouched can be a blessing in disguise at times. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I wouldn't say the blessing is disguised at all. *But you know you're the only one.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
@@.next;[[You suppose you should set up camp.|PREP: Vicky Woods Camp Settle]]@@
<</if>>
<</if>><<if hasVisited("PREP: Vicky Woods Bury")>>
<<include "PREP: Vicky Camp PostBury Stub">>
<<else>>
<<timebreak "evening">>
<<text>>
You and your companions make haste in setting up camp. Alas, despite your best efforts, the tent is only a bundle of stakes by the time the storm rolls in.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.annoyed">> Blasted weather! <</speak>>
<<speak "dangelo.neutral">> Don't worry - you keep setting up. I got this. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinking">> Uh oh. <</speak>>
<<speak "dangelo.unsure">> What do you mean, "uh oh?" You're a blue conductor. Do something! <</speak>>
<<include "PREP: Vicky Camp Kaitos Weather">>
<<speak "dangelo.eyeroll">> Fine. Guess I gotta do everything myself. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.confused">> Oh dear. <</speak>>
<<speak "dangelo.neutral">> Don't worry - you keep setting up. I got this. <</speak>>
<</if>>
<<text>>
D'Angelo lets the tarp drop to the ground and grabs his scythe from the branch he's hooked its jawbone into. With a forceful motion, his meur bends the boughs of the trees overhead across the campsite into a makeshift roof. It's an imperfect solution - as evidenced by the stray drops which continue to trickle through the canopy - but it shields you from the worst of the rain.
<</text>>
<<speak "dangelo.silly">> @@.singsong;Ta-da~!@@ <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl" >> You should have done that to begin with. <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.thinking">> Ooh. Gold. <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.smile">> Bravo, Your Grace! Excellent thinking! <</speak>>
<</if>>
<<qSpeak "quincy.think">> Hm. Good thinking. <</qSpeak>>
<<speak "dangelo.silly">> Thanks, brother. I've been practicing. <</speak>>
<<text>>
Moist as your surroundings are, you should at least be able to get a fire going<<if $party.includes("lucas")>> - and even if you couldn't, Lucas's rapier surely could<</if>>.
<</text>>
@@.next;[[Finish making camp.|PREP: Vicky Camp Dinnertalk]]@@
<</if>><<speak "dangelo.silly">> @@.singsong;We're getting close!@@ <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl" >> And just how do you figure that? <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.stare">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.nervous">> ...I sure hope so. <</speak>>
<</if>>
<<speak "dangelo.neutral" >> See the shallow back hoofstep? *He gestures to the tracks in the mud.* Vick rides a lame old gelding when on the peninsula. <</speak>>
<<text>>
<<if $party.includes("lucas")>>He grunts. If the Prince is at all convinced of this, it does not shift his countenance. He plods after D'Angelo with sluggish step, dirt-stained stockings, and bits of vegetation stuck in his dreads.<<elseif $party.includes("kaitos")>>You've been hiking for some time now. Both you and Kaitos have long since run out of words for D'Angelo, but your brother is content to fill the silence with his own prattle.<<elseif $party.includes("elijah")>>Elijah nods and smiles, though his face remains pinched with concern. He pulls his foot out of a pile of rabbit scat.<</if>>
The muddied ground sucks at your boots with each step, chilling your feet. Conversely, the temperate spring air has converted your overcoat into an oven. You crane your neck, hoping to catch any sight of an abandoned campsite through the tangle of trees. The hoofprints are a welcome sign - they might put this hours-long trek to an end.
``If D'Angelo shares your diminished stamina, he doesn't show it. He ploughs through the underbrush as brash an orc snuffling about for truffles. At least his noise will keep any wild beasts at bay.
<</text>>
<<speak "dangelo.surprised" >> Look! *He points to a tree. Beneath it, the hoofprints turn into an indistinguishable depression on the ground, mingling with human boot prints.* <</speak>>
<<qSpeak "quincy.neutral" >> A horse was hitched here. Wylvire's camp will be nearby, if this was indeed his horse. <</qSpeak>>
<<if $party.includes("lucas")>>
<<speak "lucas.weary" >> Thank Elysium. <</speak>>
<</if>>
@@.next;[[Examine the area.|PREP: Vicky Woods Wolf]]@@<<qSpeak "quincy.neutral">> Is something the matter? <</qSpeak>>
<<speak "kaitos.thinking">> It's prolly nothing. *He shrugs.* <</speak>>
<<choose>>
[[Are you sure?|PREP: Vicky Woods Kaitos Ask 2]]
<<link "Alright, then. @@.talk-action;This is none of your concern.@@" "PREP: Vicky Woods Camp Settle">>
<</link>>
<</choose>><<qSpeak "quincy.neutral">> What's "probably nothing"? Are you certain? <</qSpeak>>
<<speak "kaitos.thinkinghard">> I dunno... I don't wanna sound dumb... <</speak>>
<<choose>>
[[Just ask already.|PREP: Vicky Woods Kaitos Ask 3]]
[[Perhaps you should have stopped several words ago, then.|PREP: Vicky Woods Kaitos Ask Fail]]
<<link "Alright, then. @@.talk-action;This isn't your problem to solve.@@" "PREP: Vicky Woods Camp Settle">>
<</link>>
<</choose>><<qSpeak "quincy.neutral">> Just ask the question. <</qSpeak>>
<<speak "kaitos.thinking">> 'Kay, but... <</speak>>
<<qSpeak "quincy.furrow">> //Out with it.// <</qSpeak>>
<<speak "kaitos.stare">> Why wouldn't a wolf attack a haretouched guy? You less tasty or something? <</speak>>
<<text>>
Well, that was a lot of prelude for a mundane question. But a Southerner would have no way of knowing, so you enlighten him.
<</text>>
<<qSpeak "quincy.think">> For the same reasons a wolf will not attack a bear. They would have to be quite desperate to risk a fight with a hare. <</qSpeak>>
<<speak "dangelo.surprised">> . . .!! <</speak>>
<<speak "dangelo.smilestress">> Quince...? <</speak>>
<<qSpeak "quincy.neutral">> What is it? <</qSpeak>>
<<speak "kaitos.disgruntled">> Your hare's not with you, man. <</speak>>
<<qSpeak "quincy.neutral">> Oh. Right. <</qSpeak>>
<<text>>
$licorice is miles away, back in Morbre.
````A chill runs down your spine, and you suddenly find yourself feeling <<if setup.hasTrait("moleman")>>unpleasantly small and exposed in the vastness of the Meira woodland.<<else>>enclosed in the Meira woodland. The thick brush provides too many a hiding space for your liking.<</if>>
<</text>>
<<qSpeak "quincy.harrowed">> Excuse me. <</qSpeak>>
<<text>>
At once, you are tearing around the camp. You need a shovel. A spade. //Some instrument of digging or another.//
``Mercifully, it seems Vick, in his carelessness, has left one behind.
<</text>>
<<speak "dangelo.unsure">> Aren't you overreacting? We all forget stuff sometimes! S'not that big of a deal. <</speak>>
<<text>>
Unbeknownst to D'Angelo, it isn't humiliation which drives you - it is the evocation of teeth tearing your skin asunder. Deaths are not created equal; a pack of wolves offers little mercy.
<</text>>
@@.next;[[You must take precautions.|PREP: Vicky Woods Bury]]@@<<toneLoss "kaitos" "friction">>
<<qSpeak "quincy.neutral">> Perhaps you should have stopped several words ago, then. <</qSpeak>>
<<speak "kaitos.idle">> Got me there. <</speak>>
<<text>>
He sighs. He doesn't look offended, but his pensive expression remains.
<</text>>
@@.next;[[You suppose you should set up camp.|PREP: Vicky Woods Camp Settle]]@@<<imgLayer 1 "vicky_travel.png" "Three panels show Quincy and his companions trekking through the woods. In the first, the three climb through dense woods. In the second, a bird watches from overhead. Quincy's boot catches in the mud on the third.">>
<<if $party.contains("lucas")>>
<<print setup.imgLayer(1,"vicky_travel_lucas.png")>>
<<elseif $party.contains("kaitos")>>
<<print setup.imgLayer(1,"vicky_travel_kaitos.png")>>
<<else>>
<<print setup.imgLayer(1,"vicky_travel_elijah.png")>>
<</if>>
<</imgLayer>>
@@.next;[[Continue.|PREP: Vicky Woods Follow]]@@<<text>>
//This passage has been removed.//
<</text>>
@@.next;[[Continue.|PREP: Vicky Woods Follow]]@@<<text>>
You and your companions spread out in search of Vick's camp. Not five minutes later, you hear <<if $party.includes("lucas")>>the Prince's shriek<<elseif $party.includes("kaitos")>>a woman's high pitched scream<<elseif $party.includes("elijah")>>a shaken //"oh dear"//<</if>> on the other opposite end of the thicket.
``<<if $party.includes("lucas")>>Assuming danger, you barrel through the brush in defense of your ward<<elseif $party.includes("kaitos")>>Assuming danger, you barrel through the brush towards the unknown voice<<elseif $party.includes("elijah")>>Curious, you meander through the brush towards the practitioner's voice<</if>>, only to find yourself face-to-face with the swaying corpse of a flayed wolf.
<</text>>
<<img 1 "vicky_skinnedwolf.png" "A flayed wolf, tied to a branch." `["modeNeutral"]`>>
<<text>>
The beast stares at you, its fly-covered eyes vacant, its exposed teeth a permanent snarl. It is fresh enough to not be putrid, but not so new to not carry a tinge of decay.
``If only $licorice were here -- she finds this state of decomposition most palatable. Ever the picky girl.
<</text>>
<<if $party.includes("lucas")>>
<<speak "lucas.devastated">> @@.stutter;WHAT IN HELL'S NAME-- WHO WOULD--@@ *The Prince stammers, clutching at his chest.* <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> What pelt-hunter would hunt a wolf for its pelt? Most, I'd say. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It was skinned for its pelt. <</qSpeak>>
<</if>>
<<speak "lucas.devastated">> @@.stutter;I KNOW--@@ *He swallows, trying to steady his voice.* @@.stutter;I just--@@ who leaves a thing like this behind!? It's-- it's-- it's @@.surprise;inconsiderate!@@ <</speak>>
<<qSpeak "quincy.think">> Not many people come through these woods. I can't imagine Wylvire thought there would be anyone //to// consider. <</qSpeak>>
<<speak "lucas.flustered">> //Still!// It's the principle of the thing! <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.frighten">> @@.stutter;. . .@@ <</speak>>
<<text>>
Opposite to the skinless wolf, you find Kaitos flattened against a tree, shaking.
<</text>>
<<qSpeak "quincy.neutral">> What happened? Who screamed? <</qSpeak>>
<<speak "kaitos.sulk">> @@.stutter;Nobody. What scream?@@ <</speak>>
<<text>>
Kaitos takes a breath and forces himself from where he has cowered. He keeps his eyes to the ground, avoiding the sight of the hanging wolf carcass.
<</text>>
<<speak "kaitos.sulk">> That's @@.stutter;messed up,@@ man... <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> A pelt-hunter would skinning a wolf for its pelt is "messed up"? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It was skinned for its pelt. <</qSpeak>>
<</if>>
<<speak "kaitos.sulk">> Well, maybe-- maybe skinning stuff is messed up. Maybe we should just stick to boiling worms. Forget all this leather and fur stuff. <</speak>>
<<qSpeak "quincy.lookaway">> *You scoff.* Leather and fur are pragmatic and durable materials. <</qSpeak>>
<<speak "kaitos.scoff">> Pragmatic, durable, and yuck. <</speak>>
<<speak "kaitos.sulk">> Never want to see another fur again. *He grumbles.* <<if $snout>>We already got 'nuff of it.<</if>> <</speak>>
<<elseif $party.includes("elijah")>>
<<speak "elijah.frown">> How deeply unpleasant. <</speak>>
<<qSpeak "quincy.neutral">> It was just skinned for its pelt. <</qSpeak>>
<<speak "elijah.bashful">> I'm no hunter, but I'm fairly certain you're supposed to bury these things when you're done, are you not? <</speak>>
<<qSpeak "quincy.neutral">> You are. <</qSpeak>>
<<speak "elijah.confused">> *He sighs.* It feels... unwholesome to leave this hanging. I almost feel sorry for the poor beast. <</speak>>
<</if>>
<<text>>
The crunching of twigs and leaves alerts you to D'Angelo's approach. <<if $party.includes("kaitos")>>The pace of his steps paired with an undercurrent his panting tells you he too worried about the "woman's scream" you heard.<</if>> Pushing stubborn branches aside, he asks:
<</text>>
<<if $party.includes("kaitos")>>
<<speak "dangelo.surprised">> What happened? I heard a lady scream-- <</speak>>
<<speak "kaitos.scoff">> //No you didn't!// It's //fine.// <</speak>>
<<speak "dangelo.yeesh">> Uh... 'kay. <</speak>>
<<else>>
<<speak "dangelo.unsure">> Find anything? <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> *You gesture to the hanging wolf.* Do you think this is Guard Wylvire's work? <</qSpeak>>
<<speak "dangelo.neutral">> *He pokes at the wolf with the butt of his scythe, sending a spray of flies into the air.* I'd be surprised if it wasn't. Vick's camp is just a little ways up the hill. <</speak>>
<<if $party.includes("lucas")>>
<<speak "dangelo.disappointed">> 'Course, no Vick-- <</speak>>
<<speak "lucas.annoyed">> //Of course.// <</speak>>
<<speak "dangelo.neutral">> --but we're on the right trail for sure! <</speak>>
<<else>>
<<speak "dangelo.disappointed">> 'Course, no Vick... <</speak>>
<<speak "dangelo.neutral">> But we're on the right trail for sure! <</speak>>
<</if>>
@@.next;<<link "Inspect Vick's Camp." "PREP: Vicky Woods Camp">>
<<passiveCheck 1 `["hare",setup.DCKey.medium]`>>
<</link>>@@<<text>>
As the spectating drunks shout //"GO!"// in unison, you throw your might against hers.
``You are unsurprised to find yourself in battle with a stubborn enemy. Objectively, you are much larger, and your upper body strength //must// exceed hers, but she approaches the match with experience and technique on her side. You can tell by how she hooks her hand over yours that every angle of her body from foot to fingertips is purposefully poised to resist you.
``As the pair of you wrestle, the soldier neither cedes nor gains ground, exerting just enough force to prevent your victory. //She means to stall you.// The soldier hasn't the raw strength to beat you outright, but she must be confident in her ability to outlast you. As the struggle wears on, you feel fatigue begin to creep in through your forearm. You are forced to make a decision: to make one last push at full strength, or hope you can outlast the woman who hopes to outlast you.
``You chance it with your strength.
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
A moment later and you wouldn't have had the will to fight her. You catch her unprepared for the full force of your strength - her arm swings down towards the table, but she catches herself before her hand touches the surface.
``<<snout "Face ruddy" "Tongue lolled">> from exertion, she pushes back with dwindling might and she huffs:
<</text>>
<<speak "vicky.incredulous" "Female Soldier">> Whew! You do ''not'' make this easy, Your Grace! <</speak>>
<<set _wrestle to true>>
<<include "PREP: Vicky Wrestle Your Grace">>
<<else>>
<<text>>
Alas, she has already worn you down.
``Though you gain ground, she resists you. Your strength gives out well before you can even dream of pinning her hand, and as soon as she smells weakness she leaps into action like a wildcat springing upon its prey. Like every man before you, you find your hand pinned to the table.
``The soldier purses her lips and winks at you as she releases your hand. The crowd delights in your failure.
<</text>>
<<choose>>
<<link "@@.talk-action;Graciously accept defeat.@@" "PREP: Vicky Wrestle Cordial">>
<</link>>
<<link "@@.talk-action;Contest the outcome of the match.@@" "PREP: Vicky Wrestle Loser">>
<</link>>
<</choose>>
<</if>><<qSpeak "quincy.neutral">> Exhilarating. Thank you for the experience. <</qSpeak>>
<<if hasVisited("PREP: Vicky Pub Wrestle Humiliate") || hasVisited("PREP: Vicky Pub Wrestle Unmanly")>>
<<speak "vicky.smirk" "Female Soldier">> You ain't mad I gelded you in front of a crowd? <</speak>>
<<qSpeak "quincy.tilt">> No. You've given me a lot to think about. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> *She laughs.* Yeah, Your Grace. I'm sure I have. <</speak>>
<<else>>
<<speak "vicky.wink" "Female Soldier">> Any time, Your Grace. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Mm. <</qSpeak>>
<<include "PREP: Vicky Wrestle Your Grace">><<qSpeak "quincy.furrow">> That was hardly a fair match. <</qSpeak>>
<<speak "vicky.unimpressed" "Female Soldier">> Oh, really? How do you figure that? <</speak>>
<<qSpeak "quincy.furrow">> You weren't using your strength. You - you won through other means. Tactics. *You stammer.* You couldn't best me in an //honest// test of strength. You couldn't best me without tactics. <</qSpeak>>
<<speak "vicky.incredulous" "Female Soldier">> @@.surprise;KAHAH!!@@ Well, good to know you ain't a sore loser, Your Grace. <</speak>>
<<include "PREP: Vicky Wrestle Your Grace">><<text>>
From across the table, you get a better look at your adversary. She is tall in the Northern way, but not obscenely so. A female of solid build, though the men's uniform disguises how muscular she truly is. The tailor mustn't've had an idea what to do with a woman bringing in a standard King's Army uniform - if it's been tailored at all. The garment is only wide enough to accommodate the broadest curves of her figure, and so her shirt bunches around her waist and her sleeves hang loose on arms. It creates a strange illusion that makes this woman who very much isn't small, appear small regardless. This becomes plain to you when you clasp hands and feel the force of her grip for yourself.
``You once attempted to move a heifer with this sort of strength once, this stalwart, rocklike resistance. Vividly recalling the ease with which the beast had knocked you into the mud, you find yourself <<if hasVisited("PREP: Vicky Pub Wrestle Humiliate")>>second guessing the ease of your win.<<elseif hasVisited("PREP: Vicky Pub Wrestle Unmanly")>>second guessing whether or not agreeing to this match will benefit your sense of masculinity any.<<else>>with a better understanding as to why previous attempts failed.<</if>>
<</text>>
<<speak "vicky.wink" "Female Soldier">> Ready? <</speak>>
<<text>>
You nod, bracing yourself.
<</text>>
@@.next;<<link "Give it your all." "PREP: Vicky Wrestle">>
<<passiveCheck 1 `["phys",setup.DCKey.hard]`>>
<</link>>@@<<text>>
Hold on. //"Your Grace?"//
<</text>>
<<if _wrestle>>
<<qSpeak "quincy.surprised">> You know who I am. <</qSpeak>>
<<text>>
In your shock, your focus falters. In this moment of weakness, the woman pushes back with full force and slams your hand into the table. A win of dubious honor, but <<if hasVisited("PREP: Vicky Pub Wrestle Humiliate") || hasVisited("PREP: Vicky Pub Wrestle Unmanly")>>you no longer care about your wounded ego or masculinity or what have you. That is less interesting than the questions on your mind now<<else>>that is less interesting than the questions on your mind<</if>>.
<</text>>
<<else>>
<<qSpeak "quincy.think">> You know who I am. <</qSpeak>>
<</if>>
<<speak "vicky.smirk" "Female Soldier">> 'Course I do! You're a Duke. You really surprised? <</speak>>
<<speak "vicky.unimpressed" "Female Soldier">> The bigger mystery is why //you// don't know me... *She grumbles. Her voice is thick with suspicion; it is clear she already knows who to blame.* <</speak>>
@@.next;[[Why should you know her?|PREP: Vicky Introduce]]@@<<removeTask "11-opening">>
<<switch $response>>
<<case "ahem">>
<<text>>
You turn your head just enough to see your brother's face out of the corner of your eye. He jerks his head towards the room's center.
<</text>>
<<speak "dangelo.silly" >> @@.whisper;Don't forget to yell "boo" - you're a ghost, after all.@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;...Right.@@ <</qSpeak>>
<<text>>
Cautiously, you slide through the crack in the door and into the council chamber. Minding Lucas's reverence for proper conduct, you hesitate, as you haven't an idea what that is. In the end, you opt for a subtle and dignified entry: a simple clearing of the throat to announce your presence.
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
You can tell a cough still lingers on the edges of your throat, and so you clear it gently to avoid irritating it further. The resulting noise does not travel far, but it is enough to make Lord Glenmaer turn his head to the door where you and your brother stand. His gasp alerts Lady DeLuxe two heads down, and in this manner, the exclamation travels around the whole room until no eye is left untrained upon you save for the Prince. Even the High Sybil looks up from her paper menagerie.
``Ignorant to what has stolen the room's attention, Lucas's face grows puzzled. No one dares speak, and so he is forced to turn around and see for himself. His eyes go wide and, for the first time in too long, your gazes meet.
<</text>>
<<else>>
<<text>>
Alas, nothing is ever easy.
``Your airways mustn't have recovered from the fires of Naktoga yet, as your attempt at an innocuous throat-clearing cascades into a wheezing cough which echoes through the corners of the room. By the time you manage to stifle your fit, the entire room is staring agape at the sight of you. Even the High Sybil looks up from her paper menagerie.
``Lucas gawks, stunned by your sudden and inelegant appearance from nowhere. His eyes are wide as, for the first time in too long, your gaze meets.
<</text>>
<</if>>
<<case "noU">>
<<qSpeak "quincy.lookaway" >> @@.whisper; Why is it my cue and not yours? You're louder. @@<</qSpeak>>
<<speak "dangelo.neutral">> @@.whisper;Aww, c'mon - they're talking about //you!// Think of the comedic timing, man. It would be //perfect!//@@ <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt" >> @@.whisper;...I haven't appeared before the court in years. <<if setup.hasTrait("jester")>>I don't think I'm prepared for comedy.<<else>>I don't think this is the time for comedy.<</if>>@@<</qSpeak>>
<<if setup.hasTrait("jester")>>
<<speak "dangelo.neutral">> @@.whisper;That's quitter talk. Take a risk, man!@@ <</speak>>
<<qSpeak "quincy.neutral" >> @@.whisper;I'll pass.@@<</qSpeak>>
<<speak "dangelo.silly">> @@.whisper;Your loss.@@ <</speak>>
<<else>>
<<speak "dangelo.silly">> @@.whisper;Pfft - not with that attitude, you're not.@@ <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.lookaway" >> @@.whisper;No.@@<</qSpeak>>
<<speak "dangelo.silly">> @@.whisper;Your loss.@@ <</speak>>
<</if>>
<<text>>
He gives you a playful shove, but doesn't push it further. Instead, he throws the doors open with a slam and booms in his loudest voice:
<</text>>
<<speak "dangelo.laugh" >> @@.yell; You were waiting for some Dukes with a decree, I hear?@@ <</speak>>
<<text>>
The silence is eerie in its immediacy, and eerier so is the frightening coordination of a whole room of heads turning at once. Even the High Sybil looks up from her paper menagerie. Everyone stares toward the now-open doorway - at you and your brother.
``Lucas gawks, stunned by your sudden appearance and the outburst which precluded it. His eyes are wide as, for the first time in too long, your gazes meet.
<</text>>
<</switch>>
<<speak "lucas.surprised" >> @@.surprise;//Quintrell!//@@ <</speak>>
<<text>>
The Prince hurries towards you, nearly knocking over the empty desk of an absent Northern delegate in his zeal to meet you. Once before you, a great uncertainty falls over him as he tries to decide which greeting is appropriate for such a situation. He first reaches out, then drops his arm and clenches and unclenches his fist, his breathing heavy.
``You are unable to offer him any clues, as you've no idea what is proper either.
<</text>>
<<speak "alexander.unsure" >> //Dukes Barghur!// Please - to the center of the room. We've been waiting for you since we got your father's pigeon. Tell us - what happened at Naktoga? <</speak>>
<<text>>
The Prince makes a muffled noise of frustration. He knows the meeting cannot stall indefinitely whilst he decides what manner of handshake best conveys the breadth of your relationship. (Had he that sort of command over the King's Council, he surely would have exercised it long ago.) And so, it is with reluctance that he steps to the side to make way for you and your brother, watching with a wistful eye as you pass.
``D'Angelo shuffles sideways through the narrow corridors between desks. You're forced to keep a brisk pace ahead of him in order to keep out of his way. The Council is quiet enough to hear the drop of a pin, and so the whispers float by to you in fragments.
<</text>>
<<speak "hidden.hidden" "Council Member" `["shadow"]` >> @@.whisper;...A fur cape!@@ <</speak>>
<<speak "hidden.hidden" "Council Member" `["shadow"]` >>@@.whisper;...He's gone wild in those Northern mountains...@@ <</speak>>
<<text>>
The room's center is a panopticon of eyes awaiting your move. They watch like onlookers at a menagerie waiting for a sphinx to speak, <<if setup.hasTrait("shameless")>>enticed by the prospect of a feral animal like yourself being capable of such a thing<<else>>both fascinated and skeptical at the idea you might be capable of such a thing at all<</if>>.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway" >> I was doing a routine pre-sale inspection of Naktoga Mine... <</qSpeak>>
<<else>>
<<speak "dangelo.yeesh" >> @@.whisper; They're waiting. I'm not the witness, remember - <b>you are</b>. @@ <</speak>>
<<text>>
You nod, but unease prickles your chest. Ignoring your nerves, you fix your eyes on an empty portion of wall, loose jaw, and begin to call forth your rehearsed story.
<</text>>
<<qSpeak "quincy.surprised" >> I was... doing a routine pre-sale inspection of Naktoga Mine... <</qSpeak>>
<</if>>
@@.next;[[Tell your story.|0OPEN: diadem address council 2]]@@<<text>>
The Council reacts to your tale with the intensity of a theatre audience: gasping at your account of rippling flames and crumbling rock, at Lazarus's sudden appearance atop his painted hare...
``In fact, the exclamations are so frequent as to throw you off-rhythm. Despite having rehearsed the story countless times in your head, you find yourself losing your place and stumbling over chronology. More than once, D'Angelo is forced to step in and set your muddied timeline straight.
``At the story's end you sink into the nearest empty chair of an absent //"LADY-ARCHSYBIL MUL."// The closest Council members continue to stare as though you were a corpse recently risen from its grave, some leaning closer, others away. <<if setup.hasTrait("shameless")>>It annoys you.<<else>>It unnerves you.<</if>> Right now, <<if setup.hasTrait("cleithro")>>you wish for nothing more than to bound back into the taigas like a rabbit.<<else>>you wish for nothing more than to burrow back into the earth like a vole.<</if>>
<</text>>
<<speak "dangelo.neutral" >> As the presumed Right Hand of the coming Prince's Convoy-- *He reaches into the inside pocket of his overcoat.*<</speak>>
<<speak "dangelo.unsure" >> Uhh... *His brow furrows, and his hand picks up rummaging speed as he searches for the decree your father had penned.* <</speak>>
<<speak "dangelo.neutralserious" >> *Upon procuring it, he redoubles his efforts to appear serious.* Right. As the presumed Right Hand of the Prince's Convoy, I'm here to announce that my father, Archduke Deion Barghur of the Northern Kingdom, has called a Prince's Convoy, um. In response to the troubles in the North. <</speak>>
<<text>>
The words are inelegant as they tumble out of D'Angelo's mouth, but he keeps a dignified face in spite of it. He hands the rolled parchment to Alexander, who takes it without a word. The King-Regent unfurls it and begins to read, his brow in a wary scrunch.
<</text>>
@@.next;[[The Council waits with bated breath.|0OPEN: diadem convoy wait]]@@<<text>>
Unable to keep patient, the Council takes to murmuring amongst themselves.
<</text>>
<<speak "astoria.neutral" >> What dreadful timing. <</speak>>
<<speak "selussa.neutral" >> Mm. Yes. Dreadful indeed. <</speak>>
<<speak "glenmaer.weary">> Most unfortunate. <</speak>>
<<speak "guillemin.neutral" >> The North will have to wait... <</speak>>
<<text>>
Ominous words. They lodge themselves in D'Angelo's head like burrs in a hare's fur and urge him to investigate. With worry in his eyes, and he leans away from the royal dais and asks:
<</text>>
<<speak "dangelo.neutralserious">> @@.whisper;//..."Wait?"// What do you mean, "wait?"@@ <</speak>>
<<text>>
Lord Glenmaer - one of the few Midland Lords you know beyond name - casts a quick glance up at the King-Regent. He is still reading your father's decree. Seeing that he will be occupied for some time yet, the Lord leans close and explains the predicament at hand.
<</text>>
<<speak "glenmaer.confused">> @@.whisper;Didn't you hear? An attempt was made on Prince Oscar's life.@@ <</speak>>
<<speak "dangelo.surprised">> @@.whisper;<span class='surprise'>Wait, what?</span> //When?! Who?//@@ <</speak>>
<<speak "glenmaer.weary">> @@.whisper;Just the other day.@@ *He lowers his voice further still.* @@.whisper;'Twas the King-Regent's own brother, Lord Daeynor. Went mad, sent a gunman after the Prince. //His own daughter exposed the whole plot!//@@ <</speak>>
<<speak "dangelo.harrowed">> @@.whisper;//What?// No way...! Man, we... we must've missed the news on the road...@@ <</speak>>
<<speak "glenmaer.weary">> @@.whisper;The Prince lives, but he's in no shape to walk. 'Twill be even longer before he's fit to lead a Convoy, I imagine.@@ <</speak>>
<<speak "dangelo.smilenervous" >> @@.whisper;<span class='stutter'>But - my father already called for a Convoy--</span>@@ <</speak>>
<<text>>
The muttering grows in volume. The King-Regent remains silent, his eyes still fixed to the document.
``It is too much for Lucas to bear. He tears across the room, his heels clicking with the force of his stride. He slams his hands down on the front podium, a bull against the fence which pens it.
<</text>>
<<speak "lucas.scowl" >> Father, you ''cannot'' delay this Convoy. The fact that one has been called itself conveys the urgency of the situation! It goes against the unity on which our entire country is founded. @@.intense;The North needs this!@@ <</speak>>
<<text>>
...Sadly, just like the bull who thrashes against confinement, this is a fruitless endeavor. You suspect Lady DeLuxe speaks for the room when she sneers down her nose and reminds him of his powerlessness.
<</text>>
<<speak "astoria.scoff" >> Tsk. There is no Prince's Convoy without a Convoy Prince. Your Highness - <i>with only the most grudging respect</i> - you cannot change that through empty bluster. <</speak>>
<<text>>
To this, Lucas has no rebuttal... but it seems the High Sybil has.
<</text>>
<<speak "ancha.curious" >> *With a languid curl of the finger, she beckons the King-Regent and whispers something into his ear.* <</speak>>
<<speak "alexander.anxious" >> . . . <</speak>>
<<text>>
His face grows dismayed; his teeth grit and sweat beads on the side of his temple. When she leans back into her seat, her smile is catlike and unreadable.
<</text>>
<<speak "alexander.anxious" >> <sub>@@.stutter; No. He's um - he's right.@@</sub> <</speak>>
<<text>>
He speaks so quietly that at first you're sure you're the only one who heard him. But then Lucas whips around with breakneck force, and you know he must have heard as well.
<</text>>
<<speak "lucas.surprised">> //I am?// I mean - ''I am.'' <</speak>>
<<speak "alexander.unsure" >> *For once, the King-Regent nods.* We cannot know when Prince Oscar will be well enough, nor can we afford to wait for his recovery. But... such situations have come about before, and the Midland has //two// Princes. Seeing as the Crown Prince is unable... <</speak>>
<<speak "alexander.anxious" >> ''@@.stutter;It only follows that Prince Lucas shall lead the Fifth Convoy in his stead.@@'' <</speak>>
@@.next;[[His declaration is met with miserable silence.|DIADEMOP: worst convoy Prince]]@@<<img 1 "crest_tri.png" "The crest of the unified Tri-Kingdom." `["modeNeutral"]`>>
<<text>>
On the far wall hangs a tremendous flag bearing the emblem of the allied Tri-Kingdom.
<</text>>
@@.next;[[Continue.|0OPEN: diadem enter castle crest1]]@@<<img 1 "crest_mid.png" "The crest of the Middle Kingdom." `["modeNeutral"]`>>
<<text>>
At the peak of the pyramid sits a golden diamond, representing the Middle Kingdom. Within this diamond rears the crest animals of the Midland's royal family: the unicorn and the manticore, standing to either side of an archaic hunting spear.
``It is said that the unicorn, wielder of all meur, had no natural enemies save for two: the manticore and the man. But this feud was one sided, for she was too swift to be struck by the arrows of men and too cunning to put herself within reach of the manticore's flames. Ever hunted, never slain... until her enemies forged a pact.
``It was an //Andimeur// who tamed the manticore and turned the unicorn into prey. For this heroic feat, this master of beasts was made King of central Vestur. The hunt of the unicorn, naturally, became a rite of passage for every son of the Andimeur name. Now, centuries later, none remain. The only definitive proof unicorns ever existed at all lies in the gloves of Nobility bearing their hides and the lone horn possessed by the royal family.
``...That, and the unmatched power //within// the Unicorn's Horn, of course.
<</text>>
@@.next;[[Continue.|0OPEN: diadem enter castle crest2]]@@<<img 1 "crest_south.png" "The crest of the Southern Kingdom." `["modeNeutral"]`>>
<<text>>
To the right of the pyramid //(or rather, "on the Midland's left")// is the emblem of the Southern Kingdom. For as long as anyone can remember, Vestur's southmost coasts have been home to the peninsula's most sedulous merchants. Aside from the Midland, the only thing to ever threaten the Southern Kingdom's power was the roc.
``Realizing that those tiny men living along the coasts were amassing large supplies of food, the terrifying seabirds abandoned their marine prey in favor of ransacking trade ships and fishing villages. The Southerners had no recourse - no weapon invented could harm the rocs once they took wing.
``And so, the men of the //Keshet// family dragged them from the skies.
``These roc slayers would become royalty within the South. The roc, on the other hand, would be remembered only as a symbol of the Keshets' strength and tenacity.
<</text>>
@@.next;[[Continue.|0OPEN: diadem enter castle crest3]]@@<<img 1 "crest_north.png" "The crest of the Northern Kingdom." `["modeNeutral"]`>>
<<text>>
The only ruling family in Vestur who did not earn their fame through the slaying of mythic quarry is your own. This is but one of many reasons that the hare within the leftmost //("rightmost," from the perspective of the Midland's emblem)// triangle of the Tri-Kingdom emblem is something of an anomaly.
``Once, the nomadic peoples of the North relied on these beasts and the haretouched who bonded with them for survival. To the chagrin of the Northern Nobility, those who remain nomadic still keep this lifestyle. But most of the Northern populace lives in the settled North these days, and so this once-honored symbol of life and death has come to be seen as little more than a beast of burden; an unpleasant reminder of the North's barbarian past.
``Occasionally, you wonder how //Archduke Malik Barghur// might feel about this shift in perception, that the beast of his crest would become synonymous with disgust within his own kingdom... of course, being long dead means he hasn't the means to feel any way about anything, and so you never wonder long.
<</text>>
@@.next;[[Continue.|0OPEN: diadem before council]]@@<<locationBoardSetup `[
{img:"crest-tri.png",text:""},
{img:"diademcastle-interior.png",text:""},
{img:"interior-mid1.png",text:""}
]`>>
<<location "andimeur" `["Diadem Castle", "Horn Quarter"]`>>
<<timebreak "day">>
<<text>>
You are running out of decor to ponder. This is impressive, considering filigrees and carved rose moulding infests every wall and corner.
``If anyone had been tasked with welcoming the Northern Dukes, they shirk their duty. You and your brother stood unattended for some time before you were even acknowledged. A maid shepherded you into this sitting room with the promise of finding the King-Regent or something of the sort, but she has not returned and you are doubtful she ever will.
``By the time your patience runs thin, D'Angelo's has long since run out. The two of you will find the King-Regent yourselves, you decide. You take to the halls.
``An air of unrest permeates the palace. Servants scurry about with fretful faces. Gathered at every corner, royal guards are both plentiful and seemingly purposeless. Every man and woman you meet seems to be preoccupied, yet strangely unbusied.
``D'Angelo manages to catch the attention of a guard, and that guard manages enough words to explain that the King-Regent is embroiled in meeting with the King's Council. With no other leads as to what to do with yourselves, you head towards the room where such Council meetings are held. (Or rather, D'Angelo leads you, for you have never been privy to such meetings yourself.)
``The council chambers lie in an odd corner of the castle reserved for royal business. During the summer, when the Season brings all of Vestur's most notable Noblemen to the capital, this wing bustles with noise and politics. But winter has only just ended, and so it is altogether quiet. The smell of mildew and aged paper is much less grand to behold.
``At the end of a well-trodden hallway lies two doors which separate the council chamber from the rest of the castle. They have been left slightly ajar. Like children sneaking about the house past bedtime, you and your brother find yourselves compelled to take a peek.
<</text>>
@@.next;[[Spy through the crack in the doors.|0OPEN: diadem enter council]]@@<<locationBoardSetup `[
{img:"castle-stone-window.png",text:""},
{img:"crest-tri.png",text:""},
{img:"desk.png",text:""}
]`>>
<<location "andimeur" `["Council Chamber", "Diadem Castle"]`>>
<<text>>
Red, green, and gold flags alternate down the length of the wall. At their end, a <<if setup.hasTrait("moleman")>>smooth granite<<else>>grand<</if>> dais carved with the beasts of the Tri-Kingdom. Aside from these kingdom symbols, the room's adornments are few. If anything, it is shockingly utilitarian. Most of its floor is occupied by a stacked semi-circle of barren desks.
``Unlike the rest of the castle, the council chamber has remained largely unaltered over the Midland's long years of peace. While the old stone bricks have been polished, they have not been plastered, papered, or painted. The desks, though well-maintained, are made of aging <<if setup.hasTrait("cleithro")>>maple wood<<else>>wood<</if>> and devoid of the theatrical curves and ornamentation of modern furniture.
``There is a mythic sense of knightly Midland drama within these walls that other corners of Diadem Castle have long since lost. Alas, this medieval chivalry is very much undermined by the less-than-gallant mood which sours the air.
``The meeting is off-season and short notice, leaving many seats empty amidst the rows of council tables. The few occupied chairs belong to tired Midlanders, their gray expressions contrasting their powder blue coats and pale yellow dresses. Before them, seated upon the regal dais and framed by symbols of interkingdom unity, sits a //very bored// King-Regent. Beside the King-Regent, the High Sybil of the Church. She is the only person in the room //not// to look miserably weary, though this is likely due to the fact she has occupied herself by folding sheets of paper into various animal shapes.
``Lifting his cheek from his hand, King-Regent Alexander presses his brows together and asks:
<</text>>
<<speak "alexander.neutral" >> Must we do this now? //Again?// Lady DeLuxe didn't come all the way from the coast to hear you rave like a madman. <</speak>>
<<speak "guillemin.neutral" >> I'd prefer we move the meeting along, yes. <</speak>>
<<speak "glenmaer.wearysmile" >> As would I. <</speak>>
<<speak "alexander.neutral" >> Well, son... if everyone agrees, perhaps you shouldn't be difficult. At least do us the decency of remaining on-topic, won't you? <</speak>>
<<speak "lucas.neutral" "Familiar Voice" `["shadow"]` >> <b>On-topic, tch! I have waited fairly for my turn in this circus you call a Council and you will hear me out. Procedure //must// prevail.</b> <</speak>>
<<speak "lucas.scowl" "Familiar Voice" `["shadow"]` >> <b>If I must, I will be "difficult" until the sun itself drops from the sky.</b> <</speak>>
<<text>>
The man to whom the King-Regent speaks stands just beyond the narrow sliver of vision the crack in the door privileges you, but the cutting note of his voice is unmistakable. You can't be certain whether it is worry or excitement which makes your gut tighten; you only know your suspicions are intolerable. You must confirm whether or not the speaker is who you think it to be.
<</text>>
@@.next;[[Carefully pry the door open further for a better look.|0OPEN: diadem hello lucas]]@@<<text>>
The man's silver-and-black ensemble makes him stand out amidst the floral-colored Midlanders almost as much as you would. It calls to mind a bird of prey: austere and business-like, with only dashes of red plumage here and there for hue. He walks with a leisure command through the aisles, somehow seeming to fix his gaze equally on all the delegates at once. He arrests them like a herding dog's hard eye, as if daring them to step out of line - to //speak// during //his// turn. None do, though the atmosphere remains thoroughly reluctant.
``All the hairs on your neck rise at once as you realize the man is indeed Prince Lucas Andimeur. Standing defiant in the center of the room, you cannot help but notice he looks very much like his depictions in the paper... and very much unlike your childhood friend.
<</text>>
<<img 1 "open_lucasintro.png" "Prince Lucas Andimeur stands in the middle of the council room, his hand held aloft as he speaks. He has a severe demeanor about him.">>
<<speak "lucas.neutral" >> With his powers of blood and science, the humble Nobleman brings prosperity to Vestur. That is the Noble's pledge we all swear: to serve the people as they serve us. <</speak>>
<<speak "lucas.thinking" >> Alone, a Nobleman fulfills this vow to the common man by irrigating his fields, warming his home, or growing his grain. ''Two'' may put their brains together to invent new relics for the benefit of all. <</speak>>
<<speak "lucas.scowl" >>@@.intense;''...But //Architect forbid// that three or more gather in the same room, for you'll end up with a King's Council, and no good will be done from there!''@@ <</speak>>
<<speak "lucas.scowl" >> For once in their lives, the Northern commoners have the courage to stand up and say, //"I am not being served! I would like to speak, nay, I demand it!"// <</speak>>
<<speak "lucas.stressed" >> And yet all this Council can do is sit upon their own hands and bicker. Well - I am //tired// of it. I've had the solution all along. For a //whole year// I have fought for this Council to grant me the modest decency of entertaining my proposal. A representational parliament-- <</speak>>
<<text>>
Like a deft pair of shears, these last two words sever the Council's last thread of patience. A series of groans and protests issue forth from the council. The Prince holds fast to his right to speak, but his opposition only grows louder in turn.
<</text>>
<<speak "guillemin.neutral" >> Oh, for Architect's sake. //This again.// <</speak>>
<<speak "lucas.annoyed" >> ''I am not finished!'' Many foreign kingdoms off-peninsula have long had both a noble council <b>and</b> a parliament of the third estate. Vestur is falling behind the modern world-- <</speak>>
<<speak "astoria.angry" >> How many times must we repeat ourselves? Your "proposal" is tantamount to heresy. ''The Architect chose us to lead.'' <</speak>>
<<speak "guillemin.scoff" >> Indeed. A Prince of Vestur, envying the kingdoms of foreign //"nobility!"// It is absurd. Have you no respect for The Gift that The Architect has given you?! <</speak>>
<<speak "lucas.eyeroll" >> If you believe our authority is divine mandate, then you've nothing to fear from a parliament! Set aside your fretful egos and see the practical applications of such a system! @@.intense;''Think: how much of this incident might have been avoided had this "Lazarus" been able to stand in this room and speak on behalf of his people!?''@@ <</speak>>
@@.next;[[Alas, his plea for reason falls upon deaf ears.|0OPEN: diadem lucas calm down]]@@<<text>>
Amidst the squabble, King-Regent Alexander lets out a brusque sigh. This must be a common occurrence, for he cannot bring himself to even feign surprise at how this meeting has devolved. He raises his gloved hand, and the council falls silent.
<</text>>
<<speak "alexander.unsure" >> Lucas. Son. Perhaps it's time to lay this to rest. Now is certainly not the time-- <</speak>>
<<speak "lucas.eyeroll" >> There's never been a //more// pertinent time-- <</speak>>
<<speak "alexander.angry" >> @@.yell;For Architect's sake, Lucas, sit down!@@ <</speak>>
<<speak "lucas.bigmad" >> @@.intense;''No.''@@ I will not turn over the floor to make room for more baseless, circular speculation! To more bickering over who will get //this Convoy contract// and that.
``You've said it yourself, //dear father,// that no firm decisions regarding the Convoy <b>nor</b> The Brothers of the Barehand may be made until the Northern Dukes show up to deliver the Decree! <</speak>>
<<text>>
Sadly for the Prince, his assertion invites baseless, circular speculation of a different kind.
<</text>>
<<speak "selussa.neutral" >> ''//Dukes?//'' The cursed one is coming //here?// I thought his father forbade him to leave the Barghur estate-- <</speak>>
<<speak "glenmaer.confused">> That's //ridiculous.// 'Tis true that he hasn't made a public appearance in years, but you cannot truly believe-- <</speak>>
<<speak "guillemin.neutral" >> My son says the rumor at VRMA is that he's died, and Archduke Barghur is only pretending he hasn't. Grief, you know? Of course, that's preposterous, but-- <</speak>>
<<speak "alexander.angry" >> @@.intense;''Civility!''@@ Have ''civility.'' Duke Barghur is <i>"His Grace"</i> to you. <</speak>>
<<text>>
An elbow pokes you in the ribs, and D'Angelo's mouth materializes near your ear.
<</text>>
<<speak "dangelo.silly" >> @@.whisper; <i>Ooh.</i> I think that's your cue. @@<</speak>>
<<choose "quincy.surprised">>
<<link "*Make your presence known.*" "0OPEN: diadem address council">>
<<passiveCheck 1 `["phys",setup.DCKey.easy]`>>
<<set $response to "ahem">>
<</link>>
<<link "Why my cue and not yours?!" "0OPEN: diadem address council">>
<<passiveCheck 1 `["phys",setup.DCKey.easy]`>>
<<set $response to "noU">>
<</link>>
<</choose>><<locationBoardSetup `[
{img:"diademcastle.png",text:"From the seclusion of your private carriage, you watch the scenery of the city change as the horses clatter your coach up the hill."},
{img:"diadem-manequarter.png",text:"In time, the muddy grays of its poorest district shift to the market color of the bustling Mane Quarter, and then finally to the marble gleam of the Horn Quarter where Diadem's elites dwell."},
{img:"diademcastle-hornquarter.png",text:"There, at the summit of the tiered city, you at last reach your destination: Diadem Castle, the seat of Vestur's High Throne."}
]`>>
<<location "andimeur" `["Diadem", "Andimeur Sovereignty"]`>>
<<lastLoc "diadem">>
<<timebreak "day">>
<<locationDesc>>
<<processTxt>>
The approach to Diadem has always given you a sense of malaise. Perched atop a hill like the crown it is named for, the glittering city casts a stark shadow over the white cobble road which joins it with the valley. Neat and well-kept, this main road - //"Unicorn's Path,"// they call it - cuts through the impecunious outskirts of the city like a pearl knife through muddied flesh. It is an unsightly contrast; the city goes through great lengths to obscure it. In your eyes, the manicured hedges and chiseled guards which line the length of Unicorn's Path only serve to draw further attention to the gray-brown ramshackle buildings of the city's so-called "Tail Quarter."
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|0OPEN: diadem start2]]@@<<text>>
You've seen Diadem Castle before, but not for many years. This passing familiarity makes its majesty no less daunting to behold. There is nothing like it in all the Northern Kingdom; on the peninsula, castles such as these are a uniquely Midland phenomena. As your carriage slows before its gate, you cannot shake the feeling that you tread somewhere ancient and foreign.
``A royal guard appears by your window to ask your business. He reaches to tap the pane, only to freeze like prey at the sight of you. Finger petrified mere inches from the window, the dumbstruck guard's eyes bulge and his mouth falls agape.
``Your brother snorts and rolls his eyes, muttering something about //"Architect's sake"// and //"the nerve"// under his breath. Pushing past you, he slides the window open.
<</text>>
<<speak "dangelo.eyeroll" >> <i>Yes,</i> it's me. Duke D'Angelo Barghur? The King-Regent is expecting us. <</speak>>
<<speak "midlandguard1.scoff" "guard" >> Um. Are-- you... *D'Angelo's words hardly register. His eyes are only on you.* <</speak>>
<<speak "dangelo.eyeroll" >> Duke Quintrell Barghur. My baby brother. Pretty obvious, don't you think, soldier? <</speak>>
<<speak "midlandguard1.scoff" "guard" >> Yes, but - I'd heard he died up in the mountains of Kagthur...! <</speak>>
<<text>>
You furrow your brow, puzzled. You don't think you've been to the Kagthur mountains, much less died in them... not that anyone but you would remember if you had.
<</text>>
<<speak "dangelo.silly">> Pfft! Rumors. Don't take 'em so seriously. Now are you gonna let us in or what? <</speak>>
<<speak "midlandguard1.neutral" "Guard" >> O-of course, sir. Right on in, sir. <</speak>>
<<text>>
The heavy gold gates creak inwards, and the guard ushers your driver through to the castle grounds. D'Angelo slams the window shut again.
<</text>>
<<speak "dangelo.eyeroll" >> Pft. Repeating rumors right to a guy's face! Where's the respect? <</speak>>
<<speak "dangelo.unsure" >> ...I got a feeling you're gonna have to get used to those kinds of reactions, Quin. <</speak>>
@@.next;[[Continue.|0OPEN: diadem enter castle]]@@<<qSpeak "quincy.surprised" >> . . . <</qSpeak>>
<<speak "dangelo.surprised">> . . . <</speak>>
<<speak "astoria.angry">> . . . <</speak>>
<<speak "glenmaer.confused">> . . . <</speak>>
<<speak "lucas.surprised" >> <sup>@@.stutter; M-me?@@</sup> <</speak>>
<<text>>
Lucas's meek acknowledgement is the only thing anyone says for some time. The Council members look amongst one another, once again at a loss for words. Then, the torrent of whispers begins again.
``The Prince backs away from the podium until his back is to your desk. He clutches a hand to his chest, unsure what to do with himself. <<snout "" "His tail is stiff, resisting the urge to tuck between his legs, but there is no hiding how his ears alternate between a hopeful prick or anxious pin.">>
<</text>>
<<speak "astoria.scoff" >> @@.intense;But //Your Majesty,// you can't truly mean--@@ <</speak>>
<<speak "guillemin.scoff" >> @@.intense;You would send //him// to negotiate with the Brothers of the Barehand? Prince Lucas, have you any idea what that actually means?@@ <</speak>>
<<speak "selussa.neutral" >> @@.intense;//But who is to be Left Hand?// The South hasn't a son to send. Prince Lucas, what will you do?@@ <</speak>>
<<speak "glenmaer.confused">> @@.intense;Prince Lucas--@@ <</speak>>
<<speak "lucas.surprised" >> @@.stutter;I-- I, ah. . .@@ <</speak>>
<<text>>
The shock of the matter has reduced the verbose Prince to the same level of eloquence you enjoy. He flattens himself against the edge of your desk, cornered by scrutiny with nowhere to run. It is so pitiable that even your brother is moved to mercy.
<</text>>
<<speak "dangelo.smilenervous" >> @@.whisper;Oh, Elysium...@@ <</speak>>
<<speak "dangelo.neutralserious" >> *He clears his throat.* I am happy to serve Vestur at the Right of the Convoy Prince, whether that be Prince Lucas or Prince Oscar. <</speak>>
<<text>>
He offers a short bow to Lucas, for etiquette's sake. Somehow, //this// is the thing which breaks him free of his temporary dumbness. The Prince's face twists, and he says in a flat, tinny voice:
<</text>>
<<speak "lucas.weary" >> Elysium above, <b>no!</b> I won't be saddled with //you// as a Right Hand. There are <i>two</i> Barghurs as well. I'll take your brother any day of the week, for he's the only one between you with any sense! <</speak>>
<<text>>
//...You? Right Hand of the Prince's Convoy?//
``A chill runs down your spine. Though you have not moved, the council chamber suddenly seems so very far away.
<</text>>
@@.next;[[All eyes drift to you. Then objections soon follow.|DIADEMOP: worst convoy Prince2]]@@<<img 1 "open_wtflucas.png" "Quincy and Lucas look unsure what to do while the council members encroach upon them.">>
<<text>>
Whatever council procedure was meant to be, it is past consideration now. The Midlanders have eschewed their assigned seats and pace around you and the Prince like a pack of wolves circling a wounded rabbit. What was before a trickle of questions becomes a disorienting torrent of accusatory growls, an interrogation which leaves no room to answer your captors.
``Lucas - now also breathing at a weight befitting the wounded rabbit - buckles under the pressure. His face goes first red, then green. In a panic, he grasps at your shoulder. His grip is much too tight, but you hardly feel it in the midst of your own terrified stupor.
<</text>>
<<speak "lucas.flustered" >> <span class='yell'>@@.stutter;P-pardon us! My R-Right Hand and I have a lot to... ah...@@</span> <</speak>>
<<qSpeak "quincy.surprised">> <sub>Discuss.</sub> <</qSpeak>>
<<speak "lucas.flustered" >> <span class='yell'>@@.stutter;Discuss!@@</span> <</speak>>
<<text>>
The next thing you know, you are sprinting, dragged along by his small claw-like hand. It has fastened to your wrist like the cuff of a chain.
<</text>>
@@.next;[[You're but a passenger as you flee through the aisles of the Council chamber and out its still cracked doors.|0open: fountain start]]@@<<qSpeak "quincy.tilt">> In that moment... you needed an ally. <</qSpeak>>
<<speak "lucas.neutral" >> A man is only as good as the people he chooses to surround himself with. Who else could I possibly trust at my Right? <</speak>>
<<text>>
Lucas sighs, shaking his head in resignation. But when he looks at you, and his pale eyes bore into yours, you do not find distress in their depths, but determination.
<</text>>
<<speak "lucas.glance" >> It was a decision made in haste, yes. But it was ''not'' made in error. Given a second chance, I would choose you all the same. So I won't apologize. <</speak>>
<<qSpeak "quincy.lookaway">> Uh... *Should you be offended by the Prince's refusal, or flattered by his trust?* <</qSpeak>>
<<speak "lucas.smirk">> You know... I'm not the only one who stands to benefit from you being Right Hand. This is an opportunity for you, too. A chance to right the injustice that was done to your reputation. To put an end to your undue exile! <</speak>>
<<speak "lucas.smirk" >> And just think of the good we could do in the North! You know the //land// - the //mines// - the //people!// And me - I know the law! //The procedure!// <</speak>>
<<include "0OPEN: fountain 2 bottleneck">><<text>>
He inches forward along the fountain's edge, his voice trembling with fear and excitement. The gleam in his eye is one you know all too well. A gleam which wrought in equal parts chaos and excitement in your school days. A gleam unafraid to cause problems in search of solutions. //A gleam which means to bring change to a stagnant Tri-Kingdom.//
<</text>>
<<speak "lucas.smirk">> Perhaps we are not the Convoy that Vestur asked for, but we could be the Convoy which Vestur so sorely ''needs.'' Don't you see? <</speak>>
<<choose "quincy.surprised">>
<<chooseRep "ambition" [[You're right - we could make real change.|0OPEN: fountain 3 ambition][$response to "hooray"]]>>
<<chooseRep "apathy" [[You're mad. This will never work.|0OPEN: fountain 3 apathy][$response to "idk"]]>>
<</choose>><<qSpeak "quincy.lookaway">> An unfortunate lapse in judgment brought on by exhaustion. <</qSpeak>>
<<speak "lucas.bigmad" >> @@.intense;No!@@ I reject that idea. It was a decision made in haste - ''not'' in error! I would choose you all over again, given a second chance! <</speak>>
<<qSpeak "quincy.surprised">> ...What? <</qSpeak>>
<<speak "lucas.scowl">> You are the only man I trust at my side, and so I chose you. I've made no mistake and I will not apologize. <</speak>>
<<qSpeak "quincy.lookaway">> Uh... *Should you be offended by the Prince's refusal, or flattered by his trust?* <</qSpeak>>
<<speak "lucas.smirk">> This isn't some tragic misstep, Quintrell. This is //opportunity.// Opportunity for you, to right the injustice done to your reputation. Opportunity for the Northern Kingdom, to give its people a better life. <</speak>>
<<speak "lucas.smirk" >> Just think of the good we could do! You know the //land// - the //mines// - the //people!// And me - I know the law! //The procedure!// <</speak>>
<<include "0OPEN: fountain 2 bottleneck">><<repute "ambition">>
<<text>>
The burden of solving the North's ills is unfathomable. The very idea of this responsibility shakes you to your core.
``It also excites you.
``You do not know how you will handle the grueling mines, their careless Midland owners, or the riotous Brothers of the Barehand, but ignorance does not blind you to the tremendous and unlikely power which has been handed to you.
``This entire situation is an anomaly. This could only happen through a series of cosmic accidents - and it //has.//
<</text>>
<<qSpeak "quincy.surprised" >> ...Architect. We could make real change. <</qSpeak>>
<<speak "lucas.laugh">> Precisely! <</speak>>
<<text>>
Wound like a clock and unable to contain himself any longer, Lucas gets to his feet and begins to pace - not in an ordered circle or line, but frantic steps in whatever direction his feet take him.
<</text>>
<<speak "lucas.thinking" >> Legally speaking, a Convoy is authorized to make binding decisions in the field on behalf of the Crown... with some fine print. We will be the force of change this country has needed for at least a century. I wonder if my father knows what he's handed me...? <</speak>>
<<qSpeak "quincy.surprised">> He can't. No one with all their faculties would ever appoint you. <</qSpeak>>
<<speak "lucas.laugh">> No! *He cackles.* Two outcast second sons, with //this// much power? They'd never allow it! <</speak>>
<<text>>
You find yourself on your feet, mirroring his pacing as the reality of the situation sinks in. In the moment, it feels it is all you can do to keep your heart from bursting through your chest and killing you horribly.
<</text>>
<<qSpeak "quincy.think">> It is court rituals which have kept me from Vesturian politics, not disinterest. If we are allowed Crown authority... <</qSpeak>>
<<speak "lucas.laugh">> Then you are freed from the rituals which cage you! <</speak>>
<<speak "lucas.thinking">> Or at least - freed from a good deal of them. Yes, we'll still have to endure the dance of public relations, suffer some miserable dinners, watch our tongues, but-- <</speak>>
<<qSpeak "quincy.think">> Our influence will be a given. We won't need to fight for the dignity of being heard. <</qSpeak>>
<<speak "lucas.laugh">> Ah! //To be heard!// I cannot imagine a single thing more glorious! <</speak>>
<<text>>
He gives a mirthful cackle, only to stop two paces later when it dawns upon him that he has forgotten something.
<</text>>
<<speak "lucas.surprised">> Ack! Where //are// my manners? <</speak>>
<<text>>
He begins vigorously shuffling through the pockets of his coat in search of something forgotten. What he seeks, you do not know, and so you slow your own trotting to watch.
<</text>>
<<speak "lucas.glasses">> There we are. <</speak>>
<<text>>
Lucas extends his hand to you. From it, he dangles a shimmering talisman. Threaded with black and silver ribbon, the coin of opalescent green metal is pressed with the shape of a manticore. His symbol.
<</text>>
<<itemImg "lucasOath" "The Prince's mythril oath.">>
<<qSpeak "quincy.surprised">> Your oath? <</qSpeak>>
<<speak "lucas.neutral">> You've done me a great favor, Quintrell. I ''shall'' repay you. You have my word. <</speak>>
<<text>>
The exchange of these oath tokens is a ritual observed throughout Vestur. Forged in mythril, they are a promise made physical. What it means to fulfill an oath is to the discretion of the giver and the recipient, but an honorable man does not give such a thing without intent to follow through.
<</text>>
<<choose "quincy.surprised">>
[[Thank you.|0OPEN: fountain 3 oath][$response to "thank"]]
[[I can't accept this.|0OPEN: fountain 3 oath][$response to "notake"]]
<</choose>><<repute "apathy">>
<<text>>
You remain silent as you fight to reckon with the burden you've been handed. Try as you might to see things as the Prince does, you cannot. This entire situation is the thing of nightmares. A wretched cumulation of things which should not be so. The thought of the Fifth Convoy, //headed by the Vestur's least popular Prince and the North's unpersoned Duke,// fills you with abject horror.
``And this //cruelest possible// fulfillment of the peoples' plea for a Prince's Convoy? It bears your name. It is your inescapable responsibility.
<</text>>
<<qSpeak "quincy.surprised">> You're mad. <</qSpeak>>
<<speak "lucas.smirk">> If you think I'm mad now, //just you wait.// <</speak>>
<<qSpeak "quincy.lookaway">> This will never work. <</qSpeak>>
<<speak "lucas.smug">> I disagree. <</speak>>
<<qSpeak "quincy.tilt">> You've no idea what you've done. <</qSpeak>>
<<speak "lucas.pleased">> On the contrary - I know just what I've done. If you cannot understand the method to my madness, //that is on you.// <</speak>>
<<text>>
He smirks with too much confidence for a man whose nerves had him vomiting into a fountain only moments earlier. He peers over his spectacles with a knowing look, but it is only a look. The gravity of what he has done still eludes him. He is naive. In denial, perhaps.
<</text>>
<<qSpeak "quincy.furrow">> Lucas. The fact you've chosen //me// as a Right Hand is evidence you are not in your right mind. You know I'm not built for politics. I've no interest in the ways of the court. I know nothing of policy. I cannot speak to people - //I don't even like people// - <</qSpeak>>
<<speak "lucas.pleased">> Nonsense. The very fact you believe you are unfit is proof you will be a great Right Hand. You know, they say it takes a responsible man to avoid responsibility. <</speak>>
<<text>>
Architect, //no.// He's resorting to platitudes to justify his argument. This is bad.
<</text>>
<<qSpeak "quincy.tilt">> Lucas - //please// - see reason - <</qSpeak>>
<<speak "lucas.thinking">> ''Quintrell.'' You are loyal, pragmatic, and unafraid to disagree with me. You are untempted by promises of power or popularity. You offer a perspective your brother could not. <</speak>>
<<speak "lucas.neutral">> You may argue my choice if you like, but your dissent only serves to prove my point. Besides - what's done is done. Your appointment cannot be unmade. <</speak>>
<<text>>
It is true. Whether he is unable or unwilling to see his folly, it matters not. It is times like these which drive men to curse, but you do not, so you take a deep breath and expel the largest exhale you can instead.
<</text>>
<<qSpeak "quincy.furrow">> You're in over your head. You're going to get yourself killed. <</qSpeak>>
<<speak "lucas.neutral">> I thrive under pressure. <</speak>>
<<qSpeak "quincy.lookaway">> The pressure of being killed? I sincerely doubt it. <</qSpeak>>
<<speak "lucas.smirk">> If anyone is to kill me, they'll have to get through //my Right Hand and protector// first. <</speak>>
<<qSpeak "quincy.furrow">> Unbelievable. <</qSpeak>>
<<speak "lucas.smug">> Perhaps for now, but you'll come to see my point of view in time. <</speak>>
<<speak "lucas.neutral">> Until then... consider this as a token of my apology. <</speak>>
<<text>>
Lucas extends his hand to you. From it, he dangles a shimmering talisman. Threaded with black and silver ribbon, the coin of opalescent green metal is pressed with the shape of a manticore. His symbol.
<</text>>
<<itemImg "lucasOath" "The Prince's mythril oath.">>
<<speak "lucas.glasses">> The scope of what I have asked you is not lost on me. To you, I owe a great debt, and no doubt it shall be even greater by the end of this ordeal. I ''shall'' repay you. You have my word. <</speak>>
<<text>>
The exchange of these oath tokens is a ritual observed throughout Vestur. Forged in mythril, they are a promise made physical. What it means to fulfill an oath is to the discretion of the giver and the recipient, but an honorable man does not give such a thing without intent to follow through.
<</text>>
<<choose "quincy.lookaway">>
[[You'd better.|0OPEN: fountain 3 oath][$response to "better"]]
[[A single oath is not fair compensation.|0OPEN: fountain 3 oath][$response to "notworth"]]
<</choose>><<switch $response>>
<<case "better">>
<<qSpeak "quincy.lookaway">> You'd better. <</qSpeak>>
<<speak "lucas.smug">> Did I not //just// tell you I would? Is that not the entire point of giving you my oath? <</speak>>
<<text>>
It is. You've no trouble grasping that concept. The idea you've difficulty coming to terms with is //how// the Prince might fulfill such an oath. There are few things you desire, and in making you a public figure he has irrevocably deprived you of more than one of them.
``Regardless, you take the oath from Lucas's hand. You will devise how to make him pay later.
<</text>>
<<case "notworth">>
<<qSpeak "quincy.furrow">> Do you honestly believe a single oath is fair compensation? <</qSpeak>>
<<speak "lucas.eyeroll">> It's a symbol, Quintrell. The weight one carries is //entirely// dependent on //context.// Now take it. <</speak>>
<<text>>
You're well aware of that. The thing you struggle to grasp is what favor could ever be big enough to justify what the Prince has done to you. He has stolen from you the peace and quiet of exile. What could he possibly offer in return aside from further humiliation?
``With doubts abound, you take the oath from Lucas's hand and pocket it as commanded. You suppose you'll have to decide how it is you'll make him pay later.
<</text>>
<<case "thank">>
<<qSpeak "quincy.surprised">> O-oh. Alright. <</qSpeak>>
<<text>>
You meant to thank him, but somewhere along the way your gratitude was lost in your bewilderment. Though you've yet to feel you've earned it, you take the oath.
<</text>>
<<case "notake">>
<<qSpeak "quincy.surprised">> I can't accept this. <</qSpeak>>
<<speak "lucas.neutral">> And why not? <</speak>>
<<qSpeak "quincy.lookaway">> We've so much to do. It's... it's too early for your thanks. <</qSpeak>>
<<speak "lucas.smug">> I disagree! Now take it. I insist. <</speak>>
<<text>>
Though you've yet to feel you've earned it, you take the oath as commanded.
<</text>>
<</switch>>
<<itemAdd "lucasOath">>
<<if hasVisited("0OPEN: fountain 3 apathy")>>
<<text>>
You take a minute to study the thing before pocketing it. If it weren't for the custom stamp, you might've thought this was a commoner's oath from the thinness of the metal and the simplicity of its adornments. A deliberate choice, you'd guess, tied to some modest principle or another.
``In your current frame of mind, it is hard not to see the manticore's open jaws and bared teeth as mocking laughter, though you know assigning human intent to animals is logical folly.
<</text>>
<<qSpeak "quincy.lookaway">> You've a fifty, maybe //sixty// per-cent track record of your schemes working in your favor. <</qSpeak>>
<<speak "lucas.neutral" >> Then I only need make sure it falls on the right side of those odds. <</speak>>
<<speak "lucas.glasses">> Besides... We are fifteen year old boys no longer. We are men. This time will be different. <</speak>>
@@.next;[[You can only hope that proves true.|0OPEN: fountain end apathy]]@@
<<else>>
<<text>>
You pause to give it a closer look before pocketing it. If it weren't for the custom stamp, you might've thought this was a commoner's oath from the thinness of the metal and the simplicity of its adornments. A deliberate choice, you'd guess, tied to some modest principle or another.
<</text>>
<<qSpeak "quincy.tilt">> It doesn't feel real. <</qSpeak>>
<<speak "lucas.stressed">> I know. <</speak>>
<<qSpeak "quincy.tilt">> This culmination of coincidence and error... it simply does not happen. <</qSpeak>>
<<speak "lucas.laugh">> //But it has!// <</speak>>
@@.next;[[The pair of you go on like this for some time.|0OPEN: fountain end ambition]]@@
<</if>><<text>>
<<if hasVisited("0OPEN: fountain end apathy")>>Another worryingly circular debate on which you make no progress. Luckily, you needn't weather it much longer. Heavy boosteps alert you to another's approach. You and Lucas cease your quarrel and compose yourselves, steeling yourself for the inevitable moment when you will be forced to explain yourselves.<<else>>The two of you speak nonsense, but the indulgent sort enjoyed by old friends. Alas, like all good things, it is fleeting. Heavy bootsteps alert you to another's approach. You and Lucas compose yourselves as best you can, trying to look the part of //the Convoy Prince and his Right Hand// for whatever guard has been sent to fetch you.<</if>>
``This posturing is unnecessary, as it is only your brother. He's in no hurry of his own as he saunters leisurely around the path's bend, hands in his pockets and eyes on the trees. When he finally catches sight of you between hedges, he stops where he is and gives a noncommittal wave.
<</text>>
<<speak "lucas.eyeroll" >> What is it, Barghur? If you're here to petition for your //"rightful"// role, it's too late. An appointment can't be unmade. <</speak>>
<<speak "dangelo.neutral" >> *He scratches his chest.* ...Calm down, Princey. It's not like that. <</speak>>
<<speak "lucas.scowl">> Then begone. You are vermin to me and your presence is most unwelcome. <</speak>>
<<speak "dangelo.unsure">> Well that's a little harsh... *He clicks his tongue.* And it's gonna make the next thing I have to say //pretty// awkward... <</speak>>
<<text>>
He shuffles from behind the rose hedge, tilting his head to and fro as he ponders how blunt his next statement should be. In the end, he opts to cushion his words in that humor of his which the Prince finds most insufferable.
<</text>>
<<speak "dangelo.silly">> @@.singsong;Guess who was appointed Guard-Captain of the Fifth Convoy?@@ *He points to himself, as if the answer weren't obvious.* <</speak>>
<<speak "lucas.surprised">> *He cringes at the force of D'Angelo's personality.* Architect, //no.// <</speak>>
<<text>>
D'Angelo confirms his fears with a sheepish nod. As he sidles through the bushes to meet you, his face cycles through about three different expressions, each implying a different kind of apprehension. <<if hasVisited("0OPEN: fountain end apathy")>>Despite ample room to either side of you, he seats his large frame between you on the fountain's ledge. It's a tight fit.<<else>>He comes to a stop between the two of you, his large frame leaving too little room betwixt for <<if setup.hasTrait("packbonded")>>Lucas's comfort<<else>>anyone's comfort<</if>>. <</if>>
<</text>>
<<speak "dangelo.unsure" >> Haha, yeah... After you ran off, the King-Regent, uh, kinda begged me to be Guard-Captain. Guard-Captain is the domain of the King's Army, and he's the King... well, Regent... so you don't got a choice. <</speak>>
<<speak "dangelo.neutral" >> Guess you're stuck with me. <</speak>>
<<speak "lucas.annoyed" >> <<if hasVisited("0OPEN: fountain end apathy")>>*He scoots about a foot down the fountain's rim, but it is still too close to D'Angelo for his liking.*<<else>>*He takes a generous three steps back from D'Angelo, though this is still too close for his liking.*<</if>> Tch. Of //course// Father would find a way to make a mess of things for me. I don't know why I expected any different. <</speak>>
<<speak "dangelo.eyeroll">> Pfft. You think //you're// disappointed? I was supposed to be on furlough. Now I gotta watch the kids. <</speak>>
<<speak "dangelo.neutral" >> But it won't be //so// bad. I like you kids. I think I can survive a year of babysitting. It'll be like a... working furlough! Yeah. <</speak>>
<<text>>
He laughs, but...
<</text>>
@@.next;[[...There's something not right here.|0OPEN: fountain end2]]@@<<timebreak "day">>
<<text>>
It takes only seconds for the two of you to resume your pacing. Together, you twine irregular circles around the fountain as you alternate between the terror and excitement which come with new responsibility. You plot, plan, and scheme as best you can at such an early stage of the Convoy's formation: //food aid - legislation - Lucas's dreams of unicameral parliament.// Of course, much of your future depends on information you do not have, and so you run out of productive topics long before you run out of vigor. In the absence of substance, your line of discussion veers off path until it is near indistinguishable from the boyhood prattle of your academy dormitory.
<</text>>
<<speak "lucas.smug">> They say every man is entitled to one deluded belief, unbacked by science. Mine is - <</speak>>
<<qSpeak "quincy.neutral">> I disagree. *You blurt out, compelled by your nervous energy.* Belief without evidence is a folly. <</qSpeak>>
<<speak "lucas.thinking">> //Bear with me, I know.// I am making a joke. Or a metaphor. Something non-literal. My point is, //were// I to allow myself a token delusion, it would be something regarding the innate mental defects of eldest sons. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> I like my brother. <</qSpeak>>
<<speak "lucas.eyeroll">> *He repeats:* //Bear with me, ''I know.''// <</speak>>
<<else>>
<<qSpeak "quincy.think">> Go on. <</qSpeak>>
<</if>>
<<speak "lucas.thinking">> There is //something// wrong with their minds which predispose them towards upholding the status quo, regardless of reason. That //something// is why only first sons are allowed roles like "Right Hand" and "Convoy Prince." The fact we lack that malignant //something// is why we are the best two men for the job. <</speak>>
<<qSpeak "quincy.neutral">> That statement is completely estranged from fact. *And yet, something about it //feels// true regardless.* ...But I understand what it is you mean. <</qSpeak>>
<<speak "lucas.smirk" >> And that, Quintrell, is why you are my Right Hand. You keep my head out of the clouds, and yet you still speak my same language-- <</speak>>
<<qSpeak "quincy.neutral" >> Vesturian. <</qSpeak>>
<<speak "lucas.smirk">> -- common sense. <</speak>>
<<qSpeak "quincy.lookaway">> Oh. <</qSpeak>>
<<include "0OPEN: fountain end">><<timebreak "day">>
<<text>>
Seeing as you cannot fight your fate, you spend the next twenty minutes attempting to negotiate Lucas's lofty visions down to something you can fathom. Most difficult to rein in is the obsession with representational parliament which tortured the King's Council so.
<</text>>
<<qSpeak "quincy.tilt">> You needn't explain a third time. I understand how a unicameral system might benefit Vestur. What I don't understand is how such an idea relates to the problem at hand. <</qSpeak>>
<<speak "lucas.eyeroll">> Quintrell, the whole root of the issue is that the people's voices have gone unheard! How do you not see how representation in government resolves that? <</speak>>
<<qSpeak "quincy.lookaway">> I still think you're working backwards from solution to problem. We don't even know the Barehanders' grievances in full. How can you be sure they //want// a parliament? <</qSpeak>>
<<speak "lucas.glasses">> Because they want to be heard, Quintrell. Parliament will give them a voice. How many times must I repeat myself? <</speak>>
<<include "0OPEN: fountain end">><<text>>
A chill runs down your spine. Suddenly, you are gripped with the terrible fear that you are missing something. The shifty, nervous twitch in the corner of D'Angelo's eye does not soothe this suspicion.
<</text>>
<<qSpeak "quincy.lookaway">> ...Are you only Guard-Captain for one year? <</qSpeak>>
<<text>>
Do they trade off captains each year? That doesn't sound right to you, but Prince's Convoys were never a subject of interest to you. Frankly, you haven't any idea how the lesser-known Convoy roles operate.
``The non sequitur of D'Angelo's response only compounds your fears.
<</text>>
<<speak "dangelo.smilenervous">> Heeeey, does anyone ever clean this thing? *He wiggles a thumb at the fountain's vomit-tinged waters.* 'Cause man, it STINKS. <</speak>>
<<text>>
You aren't sure exactly what he deflects from, but the guttural sound of horror which comes from the Prince tells you that Lucas does.
<</text>>
<<speak "lucas.stressed">> @@.yell;ARCHITECT. THEY'RE ONLY GIVING US A SINGLE YEAR?!@@ <</speak>>
@@.next;[[Continue.|0OPEN: throneroom 1]]@@<<locationBoardSetup `[
{img:"rose.png",text:""},
{img:["fountainmanticore.png", "snout"],text:""},
{img:"castlegrounds.png",text:""}
]`>>
<<location "andimeur" `["Courtyard", "Diadem Castle"]` 0 true>>
<<text>>
The sun catches the water's arc as it spurts from the stone manticore's mouth, glittering white as it makes its descent into the reservoir below.
``Lucas, too, contributes to the fountain... with bile. When he is done retching, he staggers back, shaking from nerves and exertion.
<</text>>
<<speak "lucas.weary" >> I think that's... <</speak>>
<<speak "lucas.surprised" >> @@.stutter;Wait, no -- hold on--@@ <</speak>>
<<text>>
The fountain's burble does little to mask the sickly splatter which follows.
``It is unclear how much longer this will last, and so you simply hold the Prince's dreads clear from his face, avert your eyes, and wait.
``The Andimeurs' private gardens are verdant as ever, providing the two of you with some much-needed privacy. The ivy has gone untended for some time, crawling unimpeded up bricks and trellised arches. Birds tweet on the spring breeze. Roses bloom. The beating in your chest calms. You feel some of your wayward sanity return to you.
<</text>>
<<speak "lucas.weary" >> @@.stutter;Ugh...@@ *He sits back on his heels, wiping his lip with a handkerchief from his pocket.* <</speak>>
<<text>>
His bile swirls around the fountain. It is the kind animals make when they've missed a feeding: watery, with a sickly off-yellow tinge. You watch it vanish into the intake, only to be spat out again by the manticore.
<</text>>
<<qSpeak "quincy.neutral" >> You didn't eat breakfast today. <</qSpeak>>
<<speak "lucas.weary" >> No. And thank the Architect I didn't! I'd rather not be emptying my stomach of a full Midland brunch. <</speak>>
<<qSpeak "quincy.neutral" >> You wouldn't be sick if you had eaten something in the first place. You've never fared well on an empty stomach. <</qSpeak>>
<<text>>
The Prince sways in place, unsteady on the height of his heels. You help him to a more comfortable position, so that he sits at the fountain's edge with his back facing the befouled water. <<snout "His" "Beneath his fur, his">> face has taken on a sickly gray cast. It is only when you are certain he can manage sitting upright on his own that you withdraw your hands.
``You suspect you should be angry with Lucas, given the harrowing, //unfathomable// responsibility he has foisted upon you... but you cannot muster such a feeling in the face of his pitiful shivering. Perhaps it'll come to you later. Right now, you've something else on your mind: a question which has waited much longer to be asked.
<</text>>
<<qSpeak "quincy.tilt" >> Why didn't you write? <</qSpeak>>
<<speak "lucas.annoyed" >> *He huffs.* You've //no idea// the fights I've had with the Northern post offices. They'd learn of your location - send it - but you'd already be off to the next Architect-forsaken mine by the time it arrived, and so they'd send it right back! <</speak>>
<<speak "lucas.eyeroll">> Why, just this past year I must have sent //two dozen letters,// and I think only... four or five didn't end up back on my desk. <</speak>>
<<qSpeak "quincy.surprised" >> I'd written about the same number. And you didn't--? <</qSpeak>>
<<speak "lucas.annoyed" >> I've received <i>two</i>. And the second was dated for months earlier than the first! <</speak>>
<<speak "lucas.laugh" >> ...A-ha! And here I was thinking you'd finally grown tired of my prattle. <</speak>>
<<text>>
His sullen mask breaks, and with it goes the dignified barrister you'd seen in the council chamber - a bristling animal finally laying its hair flat to show its true size. This is indeed the same boy-Prince you'd grown up with, as anxious (as evidenced by the spew in the fountain) and captious as ever.
<</text>>
<<speak "lucas.glance" >> It's so good to see you again, Quintrell. <</speak>>
<<qSpeak "quincy.neutral" >> I'm pleased to see you again too. <</qSpeak>>
@@.next;[[However....|0open: fountain why]]@@<<qSpeak "quincy.tilt">> ...I just wish it were under different circumstances. *You heave a great sigh, trying to discern what exactly your feelings are.* Right Hand of the Fifth Convoy? Lucas, I-- <</qSpeak>>
<<speak "lucas.flustered" >> //@@.stutter;They named me Convoy Prince, for Architect's sake!@@// And not even a minute later they were demanding plans and stances from me! I - well - I panicked!<</speak>>
<<text>>
He removes his glasses and presses his thumb and index finger against his closed eyes, shaking his head as though that might clear it and turn the situation fathomable again.
<</text>>
<<speak "lucas.flustered" >> You know me. When they elected me leader of the debate team in sixth year, I-- <</speak>>
<<qSpeak "quincy.neutral" >> Excused yourself to the commode and wouldn't come out for three hours. But now you-- <</qSpeak>>
<<speak "lucas.glance" >> Don't you ''dare'' say //"but now you're a lawyer; speaking under duress is your job."// It is entirely different in court. A performance one may prepare for. There are procedures. Rules. <</speak>>
<<speak "lucas.weary" >> It's been a long four years, Quintrell, and I've spent every moment of it fighting. I've fought //for// my profession. I've fought //as// my profession. I've fought the King's Council on //something// or another every session for the past year and a half. <</speak>>
<<speak "lucas.eyeroll">> Oh, and when I chose to wear //my own// colors, rather than the family's? Well! They fought me on that, too. //The color of my robes//! ``@@.intense;Every day, an Architect-damned battle!@@ <</speak>>
<<speak "lucas.devastated">> ...And I've been fighting it all on my own, you know. It's //exhausting.// <</speak>>
<<choose>>
[[I understand. You needed an ally.|0OPEN: fountain 2 ally]]
[[I understand. It was an unfortunate lapse in judgment.|0OPEN: fountain 2 lapse][$response to "not"]]
<</choose>><<locationBoardSetup `[
{img:"crest-tri.png",text:""},
{img:"throne-midland.png",text:""},
{img:"diademcastle-interior.png",text:""}
]`>>
<<location "andimeur" `["Throne Room", "Diadem Castle"]`>>
<<speak "lucas.stressed" >> @@.stutter;Architect.@@ //@@.stutter;They've only given us a single year.@@// <</speak>>
<<text>>
Atop the canopied platform, the King-Regent fidgets on his silk-upholstered throne. He drums his fingers against the manticore and unicorn sculpted into the armrests, unable to meet the eye of his own son.
``The High Sybil, now quite awake, sits beside him in a chair that looks to have been dragged in from the dining hall. Her hands lay folded neatly in her lap, and her blue eyes alert beneath the shade of her habit.
<</text>>
<<speak "ancha.neutral" >> I pushed for //two.// *Her gaze flickers sidewards towards the King-Regent, which only intensifies his fidgeting.* But I am only a humble advisor.``@@.whisper;And the voice of Him Above.@@ <</speak>>
<<speak "alexander.unsure" >> It was a //Council-wide decision//, Holy Mother. My hands were tied. <</speak>>
<<qSpeak "quincy.neutral" >> No Convoy has ever been concluded within a year. *You know enough about Convoy history to know this, even if Lucas hadn't spent the whole walk from the courtyard repeating it. The shock of it momentarily erases your tact.* It's ridiculous. <</qSpeak>>
<<text>>
D'Angelo says nothing. He simply stands with a soldier's obedience a ways away from you and Lucas, looking thoroughly uncomfortable with your willingness to air your grievances before the King-Regent. He had warned against this confrontation, but Lucas could not be dissuaded.
``The Prince argues not with the King-Regent of his country, but his father. He climbs the steps of the dais - a transgression that would get the guards called upon most anyone else - and stands defiant before the King-Regent, glowering down at the intermissionary monarch over his spectacles. The air around the Prince shimmers with the heat of his temper.
<</text>>
<<speak "lucas.annoyed" >> Ridiculous indeed! You should have vetoed this preposterous idea the very moment it was proposed! <</speak>>
<<speak "alexander.angry" >> *He rises to his feet, regaining his height over his son.* Off the dais, boy. That anger of yours poses a worse threat to Vestur than a short Convoy. //And watch those damn earrings of yours!// <</speak>>
<<text>>
With a dramatic roll of the eyes and an exasperated grunt, Lucas takes a begrudging step back off the stage. He gestures two fingers impatiently toward his shoulder, extinguishing the halo of embers that had begun to spark around his person.
<</text>>
<<speak "alexander.angry" >> @@.whisper;Damned new pocket relics.@@ *He grumbles, regarding the meurian glass of Lucas's earrings with resentment.* @@.whisper;No boy needs a tinderbox affixed to his ears every hour of the day.@@ <</speak>>
<<text>>
King-Regent Alexander heaves a strained sigh and squeezes his temple in hopes of quelling his headache. You doubt it offers much relief. He raises his other hand as a fist, unfurling his fingers one by one as he explains his rationale.
<</text>>
<<speak "alexander.unsure" >> Son, here is how the Council sees it. There is //no war.// No //invasion.// No //flood// or //famine// or //plague// - *He waves his now-open hand.* - nor any other //act of The Architect.// This Convoy only exists because it has been asked for. It is a gesture of good will, to reaffirm the people's faith in the Crown. <</speak>>
<<speak "lucas.scowl">> Father-- <</speak>>
<<speak "alexander.angry">> There is no reason on earth or Elysium that this //single issue// can't be solved within a year. You'll spend a few months up North. Take stock of the situation, make a few field fixes, and come back to us with a full list of grievances come Marriage Season. <</speak>>
<<qSpeak "quincy.furrow" >> But-- <</qSpeak>>
<<speak "alexander.neutral" >> Lazarus has agreed to meet for negotiations at the Season's end in autumn. After that, you'll spend the rest of the year implementing the agreed upon changes and policies. <</speak>>
<<speak "alexander.angry" >> The Council has decided, and this is now royal decree. ''The timeframe is final.'' <</speak>>
<<text>>
Lucas writhes where he stands. He yearns to bite back, but even he knows there is no arguing royal decree, no matter how absurd, and so he stifles his whines of frustration and settles into the cold dread of reality.
<</text>>
<<speak "lucas.stressed" >> ...Then we are wasting time. We need to be in the North //now.// Preparations - //@@.stutter;Architect, preparations@@//@@.stutter;--@@ <</speak>>
<<speak "ancha.glanceCig">> Fear not. Preparations are underway. The letters have been penned, you and your Right Hand only need follow up on them. <</speak>>
<<speak "alexander.unsure">> We've taken a list of what needs to be done. I've it right here... <</speak>>
<<text>>
He takes from the small table adjacent to the throne and places in your hands a heavy envelope nearly an inch thick. Lucas's eyes go so wide you fear they may fall from his skull. Even D'Angelo's silent face winces in discomfort.
<</text>>
<<speak "alexander.anxious" >> Worry not. Most everything you need is within the city. It shouldn't be too difficult. <</speak>>
<<include "0OPEN: throneroom questions">><<switch $response>>
<<case "k">>
<<qSpeak "quincy.neutral" >> We will set to work immediately. <</qSpeak>>
<<case "ohNo">>
<<qSpeak "quincy.tilt" >> *You tilt your head once in confirmation.* I understand what must be done. <</qSpeak>>
<</switch>>
<<speak "alexander.happy">> //@@.stutter;Excellent!@@// *He speaks too fast, and the too-enthusiastic clap of his hands is so loud that it bounces in the high ceilings.* Well then, I won't keep you any longer. I've my own business to attend to, and you three are about to be //very busy// young men. <</speak>>
<<speak "alexander.neutral">> Best of luck. <</speak>>
<<text>>
With that, the King-Regent lifts himself from the High Throne and departs from the throne room. As he passes, you hear him huff the grateful sigh of a horse relieved of its saddle. The High Sybil is left to reckon with your concerns alone.
``Lucas turns to face the sybil, his shoulders slack and his expression appalled. He says nothing, but he needn't bother, for the woman who raised him in his mother's stead knows him well.
<</text>>
<<speak "lucas.scowl" >> . . . <</speak>>
<<speak "ancha.pray" >> @@.posh;Challenge is a test of spirit which brings man closer to The Architect.@@ *She offers unhelpfully.* <</speak>>
<<speak "lucas.annoyed" >> I'm not //quite// desperate enough for religious platitudes, Gamgam. You know that. <</speak>>
<<speak "ancha.eyebrow" >> Then may I offer you a secular //"I believe in your intellect and sense of justice"// instead, darling? <</speak>>
<<speak "lucas.glance" >> ...I suppose if you mean it... <</speak>>
<<text>>
However she feels, the High Sybil says nothing further. Instead, she gets to her feet, presumably to leave, and makes her way towards the door. When she passes Lucas, she stops to wrap an arm around him and administer a single gentle pat on the back. Her bangles click gently as she does. The Prince's eyebrows furrow, and his lip twitches so spasmodically one could be forgiven for thinking him in the throes of a fit... but he does not pull away.
``Upon breaking the embrace, High Sybil Sadaltajir offers you and your brother a polite bow and maunders off to who knows where.
<</text>>
@@.next;[[You are now alone in an empty throne room.|0OPEN: throneroom 3]]@@<<speak "lucas.flustered">> I don't know whether to thank that woman or throttle her! She must've said //something// to change Father's mind, and then she's nothing to say for it?! What am I to do now? And-- <</speak>>
<<speak "lucas.bigmad">> @@.intense;HEY!@@ I //saw// you laughing, Barghur! <</speak>>
<<speak "dangelo.silly">> *D'Angelo holds back another bout of snorting.* Never knew you were such a grandmommy's boy... @@.lilt;"darling."@@ <</speak>>
<<speak "lucas.flustered">> *Lucas's face goes scarlet.* @@.stutter;She calls everyone that.@@ <</speak>>
<<text>>
Meanwhile, fear compels you to open the envelope which has sat heavy in your hands for far too long. From it, you pull a daunting list of reminders, requests, and tasks. The sheer width of the stack makes it difficult to handle physically, much less comprehend the scrawl upon it. You nearly drop it.
``The rustle of paper pulls Lucas and D'Angelo's attention back to the matter at hand.
<</text>>
<<speak "dangelo.unsure">> Sheesh. *He bends over to pick up a stray sheet which managed to escape you.* We really gotta do all this? <</speak>>
<<speak "lucas.glance">> Preparations are rightfully the work of the Left Hand, but... <</speak>>
<<speak "dangelo.neutralserious">> We're presently a one-handed Convoy. <</speak>>
<<if $ambition>>
<<qSpeak "quincy.think" >> I'm not sure where to start. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Where should we even start...? <</qSpeak>>
<</if>>
<<speak "lucas.surprised" >> I... don't know. <</speak>>
<<speak "dangelo.silly" >> Considering how this day's gone, I know //my// top priority...! <</speak>>
<<text>>
He plucks one of the papers - a requisition for food supplies of some sort - and scratches with a piece of graphite from his overcoat pocket: ''"GRAB A STIFF DRINK."''
<</text>>
@@.next;[[Continue.|0OPEN: throneroom list.]]@@<<text>>
You turn the envelope over in your hands. Its heft feels like a covert threat.
<</text>>
<<qSpeak "quincy.neutral" >> What must be done before we can set out? <</qSpeak>>
<<speak "alexander.unsure" >> Well, you'll need to meet with Archduke Keshet. The Convoy needs a Left Hand, after all. He's a prompt man. Expect a letter from him sooner rather than later. <</speak>>
<<speak "ancha.neutral">> The Prince's Convoy will need a white practitioner, of course. I've taken the liberty of sending for Master Elkhatu. <</speak>>
<<speak "alexander.unsure" >> There's a few other practical matters, some traditions to fulfill to make things official in the eyes of the public... It's a long list. I can't be expected to remember it all. *He waves a hand dismissively.* That's why it's in pen! Read for yourself. <</speak>>
<<include "0OPEN: throneroom questions">><<qSpeak "quincy.neutral" >> This meeting with Lazarus at the end of the Convoy... who will be present? <</qSpeak>>
<<speak "alexander.neutral" >> A few pertinent members of the Council. The Convoy Prince and his fellows. And me, of course. <</speak>>
<<text>>
D'Angelo shuffles in place. A small noise of apprehension breaks his silence, paving the way for his concerns.
<</text>>
<<speak "dangelo.unsure">> Ehh... pardon me, sire... aren't you concerned about meeting with the leader of the Barehanders? Some of the Noble folk seem to think he's out for blood. <</speak>>
<<speak "alexander.happy" >> *The King-Regent merely chuckles.* Don't fret, Guard-Captain. He'll be a commoner in a room of men with The Gift! One step out of line, and any one of us could... //fwooosh.// *He mimes the crackle of fire with his fingers. Or at least, that's what you think it's meant to be. It could be an octopus for all the clarity of the gesture.* <</speak>>
<<speak "lucas.annoyed">> //Ugh.// Fantasizing about immolating commoners. You're a brute. <</speak>>
<<speak "alexander.worried" >> *His mustache droops and the wiggle of his fingers slows to a shameful stop.* I'm not fantasizing. I only state the facts, son. We're different from them, you know. <</speak>>
<<speak "lucas.eyeroll">> Yes, and that is precisely why it is in poor taste to fantasize about violent misuse of The Gift! <</speak>>
<<include "0OPEN: throneroom questions">><<flag 11>>
<<addTask "11-convoy" "start">>
<<addTask "11-convoy" "elijah">>
<<addTask "11-convoy" "office">>
<<addTask "11-convoy" "gun">>
<<addTask "11-convoy" "vicky">>
<<silently>>
<<addCamp "lucas">>
<<set $VQname to "Your Grace">>
<</silently>>
<<once>>
<<if !$cFlags.quincy.hasOwnProperty("whitepractice")>>
<<set $cFlags.quincy.whitepractice to 0>>
<</if>>
<<if !$cFlags.quincy.hasOwnProperty("letterOpener")>>
<<set $cFlags.quincy.letterOpener to 0>>
<</if>>
<<if !$cFlags.quincy.hasOwnProperty("klepto")>>
<<set $cFlags.quincy.klepto to 0>>
<</if>>
<<if !$cFlags.quincy.hasOwnProperty("lie")>>
<<set $cFlags.quincy.lie to 0>>
<</if>>
<</once>>
@@.next;[[Continue.|0OPEN: Map Bridge]]@@<<choose>>
<<actions [[What... sorts of tasks?|0OPEN: throneroom envelope]]
[[Who will be at the meeting with Lazarus?|0OPEN: throneroom lazarus]]>>
<<if setup.hasRep("ambition")>>
<<special "end" [[Very well. We'll set out immediately.|0OPEN: throneroom 2][$response to "k"]]>>
<<else>>
<<special "end" [[*Accept your duty. What else can you do?*|0OPEN: throneroom 2][$response to "ohNo"]]>>
<</if>>
<</choose>><<locationBoardSetup `[
{img:"stagecoach.png",text:"Over the course of the next six or so hours, the trappings of the Northern landscape give way to more Midland sights as the coach descends from Nephthei territory and into the Glenmaer Lordship."},
{img:"hills4.png",text:"The trees turn from pine to spruce; the cotton grass to heather; the snow-capped high mountains to low forested peaks. The blue-black sky pales along the eastern horizon, signaling that morning is near."},
{img:"kings-way.png",text:"The carriage hardly jostles along the smooth macadam roads of the Crown Way. Only the trot and jingle of the carriage horses, the occasional King's Army patrol, and the guttural snores of D'Angelo disturb the sunrise."}
]`>>
<<location "glenmaer" `["Stagecoach","Glenmaer Lordship"]`>>
<<timebreak "morning">>
<<locationDesc>>
<<processTxt>>
It was late into the evening by the time you arrived in Polaris. Situated along the border between the Northern Kingdom and the Middle, the so-called //"Boreal South"// is the Southern Kingdom's northernmost enclave territory and a bottleneck for all comfortable travel between the North and the rest of the Vesturian peninsula. Like any Northerner of significant wealth, you've passed through its borders countless times, though you've never lingered long in the city proper.
``You were relieved to find its usually-cramped station vacant. The day's travelers had already come and gone, and so when you and D'Angelo boarded the southbound coach some hours later, your only company was a lone Midland Viscount. The man was terribly underdressed for early spring in the mountain valley. Each gentle breeze cut right through his layers of decorative pastel silks. Once seated, he slumped shivering under his travel coat and lapsed into sleep, sparing you the customary stagecoach natter. Your brother followed suit not long after, leaving you to watch the dark countryside pass in silence.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
You enjoy this peace until the carriage rolls over a stray rock, sending the cabin swinging and your brother's head slamming into the window pane.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|0OPEN: stagecoach 1b]]@@<<text>>
D'Angelo jolts awake with a startled snort.
<</text>>
<<speak "dangelo.surprised" >> Whuzzat?! Where are we now? We out of the Boreal South? <</speak>>
<<qSpeak "quincy.neutral" >> We passed into Glenmaer hours ago. It won't be long until we reach the next station in Lavalnear. <</qSpeak>>
<<speak "dangelo.neutral" >> Thank The Architect, because I am //starving//. <</speak>>
<<text>>
Groggy, D'Angelo rubs the sleep from his eyes and the ache from his forehead before reaching into the inner breast pocket of his greatcoat. He pulls out a crumpled piece of paper. As he unfolds it, you catch a glimpse of the title: //"THE OLIVE BRANCH - BOREAL SOUTH GAZETTE."//
<</text>>
<<qSpeak "quincy.neutral" >> Since when do you read the paper? <</qSpeak>>
<<speak "dangelo.neutral" >> First time. @@.singsong;Any tips for a beginner?@@ <</speak>>
<<qSpeak "quincy.neutral">> Turn it right side up. <</qSpeak>>
<<speak "dangelo.silly">> Pfft. You're such a stickler, Quince. <</speak>>
<<text>>
He rights the page to its proper orientation. His eyebrows bounce and furrow as his eyes travel across the page, until he comes to a section which he finds worthy of a sharp whistle. (The still-sleeping Midlander does not appreciate this in the slightest.)
<</text>>
<<speak "dangelo.neutral">> Ooh. Looks like your buddy's got some opinions on those Barehanders! <</speak>>
@@.next;[[He flutters the paper in front of your face.|0OPEN: stagecoach 2]]@@<<written "print">>
@@.headline;PRINCE LUCAS ANDIMEUR REFUSES TO CONDEMN THE ACTIONS OF THE BROTHERS OF THE BAREHAND MOVEMENT@@
``In the wake of the Barehanders' attack in Barghur Sovereignty, a series of letters allegedly penned by ''Prince Lucas Andimeur'' himself, second son of the High Throne, were leaked to the press. Though their authenticity could not be confirmed, many found the contents quite troubling. ''The Horse's Mouth,'' a Midland publication, reached out to the young Prince for a statement. Despite initially denying this request, Prince Lucas went on to admit to The Horse's Mouth that he "did not give a damn about Noble hand-wringing" and asserted that the letters were "nothing worth the appalment."
``When asked directly whether he condemns the actions of the Barehanders, Prince Lucas declined to comment.
<</written>>
<<qSpeak "quincy.surprised">> Oh dear. <</qSpeak>>
<<text>>
This is hardly the first time you've seen Lucas's name amidst an incendiary headline. In the years since your paths diverged, you've watched from afar as your boyhood friend transformed from a quivering worm in his brother's shadow into a figure of controversy.
<</text>>
<<speak "dangelo.eyeroll">> Still hasn't learned when to shut up, has he? <</speak>>
<<qSpeak "quincy.lookaway">> ...Keeping quiet has never been a strength of his. <</qSpeak>>
<<speak "dangelo.yeesh">> Pft! You could say that again!<</speak>>
<<speak "dangelo.neutral">> Say, how is little glass-eyes these days? <</speak>>
<<text>>
To this, you have no answer. You wish you could say you knew. You could count on one hand the times you've seen Lucas since your expulsion from the Vestur Royal Military Academy. Your most recent meeting was woefully brief and well over a year ago.
<</text>>
<<choose "quincy.tilt">>
[[I wouldn't know.|0OPEN: stagecoach 2 dunno]]
<<if setup.hasTrait("packbonded")>>
<<check `["dec",setup.DCKey["medium"]]` [[*Act natural. Pretend your feelings are not hurt.* He's doing well.|0OPEN: stagecoach 2 lie]]>><</check>>
<<else>>
<<check `["dec",setup.DCKey["veasy"]]` [[*Act natural. Pretend your feelings are not hurt.* He's doing well.|0OPEN: stagecoach 2 lie]]>><</check>>
<</if>>
<</choose>><<qSpeak "quincy.tilt">> I wouldn't know. He hasn't written. <</qSpeak>>
<<text>>
In the past year alone, your twelve letters must have returned one or two responses. Perhaps you should have given up, but you couldn't bring yourself to stop trying.
<</text>>
<<speak "dangelo.surprised">> ...Oh. <</speak>>
<<speak "dangelo.disappointed">> Sorry, Quince. <</speak>>
<<qSpeak "quincy.lookaway">> ...It's fine. He has been busy. <</qSpeak>>
<<text>>
Or at least that's what you've told yourself.
<</text>>
@@.next;[[He must be, if the papers are to be believed...|0OPEN: lucas snippet 1]]@@<<text>>
In the past year alone, your twelve letters must have returned one or two responses. Perhaps you should have given up, but you couldn't bring yourself to stop trying.
``This truth is too painful to admit.
<</text>>
<<skillCheck>>
<<if setup.checkPass()>>
<<qSpeak "quincy.think">> He is doing well. He's finally found a way to fight his father in a manner that yields results. <</qSpeak>>
<<text>>
You mean it as praise, but the words feel bitter in your mouth. D'Angelo doesn't seem to take notice.
<</text>>
<<speak "dangelo.unsure">> Oh yeah, that's right. He became an attorney or something while I was gone...? <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<speak "dangelo.neutral">> Huh. Prince-attorney. What a world. <</speak>>
<<text>>
//What a world indeed.//
<</text>>
@@.next;[[The pictures of his life as painted by the papers have been nothing short of surreal.|0OPEN: lucas snippet 1]]@@
<<else>>
<<qSpeak "quincy.tilt">> He is doing well. <</qSpeak>>
<<text>>
Alas, <<if setup.hasTrait("packbonded")>>your brother knows you too well,<<else>>your avoidance must be evident,<</if>> as a crease of worry emerges on D'Angelo's face. His brows rise and lower as he picks apart the scant four words you've uttered for clues.
<</text>>
<<speak "dangelo.surprised">> Architect. You guys had a fight? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "dangelo.unsure">> He get himself a girl and start neglecting the guys? <</speak>>
<<qSpeak "quincy.lookaway">> Not that I'm aware of. <</qSpeak>>
<<speak "dangelo.yeesh">> Then what's going on, man? <</speak>>
<<qSpeak "quincy.tilt">> //Nothing.// *You stress.* He's simply... been busy. <</qSpeak>>
<<text>>
Or at least that's what you've told yourself.
<</text>>
@@.next;[[He must be, if the papers are to be believed...|0OPEN: lucas snippet 1]]@@
<</if>><<written "print">>
@@.headline;PRINCE LUCAS REFUSES PLEDGE; TRAINS AS ATTORNEY UNDER THE NOTORIOUS MR. BEIRIC@@
``Rumors that ''Prince Lucas Andimeur'' has discontinued his education at the Vestur Royal Military Academy have been confirmed. Purportedly, the Prince himself came forward with this information at his brother's twenty-second birthday gala. In his own words: "[The Academy] may teach conduction, but it does not prepare men to rule. As it stands, the men who decide how our country is run haven't any idea about the law, much less justice. Consider ignorance another family tradition I won't be upholding." It is unclear how this statement relates to his refusal of his pledge.
``Shortly after, our sources discovered the Prince has made arrangements to train under ''Mr. Beiric''. Beiric, who rose to prominence during the landmark ''CROWN-V-BEIRIC'' case, is best known for his role in the implementation of the 1770s bastardry laws...
<</written>>
@@.next;[[Continue.|0OPEN: lucas snippet 2]]@@<<written "print">>
@@.headline;PRINCE LUCAS TO SERVE AS DEFENSE IN CROWN-V-KUZHGEI CASE@@
``In another shocking stand against his father's rule, ''Prince Lucas Andimeur'' has once again perplexed the entire Tri-Kingdom with his insistence ''CROWN-V-KUZGHEI'' be reopened with himself serving as Kuzhgei's defense. A relatively unknown case, former Viscount ''Lyman Kuzghei'' from rural Tebenka was sentenced to prison following the ritual murder of a commoner in the small town of Crekhash in 1791. The consensus of his guilt was unanimous, though Kuzghei never admitted to murder himself.
``Even accounting for the Prince's interest in obscure, definite cases, this choice is odd indeed. At this time, we can only speculate as to why CROWN-V-KUZGHEI has caught his attention...
<</written>>
@@.next;[[Continue.|0OPEN: lucas snippet 3]]@@<<written "print">>
@@.headline;LAWYER-PRINCE LUCAS STRIKES DECISIVE BLOW AGAINST CROWN AUTHORITY; VISCOUNT KUZHGEI ACQUITTED OF ALL CHARGES!@@
``After months of furious debate, ''Viscount Lyman Kuzghei'' has been ruled innocent of murder and paganism. Thanks to ''Prince Lucas Andimeur'', his status has been restored and the Viscount of Crekhash will be allowed to return to his home in the Northern Kingdom and resume his duties as a man of Noble blood.
``When our journalist asked the Prince how he felt about this victory, he declared: "You are all vultures and I've nothing to say to you."
<</written>>
<<text>>
That last story had been accompanied by a woodcut print likeness of the Prince.
<</text>>
<<img 1 "open_lucaswoodcut.png" "A newspaper. A woodcut is depicted on the page of Prince Lucas, a man with long dreads in a ponytail, a sharp nose, and a shrewd expression behind his spectacles. One hand gestures outward, while the other is folded behind his back in a stately manner.">>
<<text>>
Standing defiantly before the Crown judge, you could hardly believe such an image was meant to depict the gawky, sneering young man whom you had shared a school dormitory with for nearly a decade.
<</text>>
@@.next;[[Continue.|0OPEN: stagecoach 3]]@@<<locationBoardSetup `[
{img:"gadleigh.png",text:"It is now the fourth day of your journey. Your final change of coach before Diadem is in the city of Gadleigh in southern Glenmaer."},
{img:"crowd-1.png",text:"It is a busy morning, and Gadleigh's station is packed. You've no room to sit - not with D'Angelo's relic in tow - and so the two of you are forced to wander the station until your next stagecoach arrives."},
{img:"hills2.png",text:"Truth be told, you are grateful for the chance to stretch your legs as you and your brother wait for your next coach; these long rides always leave you feeling like a penned hare."},
]`>>
<<location "glenmaer" `["Stagecoach Station", "Gadleigh"]`>>
<<lastLoc "gadleigh">>
<<timebreak "morning">>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
With hares in mind, your thoughts drift back to $licorice. You haven't been apart from her in quite some time. It feels wrong somehow. Exposed, like leaving home without a hat.
``You hope she endures the separation better than you.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|0OPEN: stagecoach stop]]@@<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "dangelo.neutral">> Thinkin' of your bunbun? <</speak>>
<<qSpeak "quincy.neutral">> I told you not to call her a "bunbun." But yes. <</qSpeak>>
<<speak "dangelo.neutral">> Aw, I'm sure she's fine. She's probably more right to be worried about you than the other way around. <</speak>>
<<text>>
He gives you a playful punch in the arm. He nearly loses his balance in the process; his great scythe dangles dangerously over his shoulder.
<</text>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.surprised">> Careful with that thing. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> Careful with that thing. <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll">> Tsk! You worry too much. She's //fine.// See? She has all her teeth. <</speak>>
<<text>>
He takes the pole of his scythe in his hands and turns it slowly. The "blade" of the polearm - the massive jawbone of a long-dead demon - waggles back and forth, its serrated teeth gleaming in the daylight.
<</text>>
<<img 1 "chaya.png" "Your brother's relic, Chaya. It is made out of a demon's jawbone and shaped like a great scythe." `["modeNeutral"]`>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> I wasn't worried about "her." "She" is an inanimate object. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I wasn't worried about "her." "She" is an inanimate object. <</qSpeak>>
<</if>>
<<speak "dangelo.silly">> Aww, don't listen to him, Chaya. *He pulls the weapon close, stroking the length of the jaw as if it had the capacity to take offense at your statement.* He's just jealous. <</speak>>
<<qSpeak "quincy.neutral">> I am not. Were I allowed a relic, I would never choose the likes of "Chaya." As a scythe, "she" is horribly inefficient. An animal's jawbone is a preposterous tool for reaping. <</qSpeak>>
<<speak "dangelo.neutral">> Preposterous for reaping //crops,// maybe. It does people just fine! <</speak>>
<<text>>
You balk. He says it with such nonchalance that you find yourself uncertain whether or not he jests. His face offers no clues. You are forced to ask:
<</text>>
<<qSpeak "quincy.surprised">> ...Does it? <</qSpeak>>
<<speak "dangelo.unsure">> I mean... well, yeah. Anything'll take a guy down if you swing it hard enough. <</speak>>
<<speak "dangelo.laugh">> 'Sides, you know that's not what's important. Most relics would be terrible at what they do if they weren't relics! Remember that professor at VRMA who had that "war hammer" made outta //harpy wing?// <</speak>>
<<text>>
How could you forget? That nonsense weapon has haunted you for at least ten years. From every angle, it looked to be a war hammer as claimed, but it was not. No. It was a hammer-shaped accident, eagerly waiting for the day someone foolishly attempted to use it for the purpose it //looked// to be designed for.
<</text>>
<<qSpeak "quincy.furrow">> It angers me still. The brittle bones of a harpy could never survive impact. <</qSpeak>>
<<speak "dangelo.silly">> Nope! One swing and... //pow!// *He unfurls his fingers in a mock explosion.* No more hammer! <</speak>>
<<speak "dangelo.neutral">> But I'm sure it conducts meur just fine. That's all it really needs to do, anyway. <</speak>>
<<text>>
By technicality he is right. A relic is, first and foremost, a conduit for The Gift. Whether an axe-shaped relic chops well is neither here nor there, for its purpose is not felling trees or splitting firewood, but channeling meur for its conductor.
``But you still don't like it.
<</text>>
<<qSpeak "quincy.furrow">> ...I suppose. *You admit with great reluctance.* <</qSpeak>>
@@.next;[[Continue.|0OPEN: stagecoach southers 1]]@@<<locationBoardSetup `[
{img:"stagecoach.png",text:""},
{img:"hills1.png",text:""},
{img:"kings-way.png",text:""}
]`>>
<<location "glenmaer" `["Stagecoach", "Glenmaer Lordship"]`>>
<<timebreak "morning">>
<<text>>
When you board your next stagecoach, you are displeased to find it carries other passengers. A pair of Southern Nobles chatter amongst themselves, looking and sounding much like parrots with their chromatic dress and squawking voices.
``You wedge yourself in the corner, putting as much distance between the two and yourself as the confines of the carriage will allow.
<</text>>
<<speak "dangelo.surprised">> Uh oh. Hey, uh - can one of you gimme a hand? <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> Something the matter? <</speak>>
<<speak "dangelo.unsure">> I'm - *He grunts, giving his scythe a tug.* - I think Chaya's caught on something. <</speak>>
<<text>>
The man, being that he sits closest to the door, cranes his neck outside.
<</text>>
<<speak "southernviscount1.neutral" "Southern Viscount">> Look at that. It seems your tooth has caught on the roof! *He chuckles for no discernible reason.* <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> Don't worry, we'll get that for you. <</speak>>
<<text>>
The man gives the jawbone a slight jostle, freeing the scythe; his wife helps by offering light applause.
``This stagecoach must be smaller than the others, for D'Angelo is forced to rest his relic at an angle in order to fit inside the cabin. Thankfully, the pair of Southerners don't seem to mind that its monstrous teeth rest just above their heads, even when the jaw begins to stutter and bounce along with the wheels of the stagecoach.
<</text>>
<<speak "southernviscount1.neutral" "Southern Viscount">> By The Architect! @@.singsong;What a beauty!@@ *He gasps in awe, running a finger along the point of the scythe's jittering fang.* A whole demon's jaw. Perfect! No cracks! @@.posh;Like she just died yesterday!@@ Has she been in the family long? <</speak>>
<<speak "dangelo.neutral">> Naw, just since my twentieth. Dad got her for me. ``@@.lilt;I became a man that day.@@ <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount">> A lucky man, if you ask me. All //I// have is an old stick made of kraken cuttlebone and a beautiful wife who adores me. How's she conduct? <</speak>>
<<speak "dangelo.neutral">> Smoothest I've ever used. <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount">> Oh, marvelous. You'll have to give us a demonstration at our next stop. You know, I almost swore a green pledge - fascinating stuff, green meur. Maybe in my next life I'll be //growing// the wheat instead of irrigating fields. <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> *The woman half-laughs, half-hiccups.* //Dear,// you are being //rude!// Making demands before you even get his name! You know, //some day// you'll do that to someone important, and he won't very much care for it. <</speak>>
<<speak "dangelo.silly">> Yeah. Pretty risky thing to do, there. *He pauses.* Ooh! Hey! That reminds me! //I'm// important. I'm a Duke! <</speak>>
<<text>>
The two Southerners freeze as it dawns on them who it is they speak to. The woman's jaw clenches shut. The man's falls open. Soon, they are clambering over one another begging for D'Angelo's forgiveness.
<</text>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> @@.yell;Please forgive my husband, Your Grace!@@ <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount">> @@.yell;A thousand apologies, Duke Barghur!@@ <</speak>>
<<text>>
But D'Angelo is not a stickler for proper address, especially in the company of fellow Nobles. He deflects their apologies with a bashful snort.
<</text>>
<<speak "dangelo.neutral">> Aww, don't worry about it. Long as you remember your manners in public, I don't got a problem with it. <</speak>>
<<text>>
Of course, the intensity of their gratitude is equal to that of their apologies...
<</text>>
<<speak "southernviscount1.neutral" "Southern Viscount">> @@.yell;Oh, thank you, Your Grace!@@ <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> @@.yell;You are ever so kind, Your Grace!@@ <</speak>>
<<speak "dangelo.unsure">> Uh... yeah. No problem. <</speak>>
@@.next;[[Continue.|0OPEN: stagecoach southers 2]]@@<<timebreak "day">>
<<text>>
D'Angelo and the two Southerners fill the journey with gossip and debate over the merits of Southern pineapple wine versus Midland grape wine. The talk is incessant with little reprieve, and the laughter just as grueling.
``The only mercy in being held hostage to this inanity is that they haven't asked you to participate, but you soon find that comfort under threat.
<</text>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> So Duke Barghur - who is your quiet friend there in the back? <</speak>>
<<speak "dangelo.neutral">> Aw, you know. Just some guy who follows me around sometimes. I think we have the same parents or something. <</speak>>
<<text>>
For some reason, this utterly standard response prompts the same sort of fishlike gasping brought on by the discovery of D'Angelo's title. The pair of Southerners paw at each other in shock, eyes wide and voices breathless.
<</text>>
<<speak "southernviscountess1.neutral" "Southern Viscountess" >> @@.surprise;Sweet Elysium!@@ ``You mean--!? <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount">> @@.surprise;//Duke Quintrell Barghur is ''alive!?''//@@ ``But down in Aaru they were saying he died! <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess">> @@.surprise;No, not dead, ''mad!''@@ ``They said he went @@.intense;''mad''@@ and left for the mountains! <</speak>>
<<text>>
The pitch of their squawking overwhelms you. You haven't been looked upon with such interest in some time,<<if setup.hasTrait("shameless")>> and so you are unable to conceal your distaste for it. You tip the brim of your hat over your face in an attempt to take back some minimal sense of privacy.<<else>> and so your immediate response is stress. You find yourself flattening further into the corner, like a scared animal.<</if>>
``Thankfully, D'Angelo swoops in to right their misconceptions on your behalf.
<</text>>
<<speak "dangelo.eyeroll">> Sheesh. Where are you getting this stuff? He's just been up North doing mine inspections. <</speak>>
<<text>>
Their disinterest is immediate.
<</text>>
<<speak "southernviscountess1.neutral" "Southern Viscountess" >> ...Oh. <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount" >> Well, that's much less exciting now, isn't it? <</speak>>
@@.next;[[Continue.|0OPEN: stagecoach 4]]@@<<locationBoardSetup `[
{img:"stagecoach.png",text:""},
{img:"grass1.png",text:""},
{img:"kings-way.png",text:""}
]`>>
<<location "andimeur" `["Stagecoach", "Andimeur Sovereignty"]`>>
<<timebreak "sunset">>
<<text>>
As the pink sky fades into a dusky purple, a sign bearing the words //"ANDIMEUR SOVEREIGNTY BORDER"// passes by your window. Your journey is almost through - all that is left is to survive your fellow passengers until sleep takes them. Then, you've only a quiet ride through the night before your arrival in the royal capital of Diadem.
<</text>>
<<speak "southernviscountess1.neutral" "Southern Viscountess" >> Oh, it is so unfair that our time together is so short! You've been golden company, Your Grace. We will miss you terribly. <</speak>>
<<speak "dangelo.neutral">> My pleasure. Who knows? Maybe we'll run into each other again. I'm sure Right Hand duties will be taking me all over. <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount" >> @@.surprise;//So it's true!//@@ ``Archduke Barghur has called a Prince's Convoy? <</speak>>
<<speak "dangelo.unsure" >> Yep. Isn't much of a secret... The papers have pretty much figured it out already. <</speak>>
<<text>>
The woman lets out a squealing gasp. Taking the edge of her husband's sleeve, she tugs his arm and proceeds to gloat:
<</text>>
<<speak "southernviscountess1.neutral" "Southern Viscountess" >> //I told you so!// They've already begun consulting the people to pick a Man of the Third Estate. My cousin in Polaris said so. <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount" >> Yes, but your cousin confuses fact and rumor all the time! <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess" >> Maybe so, but she //was// right about those Southerners at Naktoga having ties to the South chapter of the Barehands. You //must// give her gossip credit where it is due. <</speak>>
<<speak "dangelo.smilenervous" >> South chapter? The Brothers of the Barehand are in the Southern Kingdom, too? I must've missed more than I realized... <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount" >> Oh, no, Your Grace, not really. Just a bunch of old <i>"Sons of Mythril"</i> holdovers from the coasts. They're just bored, looking for something to do now that all those bridges they asked for have been built. I wouldn't call them a //real// arm of the //real// Barehands. <</speak>>
<<speak "southernviscountess1.neutral" "Southern Viscountess" >> It's preposterous. They've nothing to complain about and it shows. All the South chapter does is block roads and reminisce about battles already fought. <</speak>>
<<speak "southernviscount1.neutral" "Southern Viscount" >> Tsk. Commoners. They live in the greatest Kingdom in all the world, and somehow they've no appreciation for it. <</speak>>
@@.next;[[Continue.|0OPEN: diadem start]]@@<<once>>
<<script>>
delete State.variables.didWin;
delete State.variables.debChoice;
<</script>>
<<set $campTopics to []>>
<<clearStoryTasks>>
<<itemClearTrash>>
<</once>>
<<addCodex "sphinx">>
@@.next;<<link "Proceed to Episode II <<icon 'right'>>" "S1E2: titlecard">><</link>>@@<<episodeEnd "End of Episode I" "Thank you for your patience! The next episode is now available.">>
@@.next;<<link "Proceed to Episode II <<icon 'right'>>" "S1E2: titlecard">><</link>>@@<<written "insert">>
Arthur Andimeur, hunter of unicorns and King of the Midland by grace of the Architect Divine;
``Malik Barghur, master of hares and Archduke of the Northern wastes;
``Atlas Keshet, slayer of rocs and Archduke of the Southern seas -
``We three crowns of Vestur urge you: lay down your arms, for our three realms are one under the banner of the Tri-Kingdom of Vestur.
``The war is over.
<</written>>
@@.next;[[Continue.|OPEN: Begin Dad]]@@<<written "insert">>
Blame not the countrymen of your sister kingdoms, for it was both inevitable and just. The sybils of the Southern Kingdom foretold this war long ago; all is as willed by The Architect Divine.
``Grieve your fallen brothers, but take solace that their blood has sown the fields of a fair morrow. For upon her final day, the High Sybil Iustitia told Archduke Keshet of what lay beyond the war.
``A blessed era of peace awaits. His chosen walk amongst us.
<</written>>
@@.next;[[Continue.|OPEN: D'innergelo Home]]@@<<written "insert">>
In the twelvemonth gone by, we've each received signs from The Architect.
``It is by His will that we send our sons Prince Gabriel, Duke Hyas, and Duke Rhyland to seek these blessed few, for He has bestowed upon them the very same Gift wherewith King Arthur wields the might of the hallowed unicorn.
``They are to be knighted and mentored in the ways of their Gift. Together, this "Prince's Convoy" shall mend the scars of war with their miracles.
<</written>>
@@.next;[[Continue.|OPEN: Following Morn]]@@<<written "insert">>
The day that High Sybil Iustitia foresaw is here.
``A day where the hand of man wields the breath of dragons to warm the chill of night; the waters of leviathans to slake the parched; the might of dryads to nourish the fields; the gales of harpies to work the mills. A day where Vestur need not fear famine, plague, or invasion.
``Apart, we are mere men.
``United, we are The Architect's holy Tri-Kingdom.
``Standing as brothers, we are as the fields of Elysium: prosperous, endless, and forever gold.
``<span class='written-from'>-Declaration of the First Prince's Convoy, 1433</span>
<</written>>
@@.next;[[Continue.|OPEN: TitleCard E1 BeginPrologue]]@@<<alert `["How to Play","You can review the instructions in the @@.accent;Manual@@ at any time."]` `{icon:"hunch",color:"yellow"}`>>
<<alert `["The 'You' Menu","Your skills and traits can be viewed in the @@.accent;You@@ menu."]` "dice">>
<<alert `["The Party Menu","You can view your companions in the @@.accent;Party@@ menu."]` "party">>
<<alert `["The Travel Log","Pending tasks and choices you've made are recorded in the @@.accent;Travel Log@@."]` "king">>
<<alert `["The Inventory Menu","Items you've found and observations you've made can be viewed in the @@.accent;Inventory@@ menu."]` "item">>
<<alert `["The Codex","Information you've learned about the world and notable people you've met is logged in the @@.accent;Codex@@."]` "appendix">>
<<alert `["The Settings Menu","You can alter the appearance and behavior of the game any time through the @@.accent;Settings@@ menu."]` "law">>
<<alert `["The Save Menu","Save data is stored to your browser's cache by default. @@.accent;Regularly save your progress to Disk in order to better preserve your saves.@@"]` "saveL">>
@@.next;[[Continue.|PREP: Preparations Map]]@@<<titlecard>>
@@.next;[[Continue.|0OPEN: stagecoach 1]]@@<<set $tempQ.elijahGet to {}>>
<<displayTask "11-convoy" "elijah">>
<<buildParty "PREP: Begin Elijah Location" `{party:["lucas"]}` 1>><</buildParty>><<text>>
``The three of you carefully nudge past a feeble old woman to the clinic's painted entrance. As you place your hand on the door, Lucas wrinkles his nose and warns:
<</text>>
<<speak "lucas.scowl">> Brace yourself, Quintrell. <</speak>>
<<text>>
You frown. If anything, you ought to be cautioning //him//. Lucas does not - or cannot - hide his revulsion towards white practice and anything associated with it.
<</text>>
<<qSpeak "quincy.lookaway">> Brace myself for what? <</qSpeak>>
<<text>>
When you push open the door, a thick haze of perfumed air pours out of the clinic. The cloying stench of flowers and unnamed extracts assault your eyes and nose. For a moment you feel you might suffocate, but you manage to force yourself to keep breathing through stinging sinuses.
<</text>>
<<speak "lucas.eyeroll">> For //that.// <</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutral">> Oh, yuck. *He says, sounding entirely unaffected.* <</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.surprised">> @@.stutter;Woah...@@ *He rasps.* @@.stutter;Little strong, huh?@@ <</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.incredulous">> Architect! You could smother the stink of a dead body with this stuff. Maybe things didn't go so good for the last patient! @@.surprise;HAH!@@ *Her barking laughter is indistinct from her coughing.* <</speak>>
<</if>>
<<text>>
Beyond the wretched fog, a man's voice beckons you to enter.
<</text>>
<<speak "elijah.bashful" "White Practitioner" `["shadow"]`>> Please, come in! It's not so bad inside, I promise. <</speak>>
@@.next;[[Will yourself to enter.|PREP: Elijah Meet]]@@<<locationBoardSetup `[
{img:"apothecary.png",text:"Built into the limestone is Prince Oscar's clinic, where any subject may seek medical attention regardless of means or status."},
{img:"unicorn-ornament.png",text:"An approximation of an angel frames the entrance, stretching its gilt iron wings. Being that the clinic is owned by an Andimeur, the mandatory unicorns are present. One shelters beneath either wing."},
{img:"oscar-clinic.png",text:"The line of would-be patients spills out the door, coiling around the side of the building and extending through the streets of the Mane Quarter."}
]`>>
<<location "andimeur" `["Prince Oscar's Clinic","Diadem"]`>>
<<locationDesc>>
<<processTxt>>
An old stone wall marks the border between Diadem's Horn and Mane quarter.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
It looks a dreadful queue to suffer, but luckily you are not here for treatment. You are here to meet with the man who is to be the Convoy's incumbent practitioner.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Begin Elijah 2]]<<qSpeak "quincy.lookaway">> Is it always this bad? The wait, I mean. <</qSpeak>>
<<speak "elijah.neutral">> Well - yes, but also no. <</speak>>
<<speak "elijah.bashful">> Prince Oscar usually tends this clinic by himself. Even among us //miracle workers,// he's something of a... Well, miracle worker! *Elijah chuckles.* Why, a veteran practitioner like myself struggles to match what he can do with that Unicorn's Horn of his. <</speak>>
<<text>>
This assertion raises an eyebrow. The Crown Prince is famous for his benevolent white meur work, of course, and talk of his greatness is inescapable, but you had always disregarded such praise as something of a publicity effort. Hearing an experienced white practitioner like Master Elkhatu repeat the same tired applause makes you curious as to where the truth really lies.
<</text>>
<<choose>>
[[He sounds like an incredible practitioner.|PREP: Eli Oscar]]
[[The Unicorn's Horn must be an incredible relic.|PREP: Eli Horn]]
<</choose>><<set $cFlags.quincy.whitepractice++>>
<<qSpeak "quincy.neutral">> Maybe so, but I am curious to watch Master Elkhatu. To see a practitioner work their craft is a rare opportunity. <</qSpeak>>
<<speak "lucas.annoyed">> Unbelievable. *The Prince wrinkles his nose.* Well! //I'm// going to wait in the other room, like a //sane man!// <</speak>>
<<qSpeak "quincy.neutral">> Alright. <</qSpeak>>
<<text>>
The Prince lingers for a moment, as if expecting you to change your mind. When you do not, he lets out a disapproving grumble and leaves you to your gawking.
``Not long after, <<if $party.includes("kaitos")>>Kaitos<<elseif $party.includes("dangelo")>>D'Angelo<<elseif $party.includes("vicky")>>Vicky<</if>> peers through the doorway with Elijah's next patient in tow.
``Elijah dons a warm smile and beckons the young woman into the examination room.
<</text>>
<<speak "elijah.smile">> Come on in, miss. What seems to be the trouble? <</speak>>
@@.next;[[Continue.|PREP: Eli Woman]]@@<<timebreak "day">>
<<flag 12>>
<<if hasVisited("PREP: Eli Curious")>>
<<text>>
It is a full forty minutes before the next practitioner shows up to relieve Elijah of his shift. Lucas is incensed, but you cannot bring yourself to see it as time wasted. The Convoy's new healer has a talent for his art, and there is an allure to watching him work, for despite Elijah's platitudes about The Architect and Elysium, his talents are earthly and mechanical. Watching him work sparks the same fascination as watching a craftsman carve or a blacksmith forge.
``You find yourself trusting this practiced artist with your injuries far more than you could bring yourself to trust a "god."
<</text>>
<<else>>
<<text>>
It is a full forty minutes before the next practitioner shows up to relieve Elijah of his shift. Lucas is incensed, as is your nose and throat. <<if $response == "curious">>You see the joining and separation of flesh on the back of your eyelids whenever you blink. You suspect that what you've seen today will stick in your mind for some time.<<else>>You suspect that horrible squelching and the sniffles of miserable patients will stick in your mind for some time.<</if>>
``Master Elkhatu may be practiced at his craft, but you hope his services will not be needed often.
<</text>>
<</if>>
<<speak "elijah.smile">> I look forward to working with you, Your Grace. <</speak>>
<<addCamp "elijah">>
<<removeTask "11-convoy" "elijah">>
<<once>>
<<run $campTopics.push("elijah")>>
<</once>>
<<addCodex "elijah">>
<<addCodex "elkhatus">>
<<addCodex "whitepractice">>
<<addCodex "angelblood">>
<<addCodex "angel">>
<<addCodex "oscar">>
<<addCodex "unicornhorn">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<<qSpeak "quincy.neutral">> The Unicorn's Horn is an incredible relic, allowing the Prince to surpass the power of more experienced practitioners. <</qSpeak>>
<<speak "elijah.smile">> *He laughs.* As much as my self esteem would //love// to say it were all the Horn's doing, I must cede that Prince Oscar is simply a wonderful healer. He has a knack for this work - just like his mother did. I'm sure Her Majesty is beaming with pride up in Elysium. <</speak>>
<<include "PREP: Eli Horn Bottleneck">><<text>>
Lucas shudders in disgust. Praise for his brother is like needles in his skin, and praise on his late mother's behalf is one needle too many.
<</text>>
<<speak "lucas.annoyed">> Tch! The Unicorn's Horn could make any charlatan a @@.lilt;"master"@@ of his field. Give credit where credit is due: ''to the dead horse,'' not the fop waving its horn around. <</speak>>
<<text>>
Elijah's brow creases ever so slightly. <<if $party.includes("kaitos")>>Kaitos casts a rueful look in Lucas's direction. Even in the confines of this room, Lucas's opinion is not a popular one, and so<<else>>He isn't sure what to do with such blatant disrespect for Vestur's future king, and neither does anyone else - and so<</if>> the conversation falls into an awkward lull.
``With time and effort, Elijah manages to muster up a diplomatic response. Or rather, a diplomatic non-response.
<</text>>
<<speak "elijah.smile">> Your Grace. Would you mind seeing my next patient in? <</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.surprised">> Uhhh - which "Your Grace?" *He jabs a thumb in your direction.* Him or me? <</speak>>
<<speak "elijah.smile">> Doesn't matter, so long as the line moves! <</speak>>
<</if>>
<<choose>>
<<if $party.includes("dangelo")>>
[[I'll do it.|PREP: Eli Ok]]
[[D'Angelo can do it.|PREP: Eli No]]
<<else>>
[[Sure?|PREP: Eli Ok]]
[[No.|PREP: Eli No]]
<</if>>
<</choose>><<text>>
Lucas seldom passes up a chance to scrutinize a document. His distaste for white practice must be clouding his judgment. You, on the other hand, have no such bias.
<</text>>
<<qSpeak "quincy.neutral">> I'll take a look. <</qSpeak>>
<<speak "elijah.neutral">> Oh! Well, alright then. By all means. <</speak>>
<<text>>
You take the letter from his hand and study it yourself. Luckily, the relevant passage is rather brief:
<</text>>
<<written>>
Your duties as Healer of the Fifth Convoy officially begin upon the conclusion of your final shift at The Prince's Clinic.
<</written>>
<<text>>
The contents are as Elijah presented them. It's rather unambiguous.
<</text>>
<<qSpeak "quincy.lookaway">> Mm. It's as you say. <</qSpeak>>
<<speak "elijah.bashful">> *His brow creases ever so slightly. He nods.* <</speak>>
<<text>>
It looks like the wait is unavoidable.
<</text>>
<<choose>>
[[Is the line always this bad?|PREP: Eli Always]]
<</choose>><<text>>
You are the Convoy's Right Hand. It seems rather backward for Elijah to ask for your help. //Not to mention the skin-crawling thought of enduring that perfumed entry hall again...//
<</text>>
<<if $party.includes("dangelo")>>
<<qSpeak "quincy.neutral">> I'd rather not. <</qSpeak>>
<<speak "dangelo.neutral">> 'Course not! Too many people in that line. You might get people stink on ya and make your bunny jealous. <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> ...That's not why I am declining. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It's true. $licorice does not like it when I smell of strangers. But she's too far away for that to be relevant. It's not why I am declining. <</qSpeak>>
<</if>>
<<speak "dangelo.silly">> //@@.singsong;Suuuuure.@@// *He gives you a wink and a nudge, as if you were simply too self-conscious to admit the truth.* <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "elijah.bashful">> Ah. I see. I don't suppose - <</speak>>
<<speak "lucas.scowl">> ''No.'' <</speak>>
<<speak "elijah.nervous">> Ahah. Didn't think you would! Oh dear... <</speak>>
<<text>>
The practitioner makes an irresolute //"hm,"// unsure what to do in this scenario. For whatever reason, the prospect of asking for <<if $party.includes("kaitos")>>Kaitos's<<elseif $party.includes("vicky")>>Vicky's<</if>> does not seem to cross his mind.
<</text>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.stare">> ...Guess I'll do it? <</speak>>
<<speak "elijah.confused">> Oh! That's right. There's three of you here, isn't there? I nearly forgot. You're so quiet, ah... <<if hasVisited("PREP: Eli Recall")>>*He realizes he's forgotten Kaitos's name already.*<<else>>*He realizes he hasn't gotten Kaitos's name.*<</if>> <</speak>>
<<if hasVisited("PREP: Eli Recall")>>
<<speak "kaitos.casual.stare">> //Kaitos Asenath.// <</speak>>
<<speak "elijah.neutral">> Yes, right, I apologize. I do appreciate the help, Asinast. <</speak>>
<<speak "kaitos.casual.glance">> ...Right. <</speak>>
<<else>>
<<speak "kaitos.casual.look">> Kaitos? Asenath...? <</speak>>
<<speak "elijah.neutral">> Right, right. I'll remember that. I do appreciate the help, Asinast. <</speak>>
<<speak "kaitos.casual.glance">> ...Uh huh. <</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.unimpressed">> Guess it's up to me. <</speak>>
<<speak "elijah.nervous">> Oh, ah - you don't have to... <</speak>>
<<speak "vicky.neutralserious">> Don't see anyone else who's linin' up to do it. <</speak>>
<<speak "elijah.nervous">> Yes, but it seems... ungentlemanly to ask a woman to man the door. <</speak>>
<<speak "vicky.wink">> Didn't ask. I volunteered. Loophole! Don't worry about it. <</speak>>
<</if>>
<</if>>
<<text>>
With that, <<if $party.includes("kaitos")>>Kaitos ambles off<<elseif $party.includes("dangelo")>>D'Angelo trundles off<<elseif $party.includes("vicky")>>Vicky saunters off<</if>> into the acrid hall. You're glad it isn't you. Lucas looks upon <<if $party.includes("vicky")>>her<<else>>his<</if>> compliance with disdain.
<</text>>
<<qSpeak "quincy.lookaway">> So... is there somewhere we should wait for you to finish? <</qSpeak>>
<<speak "elijah.think">> Well... there is a private parlor. <</speak>>
<<qSpeak "quincy.neutral">> Excellent. <</qSpeak>>
<<speak "elijah.neutral">> It's just through the reception. <</speak>>
<<qSpeak "quincy.tilt">> *On second thought, one of the uncushioned chairs along the wall will do just fine.* Never mind. <</qSpeak>>
<<text>>
Defeated, you seat yourself in the corner. The chair is quite hard, but the discomfort it inflicts on your lower back is nothing compared to the Hell that is the perfumed hall. Lucas follows, but is hesitant to sit. Casting a wary glance at the examination table, he questions:
<</text>>
<<speak "lucas.flustered">> ...Does it not strike you as an invasion of privacy, to allow others to //watch your work?// <</speak>>
<<speak "elijah.smile">> I don't mind! <</speak>>
<<speak "lucas.scowl">> I mean //for the ''patient,''// Elijah. <</speak>>
<<choose>>
[[I don't want to watch, but I've no other choice.|PREP: Eli No Choice]]
[[I'm curious to see Elijah work.|PREP: Eli Curious]]
<</choose>><<qSpeak "quincy.lookaway">> I don't want to watch, but I've no other choice. <</qSpeak>>
<<speak "lucas.eyeroll">> There's another room //right there,// Quintrell. <</speak>>
<<qSpeak "quincy.tilt">> I can't take the smell... <</qSpeak>>
<<speak "lucas.annoyed">> Oh, but the smell of some bleeding, bile-spewing patients is-- <</speak>>
<<text>>
As if on cue, <<if $party.includes("kaitos")>>Kaitos<<elseif $party.includes("dangelo")>>D'Angelo<<elseif $party.includes("vicky")>>Vicky<</if>> appears in the doorway with Elijah's next patient in tow. Lucas promptly bites his tongue.
<</text>>
<<speak "lucas.flustered">> Never mind. Do what you want. //I'm// going to wait in the other room, like a //sane man.// <</speak>>
<<text>>
With that, he hurries out of the room, squeezing past both <<if $party.includes("kaitos")>>Kaitos<<elseif $party.includes("dangelo")>>D'Angelo<<elseif $party.includes("vicky")>>Vicky<</if>> and patient and disappearing from your sight.
``Brushing off the Prince's odd behavior, Elijah dons a warm smile and beckons the young woman into the examination room.
<</text>>
<<speak "elijah.smile">> Come on in, miss. What seems to be the trouble? <</speak>>
@@.next;[[Continue.|PREP: Eli Woman]]@@<<text>>
You study at the practitioner's hand. <<if setup.hasRep("ambition")>>Custom suggests you shake it, but your own hands remain limp at your side regardless.<<else>>You've no desire to perform the gesture, so you remain still.<</if>> It goes unshaken. Puzzled, Elijah withdraws his hand. Neither of you comment on your inaction.
``You decide it best to move things along.
<</text>>
<<include "PREP: Eli Shake Bottleneck">><<if $party.includes("dangelo")>>
<<qSpeak "quincy.surprised">> Ah - sure - I can do it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> Oh - uh - alright. <</qSpeak>>
<</if>>
<<text>>
Truth be told, you are not particularly eager to brave that malodorous hall again so soon. Lucas scoffs at your obedience, but you've an ulterior motive in your compliance. A part of you is curious to watch the practitioner work. It isn't every day one gets the opportunity to witness a Noble work one of Vestur's most famous miracles.
``So you venture back out into the hall, braving stinging eyes and burning nostrils to retrieve Elijah's next patient. Since you last laid eyes upon the queue outside, it has only grown longer and more restless. Unsure of whether or not it is your responsibility to soothe them, you opt to simply pull the first person you see from the front of the line and hurry back inside.
``When you return, <<if $party.includes("kaitos")>>Kaitos sits in the corner, watching Elijah with rapt attention<<elseif $party.includes("dangelo")>>D'Angelo sits idle in the corner<<elseif $party.includes("vicky")>>Vicky sits idle in the corner<</if>>, and Lucas has predictably vacated at the mention of white meur being performed.
``Donning a warm smile, Elijah beckons you and the young woman you've plucked into the room.
<</text>>
<<speak "elijah.smile">> Come on in, miss. What seems to be the trouble? <</speak>>
@@.next;[[Continue.|PREP: Eli Woman]]@@<<qSpeak "quincy.neutral">> Prince Oscar must be quite the healer if even accomplished practitioners struggle to match his work. <</qSpeak>>
<<speak "elijah.smile">> Oh, yes. As much as it humbles me to admit, talent like his is a rare thing. He has a knack for this work - just like his mother did. I'm sure Her Majesty is beaming with pride up in Elysium. <</speak>>
<<include "PREP: Eli Horn Bottleneck">><<qSpeak "quincy.neutral">> Does the Prince's Convoy not take precedence over regular duties? <</qSpeak>>
<<speak "lucas.scowl">> I would think it would. <</speak>>
<<speak "elijah.think">> *The practitioner taps his cheek with his finger.* Good question! Let's find out. <</speak>>
<<text>>
Elijah reaches into his coat pocket and fishes out an envelope. You surmise from its ornate design that this was the envelope which delivered his summons. Unfolding the letter within, he silently mouths its contents as he rereads it.
<</text>>
<<speak "elijah.smile">> Ah! Here we go. We've got a bit of a //"yes, but no"// situation on our hands. <</speak>>
<<speak "elijah.think">> It seems my obligation to the Convoy does not begin in an official capacity until my shift ends. //"Upon the conclusion of your final shift at The Prince's Clinic"// is the exact wording. <</speak>>
<<speak "lucas.glance">> . . . <</speak>>
<<speak "elijah.point">> You needn't take my word for it, Your Highness. You can read it yourself, if you'd like! <</speak>>
<<text>>
The practitioner takes a step forward and holds the letter out to the Prince. He takes a step back in turn.
<</text>>
<<speak "lucas.eyeroll">> ...That's not necessary. <</speak>>
<<choose>>
[[I'll take a look at it.|PREP: Eli Look]]
[[Is the line always this bad?|PREP: Eli Always]]
<</choose>><<speak "elijah.confused">> How strange... could I truly be so forgettable? <</speak>>
<<speak "lucas.scowl">> Yes. <</speak>>
<<if $party.includes("dangelo")>>
<<text>>
The practitioner places a hand over his mouth, pensive. D'Angelo gives his shoulder a reassuring pat.
<</text>>
<<speak "dangelo.laugh">> Don't mind him, man. You know how it is with haretouched guys, they remember the weird stuff and forget everything else. His brain's full of bunnies. Can't take it personally! <</speak>>
<<speak "elijah.smile">> Right! Of course. I //could// always count on you to bring levity and perspective to a pickle of a situation, Your Grace. <</speak>>
<<speak "dangelo.smilenervous">> Ahah... of course! <</speak>>
<<speak "elijah.nervous">> *Elijah's glistening eyes widen.* Don't tell me... //you don't remember me either!// <</speak>>
<<speak "dangelo.unsure">> Ahaha... <sub>'Fraid not.</sub> <</speak>>
<<speak "elijah.confused">> I truly do not understand! I was Elluin's assistant for so long! Why, I taught under her for years... all of you //should// know me. <</speak>>
<<speak "dangelo.unsure">> If it's any comfort, I was a terrible student. Think I slept through most of that class... she had a real sleepy voice. <</speak>>
<<elseif $party.includes("vicky")>>
<<text>>
The practitioner places a hand over his mouth, pensive. But the moment passes quickly, and soon he has accepted his unremarkable nature.
<</text>>
<<speak "elijah.smile">> I suppose that is the fate of those who live to serve, isn't it? You're in so many lives for such a short time. <</speak>>
<<speak "elijah.neutral">> The work of a healer is not for those only in it for glory. <</speak>>
<<speak "lucas.annoyed">> //Ugh.// <</speak>>
<<elseif $party.includes("kaitos")>>
<<text>>
The practitioner places a hand over his mouth, pensive. Cautiously, Kaitos raises a hand and offers a small comfort:
<</text>>
<<set $cFlags.kaitos.class89 to true>>
<<speak "kaitos.casual.neutral">> I remember you. <</speak>>
<<speak "elijah.confused">> You do? *Elijah furrows his brow.* But... who...? <</speak>>
<<speak "kaitos.casual.pleased">> Kaitos. <</speak>>
<<speak "elijah.think">> I'm sorry, you're going to have to be more specific. <</speak>>
<<speak "kaitos.casual.thinking">> Asenath...? <</speak>>
<<speak "elijah.bashful">> I'm sorry, that name doesn't ring a bell... <</speak>>
<<speak "kaitos.casual.glance">> Class of '89? <</speak>>
<<speak "elijah.nervous">> *He scratches his head.* I think you must be mistaken. <</speak>>
<<speak "kaitos.casual.stare">> Whaddyou mean? <</speak>>
<<speak "elijah.bashful">> My eldest was born that year. Limited schedule - I was only teaching advanced classes. <</speak>>
<<speak "kaitos.casual.doleful">> ...Oh. *His gaze drops to the floor, defeated.* Must be mistaken, then... <</speak>>
<</if>>
@@.next;[[Continue.|PREP: Elijah Next]]@@<<qSpeak "quincy.surprised">> Oh yes. Elijah Elkhatu, that's right. I apologize - it's been a while. <</qSpeak>>
<<text>>
...Or at least, you //hope// that it has been a while. You watch Elijah's face for a reaction, hoping to discern whether or not your guess had any truth to it.
<</text>>
<<speak "elijah.smile">> Indeed it has! Why, it must have been... *He counts on his fingers.* What, nearly ten years since you were in Professor Elluin's class? <</speak>>
<<text>>
"Professor Elluin." If your memory serves, she was the white instructor during your last semester of mandatory white meur studies. You'd have been around fourteen or fifteen back then. So...
<</text>>
<<qSpeak "quincy.neutral">> ...Yes. That sounds about right. <</qSpeak>>
<<speak "elijah.neutral">> I suppose at your age that would have been a lifetime ago. For an //"old man"// like me, it feels like only yesterday I was an assistant instructor...! <</speak>>
<<speak "elijah.smile">> I do miss teaching. Ah well! One day, I'll be headmaster of the Holy College, and then I won't be able to get away from it. <</speak>>
@@.next;[[Continue.|PREP: Elijah Next]]@@<<qSpeak "quincy.neutral">> I've never seen you before in my life. <</qSpeak>>
<<speak "elijah.nervous">> @@.surprise;//Never!?//@@ Your Grace, I was the assistant instructor in Professor Elluin's class! <</speak>>
<<qSpeak "quincy.tilt">> Hm... <</qSpeak>>
<<text>>
"Professor Elluin." If your memory serves, she was the white instructor during your last required semester of white meur studies. You're certain she had an aid, as was common for white meur instructors. However... you've no specific memories of Elijah.
<</text>>
<<qSpeak "quincy.neutral">> No. I don't think we've met. <</qSpeak>>
<<speak "elijah.confused">> I don't understand... you struggled so much with white meur, I was practically helping you every day...! <</speak>>
<<qSpeak "quincy.neutral">> Perhaps you are confusing me with another student? <</qSpeak>>
<<speak "elijah.frown">> //What?// You're //Quintrell Barghur// - how could I? <</speak>>
<<qSpeak "quincy.neutral">> I don't know. <</qSpeak>>
<<include "PREP: Eli Recall">><<qSpeak "quincy.lookaway">> I must have forgotten...? <</qSpeak>>
<<speak "elijah.confused">> Forgotten? //How?// *He laughs yet again. This time the nervousness is apparent in his voice.* Your Grace, I was the assistant instructor in Professor Elluin's class! <</speak>>
<<qSpeak "quincy.tilt">> Hm... <</qSpeak>>
<<text>>
"Professor Elluin." If your memory serves, she was the white instructor during your last required semester of white meur studies. You're certain she had an aid, as was common for white meur instructors. However... you've no specific memories of Elijah.
<</text>>
<<qSpeak "quincy.neutral">> I don't recall. <</qSpeak>>
<<speak "elijah.confused">> I don't understand how you could forget... you struggled so much with white meur, I was practically helping you every day...! <</speak>>
<<include "PREP: Eli Recall">><<skillCheck>>
<<text>>
Perhaps it would be best to feign knowledge. Nobles are easily slighted, <<if setup.hasRep("ambition")>>and it is too early in the life of the Fifth Convoy to be making enemies through incompetence.<<else>>and you are not in the mood for taking responsibility for another's offense.<</if>>
<<if !setup.checkPass(0)>><p>Sadly, your poor delivery only calls further attention to your ignorance.</p><</if>>
<</text>>
<<if setup.checkPass(0)>>
<<include "PREP: Eli Recall Succ">>
<<else>>
<<qSpeak "quincy.lookaway">> ...Ah... got you. I was... only joking. <</qSpeak>>
<<text>>
Elijah's face droops. <<if !setup.hasTrait("jester")>>Perhaps you should have picked something believable.<<else>>Truth be told, you aren't sure why your lie is so difficult to believe.<</if>>
<</text>>
<<speak "elijah.frown">> ...You don't remember me at all, do you? <</speak>>
<<qSpeak "quincy.neutral">> Not in the slightest. <</qSpeak>>
<<include "PREP: Eli Recall">>
<</if>><<text>>
As etiquette demands, you reciprocate the practitioner's gesture. His grip is strong but gentle; confident without being controlling; hospitable but not overfamiliar. There is no reluctance to the shake, but it doesn't overstay its welcome either. In fact, the duration of the act is //absolutely optimal.//
``You can only conclude that the practitioner's handshake is the platonic ideal.
<</text>>
<<include "PREP: Eli Shake Bottleneck">><<qSpeak "quincy.neutral">> You're Master Elkhatu, then. <</qSpeak>>
<<speak "elijah.bashful">> *He laughs again.* You say that as if you didn't already know! <</speak>>
<<qSpeak "quincy.lookaway">> Well, I suppose it's rather clear through context... <</qSpeak>>
<<speak "elijah.confused">> //"Through context?"// *He blinks his large, mouselike eyes.* ...You mean you don't recognize me? <</speak>>
<<text>>
You do not.
<</text>>
<<choose>>
[[I've never seen you in my life.|PREP: Eli RecogNever]]
[[No. I must have forgotten.|PREP: Eli RecogNo]]
<<check `["dec",setup.DCKey.medium]` [[*Pretend to remember.*|PREP: Eli RecogYes]]>><</check>>
<</choose>><<if $tempQ.elijahGet.shelf >= 4>>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<enemy "elijah">>
<<text>>
You suppose you've seen just about everything there is to see. You'd best deliver those forceps to Elijah as he asked.
<</text>>
<<else>>
<<text>>
You suppose you've no reason to linger.
<</text>>
<</if>>
<<if $tempQ.elijahGet.shelf <= 1>>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<</if>>
<<qSpeak "quincy.neutral">> Here. *You extend the instrument to the practitioner.* <</qSpeak>>
<<set _elijahPort to "elijah.point">>
<<set _elijahWord to "Your promptness">>
<<if $tempQ.elijahGet.shelf >= 4>>
<<set _elijahPort to "elijah.nervous">>
<<set _elijahWord to "Your, er, assistance">>
<<elseif $tempQ.elijahGet.shelf >= 3>>
<<set _elijahPort to "elijah.bashful">>
<<set _elijahWord to "Your assistance">>
<</if>>
<<speak _elijahPort >> Thank you, Your Grace! _elijahWord is most appreciated! <</speak>>
<<if $tempQ.elijahGet.shelf >= 4>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> . . . <</speak>>
<</if>>
<<text>>
His hand closes around the forceps, and he turns to his patient. Your work is done.
<</text>>
<<choose>>
<<link "@@.talk-action;Return to your seat. You don't need to see this up close.@@" "PREP: Eli Shrapnel2">><<set $response to "sit">><</link>>
<<link "@@.talk-action;You're curious. Watch the procedure.@@" "PREP: Eli Shrapnel2">><<set $response to "curious">><</link>>
<</choose>><<text>>
<<if $response == "curious">>Rather than returning to your seat, <<if hasVisited("PREP: Eli No Choice")>>morbid<<else>>your<</if>> curiosity urges you to linger. Elijah gives you a <<if $tempQ.elijahGet.shelf >= 4>>strained<<else>>warm<</if>> smile and gestures for you to pull up a chair. Eye contact with the weary patient makes her tremble, and so you lower your gaze as to focus on her injury instead.<<else>><<if hasVisited("PREP: Eli Curious")>>Curious as you might be, you've no reason to crowd the practitioner or his poor patient.<<else>>You've no desire to see this.<</if>> You retreat back to your seat by the wall. Behind you, you hear Elijah issue one last warning to the woman before he digs into her arm.<</if>>
<</text>>
<<speak "elijah.smile">> Don't be afraid. The Architect has sent me to heal your arm, and I will... but it //will// hurt. Just remember: prayer in pain carries to Elysium. If you pray, He will hear you. Do you understand? <</speak>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> *The woman chokes back a sob.* @@.stutter;"Prayer in pain," I know. Do what you have to.@@ <</speak>>
<<text>>
His words are familiar. The same said to you after breaking a wrist climbing trees as a boy. Such appeals to faith are always uttered by practitioners.
``More than any other type of conductor, those who work with white meur tend towards belief. It seems inevitable that they "find The Architect" in their studies; their piety is its own cliché. It is often said that their intensive studies of life and meur bring them closer to The Architect, but as you <<if $response == "curious">>watch the procedure - //the pulling and plucking at torn skin and open wounds//<<else>>listen to sound of the procedure - //the squelching, the whimpering//<</if>> - you begin to form your own theories. Perhaps they are all mad. Madness //would// explain how a practitioner keeps a smile in the face of grisly injury.
``<<if hasVisited("PREP: Eli Curious")>>Either way, the deft manner in which Master Elkhatu extracts porcelain from meat is quite fascinating<<if $response == "sit">>, even from this distance<</if>>. The deft motion of his forceps brings to mind hens at feeding time.<<else>>You keep your eyes on the toes of your boots.<</if>>
<</text>>
<<speak "elijah.smile">> That's the last of it. You're doing just great, miss - now I only need to close the wound. <</speak>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> @@.stutter;Thank Architect.@@ <</speak>>
<<text>>
<<if hasVisited("PREP: Eli Curious")>>The practitioner sets the tool aside on the examination table. You watch without blinking as Elijah places<<else>>The clink of the forceps set upon the table tells you Elijah's work is nearly over. You look up from your shoes just in time to see Elijah place<</if>> his bloodied gloves directly on the wound.
``His fingertips begin to shimmer and spark. The light which emanates from his hands is so subtle that it feels like a trick of the eyes, especially as the woman's wound appears to pull together from the inside out on its own accord. In only a few brief minutes, it is gone without leaving so much as a scar behind. <<snout "" "A single hair on her wrist left askew is the only sign she was ever injured at all.">>
<</text>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> @@.stutter;It's gone!@@ *She gasps.* @@.surprise;Praise The Architect! Thank you, good practitioner!@@ <</speak>>
<<speak "elijah.point">> No need to thank me. I'm only doing as Him Above has asked. <</speak>>
@@.next;[[Continue.|PREP: Eli End]]@@<<text>>
The woman takes a wary step towards the examination table. Her arm is clutched to her chest, sheltered beneath her shawl. The pain in her face is evident, but she does not offer it to Elijah, instead staring at the Convoy members at the room's edge.
<</text>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> Who are...? <</speak>>
<<speak "elijah.smile">> Please - don't mind them. They're with the Prince's Convoy. Tell me, what ails you? <</speak>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> 'Tis my arm. I cut it while working the shop the other day, but I couldn't get to the clinic 'til this morning... <</speak>>
<<speak "elijah.neutral">> Come. To the table - let me see. <</speak>>
<<text>>
Slowly, the woman creeps up to the examination table and unfurls her damaged arm across it. The bandages are a grisly rust color, the cotton saturated with blood and starting to dry to a crust on the edges.
<</text>>
<<speak "elijah.neutral">> I'm going to remove your bandages for a better look. *He warns.* <</speak>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> *Biting her lip, the woman nods. Her legs tremble beneath her.* <</speak>>
<<text>>
The practitioner's gloved fingertips gently tug the bandages loose from the injured forearm. The wound he unveils is miserable indeed: a deep, jagged, reddened gash which cleaves the width of her arm. The woman cannot bear to look at it, even as the blood trickles from her now-broken scab. It is the sort of wound doomed to infection.
``However, Elijah's face shows no worry as he observes the wicked trench in the woman's arm.
<</text>>
<<speak "elijah.neutral">> Remind me how this happened, miss? <</speak>>
<<speak "midlandcommoner_f2.neutral" "Injured Woman">> Broke an old vase in the shop. Splintered everywhere. I tried to pick it up - only made things worse. <</speak>>
<<text>>
Elijah nods, eyes still fixed on the injury. He takes her arm in his hands and turns it over, paying no mind to her wincing.
<</text>>
<<speak "elijah.smile">> Mm. Yes, I see it. You've still got a bit of vase in here. *He chuckles. You would think this inappropriate, but for whatever reason it seems to soothe the patient instead.* Don't you worry, Miss - it's going to be alright. <</speak>>
<<text>>
Without looking up, the white practitioner waves a now-bloodied hand in your direction.
<</text>>
<<if hasVisited("PREP: Eli Ok")>>
<<speak "elijah.bashful">> Your Grace, would you mind fetching me a pair of forceps from the shelves? I need the help of a gloved hand. Hygiene, you know! <</speak>>
<<qSpeak "quincy.lookaway">> Ah. Right. <</qSpeak>>
<<else>>
<<speak "elijah.point">> Your Grace, would you mind fetching me a pair of forceps from the shelves? I need the help of a gloved hand. Hygiene, you know! <</speak>>
<<qSpeak "quincy.lookaway">> ...Why me? <</qSpeak>>
<<speak "elijah.smile">> Hygiene! *He repeats.* Now hurry it up, we haven't all day! <</speak>>
<</if>>
@@.next;[[Search the rose-laden shelves.|PREP: Eli Shelves]]@@<<once>>
<<set $tempQ.elijahGet.shelf to 0>>
<<set $tempQ.elijahGet.book to 0>>
<</once>>
<<text>>
The shelf on the south wall looks more akin to still life than real life. Each level and article is meticulously arranged, themed, and color coordinated; were it not for the wilting flowers breaking the illusion, it could have passed as the shelf from a girl's dollhouse.
<</text>>
<<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<include "PREP: Eli Shelves Hub">><<if $tempQ.elijahGet.shelf >= 2>>
<<switch $tempQ.elijahGet.shelf>>
<<case 2>>
<<speak "elijah.point">> The forceps should be right with the other tools. <</speak>>
<<case 3>>
<<speak "elijah.point">> Time is of the essence, Duke Barghur! <</speak>>
<<case 4>>
<<speak "elijah.bashful">> Is everything alright over there, Your Grace? <</speak>>
<<case 5>>
<<speak "elijah.nervous">> //Your Grace...// <</speak>>
<<toneLoss "elijah">>
<<case 6>>
<<speak "elijah.nervous">> <sub>Most sorry for the wait, ma'am.</sub> <</speak>>
<<case 7>>
<<speak "elijah.nervous">> Please hurry, Your Grace. <</speak>>
<<default>>
<<speak "elijah.nervous">> . . . <</speak>>
<</switch>>
<</if>>
<<if passage() == "PREP: Eli Shelves Books" || passage() == "PREP: Eli Shelves Books Read B" || passage() == "PREP: Eli Shelves Books Read C">>
<<if $tempQ.elijahGet.book == 2>>
<<text>>
You probably shouldn't read another. You haven't the time to comb Prince Oscar's entire shelf.
<</text>>
<</if>>
<</if>><<choose>>
<<if passage() == "PREP: Eli Shelves Books" || passage() == "PREP: Eli Shelves Books Read B" || passage() == "PREP: Eli Shelves Books Read C">>
<<if $tempQ.elijahGet.book < 2>>
<<onceLink "@@.talk-action;Flip through \"A Practitioner's Guide to Common Ills.\"@@" "PREP: Eli Shelves Books Read A">><<set $tempQ.elijahGet.shelf++>><<set $tempQ.elijahGet.book++>><</onceLink>>
<<onceLink "@@.talk-action;Flip through \"Cultivation and Care of the Rose for the Green Conductor.\"@@" "PREP: Eli Shelves Books Read B">><<set $tempQ.elijahGet.shelf++>><<set $tempQ.elijahGet.book++>><</onceLink>>
<<onceLink "@@.talk-action;Flip through \"The Sacrificial Mare: the Unicorn's Role in Legend.\"@@" "PREP: Eli Shelves Books Read C">><<set $tempQ.elijahGet.shelf++>><<set $tempQ.elijahGet.book++>><</onceLink>>
<</if>>
<</if>>
<<onceLink "@@.talk-action;Examine the flowers.@@" "PREP: Eli Shelves Flowers">><<passiveCheck 1 `["hare",5]`>><<set $tempQ.elijahGet.shelf++>><</onceLink>>
<<onceLink "@@.talk-action;Examine the tools.@@" "PREP: Eli Shelves Tools">><<set $tempQ.elijahGet.shelf++>><</onceLink>>
<<onceLink "@@.talk-action;Examine the holy spire.@@" "PREP: Eli Shelves Symbol">><<passiveCheck 1 `["etiq",setup.DCKey["easy"]]`>><<set $tempQ.elijahGet.shelf++>><</onceLink>>
<<onceLink "@@.talk-action;Examine the books.@@" "PREP: Eli Shelves Books">><<set $tempQ.elijahGet.shelf++>><</onceLink>>
<<if hasVisited("PREP: Eli Shelves Tools")>>
<<special "end" [[*Deliver the forceps to Elijah.*|PREP: Eli Shrapnel]]>>
<</if>>
<</choose>><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<text>>
Bouquets of fresh roses lay beside vases of wilted ones. This seems inefficient. Perhaps the flowers have gone untended in the Prince's absence, and these are meant to be replacements?
<<if setup.checkPass(1)>><p>Stranger still, your eye spots something behind one vase.</p><</if>>
<</text>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<itemImg "hairlock" "A thick lock of hair.">>
<<text>>
A lock of hair. A tribute from a suitress, or a simple amputation? You haven't enough information to draw a conclusion.
<</text>>
<<choose>>
<<link "@@.talk-action;Strange, but not your business.@@" "PREP: Eli Shelves Flowers2">><<set $response to "notake">><</link>>
<<link "@@.talk-action;The mystery compels you. Take the lock.@@" "PREP: Eli Shelves Flowers2">><<set $response to "take">><</link>>
<</choose>>
<<else>>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">>
<</if>><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<if $response == "take">>
<<text>>
This inane mystery warrants further investigation at a later date. You slip the lock into your pocket.
<</text>>
<<itemAdd "hairlock">>
<<once>>
<<set $cFlags.quincy.klepto++>>
<</once>>
<<else>>
<<text>>
You suppose only Prince Oscar would know for sure.
<</text>>
<</if>>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<text>>
As if the practitioner's shelf were not strange enough already, Prince Oscar's instruments are //most bizarre.// You cannot imagine why a //bonesaw,// of all things, might warrant a gilded handle. The tools shine brightly and with such intricate ornamentation that they look more like painted porcelain than implements of surgery. Were you to see these on the table at some Noble banquet, it might not even occur to you that they didn't belong.
<</text>>
<<img 1 "Elijahget_tools.png" "Prince Oscar's overly ornate forceps." `["modeNeutral","img-small"]`>>
<<text>>
Truly strange. At least the eye-catching shine of these forceps makes them easy to find. You take the instrument.
<</text>>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<text>>
A large holy spire monopolizes one corner of the shelf. Such ornaments are common in white clinics.
<</text>>
<<img 1 "Elijahget_holysymbol.png" "The holy spire on Prince Oscar's shelf." `["img-tiny","modeNeutral"]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
So why does this one catch your eye? At first, you assume it's choice in the metal. Traditionally, gold is associated with the Midland's Second Estate rather than its First. A holy spire crafted from gold is an oddity in itself. But there's something else odd here...
``The ring which encloses the holy spire is usually weighted at the top in Holy Cerostianism. This one is weighted at the bottom - a variation associated with the Southern Kingdom's Cetolist sect.
``Is the Midland's Crown Prince a Cetolist? Such a truth would cause upset among the Midland faithful.
<</text>>
<<once>>
<<set $cFlags.oscar.cetolist to 0>>
<</once>>
<<else>>
<<text>>
Perhaps it's the choice in metal it is made of. Traditionally, gold is associated with the Midland Second Estate rather than its First, and so it's an odd choice here.
<</text>>
<</if>>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<text>>
The covers of these books form a gradient from the ivory cover of //"The Practitioner's Guide to Maladies and Humors, 1795 Edition"// to the deep earthy browns of //"Consoling the Widow: Passing, Etiquette, and White Practice."// Their arrangement is simply too perfect to be an accident.
<</text>>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<if $tempQ.elijahGet.book == 1>>
<<text>>
You slip //"The Practitioner's Guide to Maladies and Humors"// off the shelf and <<if hasVisited("PREP: Eli Shelves Tools")>>clumsily <</if>>thumb through it<<if hasVisited("PREP: Eli Shelves Tools")>> one-handed<</if>>.
<</text>>
<<else>>
<<text>>
You peruse the pages of //"The Practitioner's Guide to Maladies and Humors"// next.
<</text>>
<</if>>
<<written "print">>
@@.headline;A CURE FOR THE TAP-HACKLED@@
``Crawsickness: perhaps the most common ailment any practitioner might face. Throughout history, men across the world have sought a cure for morning after ills, and yet traditional remedies for drunkenness are notoriously ineffective. However, there is hope for the ailing drunkard, for white meur can mitigate many of his ills.
``Though little can be done about his nausea, his pounding headache and many of his other symptoms can be tamed by treating him as if he were a case of thirst. (See ''SLAKING THE THIRST OF THE PARCHED MAN'', page 175.)
<</written>>
<<text>>
Texts regarding white practice are always opaque, and so page 175 reveals very little.
``Still, you suppose you learned something new.
<</text>>
<<itemAdd "whitehangover">>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<if $tempQ.elijahGet.book == 1>>
<<text>>
You slip //"Cultivation and Care of the Rose for the Green Conductor"// off the shelf and <<if hasVisited("PREP: Eli Shelves Tools")>>clumsily <</if>>thumb through it<<if hasVisited("PREP: Eli Shelves Tools")>> one-handed<</if>>.
<</text>>
<<else>>
<<text>>
You peruse the pages of //"Cultivation and Care of the Rose for the Green Conductor"// next.
<</text>>
<</if>>
<<written "print">>
@@.headline;COMMON DISEASES OF THE ROSE - BLACK SPOT@@
``Those who garden in southern Vestur or within greenhouses will inevitably find the leaves of his roses blighted with the telltale ''BLACK SPOT'' disease. This ailment, as the name suggests, manifests as unseemly patches of black upon the leaves of the bush. If the disease is caught early on, when the spots are small and few, it may be remedied, but the gardener must act fast, for the spots grow quickly and wither the leaf.
``By the time the spot is as large as a guilder, it is too late. Not even green meur can rescue a bush stricken with black spot; overzealous attempts to invigorate the plant tend to invigorate the disease as well.
<</written>>
<<text>>
A book on green conduction feels out of place amidst all these practitioner's books, but you suppose you shouldn't be surprised. The Crown Prince of Vestur wields the Unicorn's Horn, after all. He is not bound to one type of conduction.
<</text>>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<img 1 "Elijahget_shelves.png" "The clinic's shelves, meticulously arranged." `["modeNeutral"]`>>
<<if $tempQ.elijahGet.book == 1>>
<<text>>
You slip //"The Sacrificial Mare: the Unicorn's Role in Legend"// off the shelf and <<if hasVisited("PREP: Eli Shelves Tools")>>clumsily <</if>>thumb through it<<if hasVisited("PREP: Eli Shelves Tools")>> one-handed<</if>>.
<</text>>
<<else>>
<<text>>
You peruse the pages of //"The Sacrificial Mare: the Unicorn's Role in Legend"// next.
<</text>>
<</if>>
<<written "print">>
@@.headline;CHAPTER III: the unicorn as a metaphor for the Noble ideal@@
``Though depicted as elusive and reticent, one would be hard pressed to find a portrayal of the unicorn as a selfish being. Indeed, no matter how adversarial her relation to man, her core is ultimately compassionate and fair. She is drawn to maidens and children, comforting them in times of grief and sheltering them from harm as best she can - even risking her life for their sake as she flees pursuers. And those pursuers are not exempt from her compassion, either, as she inevitably realizes that the hunters who slay her do so without malice. Pain and loss are inherent to the world that The Architect Above has created. Such pain cannot be exorcised from the world of the living, and so it is all earthly creatures can do to trade their pains with one another. In her sacrifice, the unicorn transforms the suffering of many into the suffering of one.
``Some feminine minds have argued the unicorn is a metaphor for the wife, but such a view demeans marriage by equating the love of a husband and family with martyrdom. Such things are a blessing for a woman, not a curse. A more pertinent comparison could be made between the unicorn and the Vesturian Nobleman. Like the unicorn, he has power beyond that of a normal man. He is both rare and vital to his community - he lives for the people, willing to lay down his life if the need arises...
<</written>>
<<text>>
The page continues on like that for some time. You remain unsure as to how a hunted horse relates to the work of either the wife or the Nobleman. Perhaps understanding will come to you later.
<</text>>
<<itemAdd "uniStory">>
<<include "PREP: Eli Shelves Comment">>
<<include "PREP: Eli Shelves Hub">><<text>>
You can hardly see through watering eyes. Thankfully, you have Lucas to herd you through the clinic's reception hall and into the examination room. The air within is mercifully less pungent. //Less.//
``Dabbing away tears, you pause a moment to take stock of your surroundings. Prince Oscar's Clinic is a far cry from the makeshift infirmaries you've grown accustomed to in your time as mine inspector. Had you not known better, you might've mistaken it for some Midland Noble's sitting room, with its pastel walls and rose-patterned moulding. Only upon closer inspection does its true form as white practice become apparent. The marble floor is barren and the furniture unupholstered, so as not to be stained by blood or bile; the shelves are lined with opaque bottles and grisly instruments of cutting and suture; bouquets of roses and bottles of perfume mask the underlying smell of ailing human animal.
``Likewise, the man who beckoned you in //appears// to belong at first glance, only to grow more out of place the longer that you study him. The white practitioner sitting at the Prince's desk is not only //not the Prince//, but not even a Midlander. Indeed, his above-average height, <<snout "cropped hair" "thick fur">>, and innate familiarity indicate a Northerner. Though his muted gray-blue attire is clean and well-tailored, it displays only the amount of ostentatiousness his birth and work demand and no more. Even the jewels he wears are practical in nature, as somewhere amongst the sparkle of rubies his angelblood relic hides from thieves.
<</text>>
<<speak "elijah.smile" "White Practitioner">> I do apologize. There was a boy earlier who was quite ill - took a whole bottle and a half of perfume to cleanse the miasma his sick left behind. <</speak>>
<<img 1 "Elijahget_elijah.png" "The practitioner sits in Oscar's chair, looking over his shoulder at you with a welcoming smile. His hair is swept back and curled. His feathered cape brushes the ground behind him. On the desk is an assortment of papers, a pen, and an inkwell.">>
<<text>>
The man's voice is light and soothing, carrying both the friendly lilt of a schoolteacher and the enunciation of a skilled salesman. He stands from his desk and offers Lucas a gloved hand to shake. The Prince recoils from it with disproportionate disgust.
<</text>>
<<speak "lucas.scowl">> Not on your life, Elijah. <</speak>>
<<speak "elijah.neutral">> *Though Lucas spurns his gesture, the practitioner takes no offense, instead giving a good-natured chuckle as he withdraws his hand.* Still afraid of practitioners, eh, Your Highness? We'll have to work on that. <</speak>>
<<speak "lucas.flustered">> I am not afraid. *He protests.* I just hate you. <</speak>>
<<speak "elijah.bashful">> *For whatever reason, this prompts more chuckles.* Oh dear. We'll have to work on that too! <</speak>>
<<text>>
He leaves the resentful Prince be for now and instead turns his attention to you, offering you the same hand.
<</text>>
<<choose>>
<<link "@@.talk-action;Shake his hand.@@" "PREP: Eli Shake">><</link>>
<<link "@@.talk-action;Refuse.@@" "PREP: Eli No Shake">><</link>>
<</choose>><<text>>
The Prince lets out a peeved sigh and rolls his eyes. He contains his contempt for now, but this can only last so long.
<</text>>
<<speak "lucas.eyeroll">> Can we move it along, //please?// We didn't come here to exchange pleasantries. <</speak>>
<<speak "elijah.point">> Apologies, Your Highness - I'm afraid I cannot "move it along" until the next practitioner shows up for his shift. I'm still on duty until then. <</speak>>
<<speak "lucas.annoyed">> *Lucas lets out an exasperated groan.* It is ''noon,'' Elijah. We were specifically told to arrive at ''noon.'' <</speak>>
<<speak "elijah.bashful">> Patience, young Prince! I'm sure my replacement will only be another few minutes. I can't very well abandon the people - you must've seen the line out there. <</speak>>
<<speak "elijah.neutral">> In fact, I should probably get back to it! Can't keep patients waiting... <</speak>>
<<choose>>
[[Is the line always this bad?|PREP: Eli Always]]
[[Don't you think the Prince's Convoy takes precedence over regular duties?|PREP: Eli Precedent]]
<</choose>><<locationBoardSetup `[
{img:"windows.png",text:"Specks of dust swirl through scattered beams of light."},
{img:"cobweb.png",text:"Cobwebs net the rafters."},
{img:"boxes.png",text:"History languishes in unmarked chests and untended shelves."}
]`>>
<<location "andimeur" `["Storeroom","Diadem Castle"]`>>
<<displayTask "11-convoy" "storage">>
<<set $party to ["lucas","kaitos"]>>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
In the century of peace since the last Prince's Convoy concluded, its once-proud emblems have been left to decay in a forgotten corner of Diadem Castle. No one has spared a thought for this storeroom in a long time, much less set foot in it. You, the Prince, and your self-appointed scribe are likely the first in decades.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Basement Begin]]@@<<qSpeak "quincy.think" >> Hm. What was it that the Fourth Prince's Convoy accomplished, again? <</qSpeak>>
<<text>>
In response to your query, the rising bickering lapses into quiet. In its absence, brows furrow and a ponderous silence grows.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> I assume I've asked a foolish question? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> ...I assume I've asked a foolish question again. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.thinkinghard" >> ...Nah. 'Sjust weird. I'unno either. Like, they were there... and then they all died? <</speak>>
<<qSpeak "quincy.think" >> So the Fourth Convoy... it failed? *That doesn't sound right.* <</qSpeak>>
<<speak "lucas.eyeroll" >> Of course not! And they did not //all die.// Don't be reductive. <</speak>>
<<speak "kaitos.casual.stare" >> Did too. The plague, remember? <</speak>>
<<speak "lucas.glasses">> Well, yes, the Prince and his Right Hand both perished. The Grim Plague of 1693 killed one of every man, woman, and child for every-- <</speak>>
<<qSpeak "quincy.think">> *Memories of history class flood your mind.* "For every four that were spared." Yes. I recall now. <</qSpeak>>
<<speak "lucas.eyeroll" >> Quite frankly, it's a miracle even one of them survived. They were tasked with easing the pain wrought by a plague so terrible that the //dinner party// was all but driven extinct! Catching ill was practically inevitable. <</speak>>
<<qSpeak "quincy.think" >> Hm. But what did they //accomplish?// <</qSpeak>>
<<speak "lucas.annoyed">> Something which //should// have been done by their forefathers //before// it became a problem. *He pinches the bridge of his nose. A sharp sigh relieves a frustration displaced by one hundred years.* See, at the time, white practitioners had no obligation to do //rounds.// They sat in their clinics, in their cities, and the people came to them. Those seeking treatment were forced to travel //hours// - //days// - sometimes //across lordships!// <</speak>>
<<speak "lucas.eyeroll" >> And come the Grim Plague? The sick are traveling all across Vestur for treatment, spreading miasma at every stop. Those too weak to travel die on their farmsteads, or in their hamlets, without hope of ever seeing a practitioner. <</speak>>
<<speak "lucas.glasses" >> Prince Oliver was a white conductor himself. His Convoy travelled the land and gave aid to those most in need: the destitute, the elderly, those in the rural North... It was a noble effort, but one practitioner working alone is throwing a cup of water at a raging inferno. <</speak>>
<<speak "lucas.glance" >> He managed for two years before practitioner's fatigue took hold. His Right Hand tended him whilst he was bedridden, and so when one was stricken by the plague, both became ill. They perished in quick succession. <</speak>>
<<speak "lucas.neutral" >> They say Prince Oliver's dying words were a plea for the rounds system to be implemented. <</speak>>
<<speak "kaitos.casual.thinkinghard" >> Huh. Grim Plague's s'pposed to give you the runs. Like, until you die. Seems like it'd be hard to uh, propose policy while you're runs-ing to death. <</speak>>
<<speak "lucas.thinking" >> Hence my use of //"they say."// The system wasn't implemented until two years after the fact. I assume they handed Oliver the credit posthumously, //because everything is more profound from the lips of a white practitioner.//
``An idea of the Council's, most likely. And it would be the last useful thing they've done since. <</speak>>
<<speak "lucas.neutral">> Still, I am reluctant to say the Fourth Convoy "failed." It was a humble thing, as far as Convoys go. They sought only to ease the peoples' suffering, and that is precisely what they did. No parades. No glory. A fulfillment of the Noble's Pledge; nothing more and nothing less. <</speak>>
<<speak "lucas.glance">> And - however unfortunate it might be - they did not die in vain. Their accomplishments should not be discounted simply because they did not live to take pride in them. <</speak>>
<<text>>
Silence takes the room again. This time, the air is <<if setup.hasRep("individualist")>>bitter and wistful<<else>>pensive and uneasy<</if>> as your minds circle the Convoy which achieved more in death than life. <<if setup.hasRep("individualist")>>//<<if setup.hasRep("ambition")>>The Fifth Convoy<<else>>You<</if>> will not share this fate,// you decide.<<else>>You hope your duty never asks the same of you.<</if>>
<</text>>
@@.next;[[Continue.|PREP: Basement Capes]]@@<<text>>
``Your ruminations are broken when Lucas suddenly grunts in surprise. With a sour face, he pulls three badges from a chest. One diamond-shaped, two triangular, each bearing a crest animal. Surely, these are the badges which fasten the vestiments. There is only one problem.
<</text>>
<<qSpeak "quincy.lookaway" >> The capes... <</qSpeak>>
<<speak "lucas.annoyed" >> Were not stored in the same chest, no. <</speak>>
<<speak "kaitos.casual.neutral" >> You sure? <</speak>>
<<speak "lucas.annoyed" >> //Yes,// Asenath. I'm sure. I wouldn't miss a bunch of famous capes in a box full of mothy old linens. <</speak>>
<<speak "kaitos.casual.look" >> 'Kay... just asking... <</speak>>
<<speak "lucas.devastated" >> I fear we will be looking into the new century at this rate. <</speak>>
<<text>>
Morale lowers by the minute. As you close the lid of another barrel (this one filled with chipped and broken mugs), the idea of opening another seems nauseating. So, you take a lap of the room instead. Amongst old trunks and broken down furniture, you spy something curious. Under a pile of crates is an old oak wardrobe, lying on its back so that the doors face up towards the teetering stack atop it. The boxes are heaped taller than yourself.
``You are reticent to disturb the unsteady heap... but were you stowing a set of important capes and flags away, a wardrobe would be a reasonable place for such things.
<</text>>
<<set $tempQ.crates to {l:["med","small"],m:["large","med","small"],r:[]}>>
<<set $tempQ.haredeath to 0>>
<<choose>>
<<link "@@.talk-action;Move the crates carefully.@@" "PREP: Basement Wardrobe Puzzle Begin">><</link>>
<<check `["phys",12]` [[*Yank the wardrobe out from the pile.*|PREP: Basement Wardrobe Yank]]>><<set $response to "nopuzzle">><</check>>
<</choose>><<text>>
It's noon, but the bright light filtering through the windows does little to illuminate the shadows cast by the stacks of crates and disused furniture. Lucas winds his way around the heaps to each brazier. With a tap of his finger, he sets the curled wicks ablaze, the garnets from his ears thrumming gently with flecks of meur. His footsteps send eddies of dust into the dim air.
<</text>>
<<speak "lucas.annoyed" >> Just because there hasn't been a Convoy in one hundred years doesn't mean that they shouldn't've //cleaned// in one hundred years. <</speak>>
<<qSpeak "quincy.tilt">> Mm. *You nod in agreement. A small cough looses the phlegm in your throat.* <</qSpeak>>
<<text>>
Kaitos picks up a seventeenth century chair from the ground, its gilt tarnished and upholstery threadbare. Feathers spill from a tear in its cushion as he places it upright. He sinks onto it with a brief huff and watches as Lucas begins to pull open the lid of an old chest and begins to rummage about in the moth-eaten silks.
<</text>>
<<speak "quincy.neutral" >> Are you not going to help in the search? <</speak>>
<<speak "kaitos.casual.look" >> I'm helping. *He waves his pocketbook aloft, a piece of graphite in his other hand.* Taking inventory, man. <</speak>>
<<speak "quincy.lookaway" >> Hm. <</speak>>
<<text>>
With no such excuse of your own, you set to searching. Twenty minutes on, you find yourself no closer to uncovering any Convoy standards. The boxes are filled with oddities: the bizarre fashions of bygone centuries, papers penned by dead men... everything, but the items you seek.
``As you rifle through a box of oaths belonging to long-dead Noblemen, Lucas extracts himself from a crate of old hunting trophies with an indignant snort.
<</text>>
<<speak "lucas.glasses" >> This is an insult to Vestur's past. Historic documents thrown into unlabeled crates, left to be eaten by moths amidst broken down chairs and other such rubbish. //Really!//<</speak>>
<<choose>>
[[I thought you didn't care for Convoy history.|PREP: Basement Begin 2]]
<</choose>><<qSpeak "quincy.neutral" >> I thought you didn't care for Convoy history. <</qSpeak>>
<<speak "lucas.glance" >> Correct. I didn't. *He adjusts his glasses.* But then I realized it is not the Convoys themselves which bore me. It is the mythology of it. Peel away the self-aggrandizing tales of heroism and //then// you uncover something of interest. <</speak>>
<<speak "lucas.glasses" >> See, the authority granted to a Prince's Convoy is unique. Decisions made by a Convoy Prince are legally binding and seldom repealed. Wherever a Convoy goes, it creates new precedent. You could even go so far as to say that each and every Convoy marks a new era of Vesturian law! <</speak>>
<<qSpeak "quincy.lookaway" >> Oh. <</qSpeak>>
<<text>>
It feels as though the dirt in the room has built up a film over your brain. You shake your head in hopes something will rattle loose. Alas, you've no such luck. <<if setup.hasTrait("dense")>>It must be dust all the way through, for Lucas's talk of legal somethings remains beyond your comprehension<<else>>The dust must have filled every nook and cranny in your mind, for Lucas's talk of legal somethings become no more understandable<</if>>.
<</text>>
<<qSpeak "quincy.neutral" >> Pardon. I know we are searching for Convoy articles, but - what precisely are we looking for again? <</qSpeak>>
<<speak "lucas.surprised" >> I... flags. For certain. And I think... another article or two... I devised a list, somewhere... *He begins to pat his pockets.* <</speak>>
<<text>>
From his seat, Kaitos watches Lucas with raised eyebrows. The incessant bobbing of his leg slows.
<</text>>
<<speak "kaitos.casual.thinking" >> *He taps his graphite to his teeth.* The Convoy's pennants. <</speak>>
<<speak "lucas.flustered" >> As I said! Flags! They are likely somewhere beneath those large chests at the back. <</speak>>
<<speak "kaitos.casual.neutral" >> ...//And// the traditional vestiments for the Prince and his two Hands. And the... candle spikes. For the candles. At the ceremony. <</speak>>
<<speak "lucas.glasses" >> The spickets, you mean. For the lustration. <</speak>>
<<speak "kaitos.casual.look" >> S'what I said. <</speak>>
<<qSpeak "quincy.furrow" >> Vestiments? *More horror is evident in your tone than intended.* I wasn't aware we were to wear centuries-old armor. <</qSpeak>>
<<speak "lucas.neutral" >> No, no armor. Only the capes. Willet Barghur was buried in his armor, remember? <</speak>>
<<speak "kaitos.casual.thinking" >> Yeah. So if we //were// gonna wear the original vestiments... we'd have a naked Right Hand. <</speak>>
<<speak "lucas.annoyed" >> What "we" do you speak of? You are our scribe, not any Left Hand I am aware of. <</speak>>
<<speak "kaitos.casual.smile" >> Doesn't matter. I'm not the one who would be naked if I was. <</speak>>
<<text>>
You run the fur hem of your cape through your hands. Perhaps it is overly sentimental of you, but you are reluctant to part with it. //It was a gift from <<if setup.flag("53a")>>Imani. You've little else to remember your friendship by<<else>>an old friend<</if>>.// It has been by your side for at least a decade now. But... if the alternative would have been to wear the rusted metal of centuries past, you will gladly wear another instead.
<</text>>
<<speak "lucas.glance" >> Quintrell? I require your assistance moving these crates. <</speak>>
@@.next;[[Assist the Prince.|PREP: Basement R1]]@@<<switch $response>>
<<case "kick">>
<<text>>
The damp of the storeroom has done the iron on this chest no favors. It is orange with rust like all the rest.
``You raise your foot and strike your heel against the lock. The suddenness of the motion is enough to make Kaitos leap back with a dog's startled yelp. Lucas merely watches.
<</text>>
<<skillGate>>
<<text>>
With just a few kicks, the lock crumbles into rusted shards, leaving a jagged hole in its place. Taking care not to cut a finger, you grope around until you can squeeze the mechanism and push the trunk open.
<</text>>
<<case "pick">>
<<text>>
The chest's lock is old, and the mechanism simple. It shouldn't be too different from the ones you picked as a boy, and there's plenty of forsaken bits of wood with which you could improvise some tools. Kaitos tilts his head this way and that as you pull out a pen knife and begin to whittle a makeshift pick.
``Recognition only dawns on Kaitos's face when you shove the narrow, twisted piece into the keyhole along with the blunt end of your pen-knife and begin to fumble around the tumbler.
<</text>>
<<skillGate>>
<<speak "kaitos.casual.surprised" >> Woah. Where did you learn that? <</speak>>
<<speak "lucas.smug" >> Not through criminality, but //delinquency.// An indispensable skill for a boy attending VRMA on his own terms. <</speak>>
<<text>>
A click signifies your success, though it takes a labored shove to loosen the mechanism from the rust which bound it together. The lid swings back, revealing exactly the thing you seek.
<</text>>
<</switch>>
<<img 1 "history_flags.png" "The old Prince's Convoy standards rest untouched within the chest." `["modeNeutral"]`>>
<<text>>
<<if setup.hasRep("collectivist")>>At last - something of the Convoy's, spared the encroaching rot of time. They've faded over the past century, but the wear is minimal. It shouldn't take much to mend these.<<else>>It feels... underwhelming, given the effort. Though the pennants have been spared by the rats and the moths, nothing could protect them from the passage of time. Even if didn't know they were one hundred years old, you feel as though might've guessed it.<</if>>
<</text>>
<<speak "lucas.neutral" >> Lovely. All we have of the former convoys are a few spickets, some corroded badges, and some faded old standards. *He gathers the banners in his arms with a sigh.* I suppose we should count ourselves lucky we have even that. <</speak>>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.neutral" >> It's fitting. I think.<</qSpeak>>
<<if setup.hasTrait("cerebral")>>
<<speak "lucas.neutral" >> *He cocks an eyebrow.* Oh? You are so rarely moved to drawing sentimental conclusions. I want to hear this. <</speak>>
<<qSpeak "quincy.think" >> It's the age of these objects. It invites metaphor. <</qSpeak>>
<<else>>
<<speak "lucas.weary">> ...You do? *He cocks an eyebrow.* Explain. <</speak>>
<<qSpeak "quincy.think">> Hm. Well... <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral" >> We are the first Convoy in a hundred years. There isn't much left of the old. It's like - *You pause, trying to collect your words. To talk about the immaterial never comes easy.* It's as if we must revive the... idea. Of the Convoy. "Passing the torch." But the torch is almost burnt out. So we should... add more oil. <</qSpeak>>
<<text>>
<<if $tempQ.haredeath >= 1>>Perhaps the beating your skull took when you died has impaired you somehow. <</if>>The finish is pathetic. //Candles aren't even lit with oil.// But, the novelty of //you// dabbling in metaphor seems to excite Lucas's penchant for dramatics enough that he forgets the egregious inaccuracy.
<</text>>
<<speak "lucas.glasses" >> Ah, I understand. Well, then! We will simply need to fly these old things with pride. Let us bring a new dignity to these old rags, and remind the common man that the Convoy, as always, seeks to allay their suffering. <</speak>>
<<speak "kaitos.casual.stare" >> *He shrugs.* S'Cheaper than getting new ones made. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> Why bother with them, then? <</qSpeak>>
<<speak "lucas.neutral" >> *He cocks an eyebrow.* We must identify ourselves in some way, Quintrell. <</speak>>
<<qSpeak "quincy.lookaway" >> Yes. But the colors are faded. A bit of bad weather and these would be invisible up North. We might as well get new standards made, and leave these here with the rest of the rubbish. <</qSpeak>>
<<speak "lucas.glasses" >> But the historical significance--!! <</speak>>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.think" >> Is it not fitting to have new ones made? From a poetic standpoint. <</qSpeak>>
<<speak "lucas.neutral" >> *He cocks an eyebrow.* You? Poetic? I want to hear this. <</speak>>
<<else>>
<<qSpeak "quincy.think" >> It's fitting. I think. <</qSpeak>>
<<speak "lucas.weary">> ...You do? *He cocks an eyebrow.* Explain. <</speak>>
<<qSpeak "quincy.think">> Hm. Well... <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral" >> We are the first Convoy in a hundred years. Those who came before us are strangers. "Knights of old," so to speak. We are men of the modern era. Does it not make sense to start anew, instead of mending old symbols for tradition's sake? It's like... like... *Don't draw animal comparisons. Lucas hates those.* Crabs. <</qSpeak>>
<<qSpeak "quincy.lookaway">> *Damn it. You've no choice but to finish your thought, now.* They... abandon their shells when they outgrow them. Our Convoy should wear the shell that fits, not the shell of tradition. <</qSpeak>>
<<text>>
<<if $tempQ.haredeath >= 1>>Perhaps the beating your skull took when you died has impaired you somehow. <</if>>The finish is pathetic. However, the novelty of //you// of all men dabbling in metaphor seems to excite Lucas's penchant for dramatics. (Even though you invoked an animal.)
<</text>>
<<speak "lucas.glasses" >> I see. Well, then! *He drops the flags back into the chest and shuts it. Kaitos groans.* Let us blaze a new trail, into a better future, together then! We shall fly new flags then, with the colors boldened anew.<</speak>>
<<speak "kaitos.casual.scoff" >> <sup>Lotta wool. Lotta colors. Lotta sewists. Lotta merchants I'm gonna have to send pigeons to...</sup> *He sighs, and sets to scratching out a long list in pocketbook.* <</speak>>
<</if>>
<<removeTask "11-convoy" "storage">>
<<addTask "11-convoy" "ceremony">>
<<addCodex "timeline">>
<<addCodex "convoy1">>
<<addCodex "convoy2">>
<<addCodex "convoy3">>
<<addCodex "convoy4">>
@@.next;<<link "Return to Diadem." "PREP: Camp">><<run delete $tempQ.haredeath>><<run delete $tempQ.crateMess>><<run $campTopics.push("ceremony")>><</link>>@@<<passiveGate 1 `["phys",15]`>>
<<skillGate 1>>
<<if setup.gatePass(1)>>
<<text>>
There are four wooden crates stacked upon each other, labeled in paint as //"MARE CARNE DECOR."// You are disturbed to find they are quite heavy. Strong as you are, your arms shake under the weight. It is all you can do to lower them //most of the way// to the floor before you drop them to the ground with a blunt thud.
<</text>>
<<qSpeak "quincy.harrowed" >> What is in these? <</qSpeak>>
<<speak "kaitos.casual.stare" >> *He lifts the lid of the top one.* ...Lots of balls. Glass balls. And uh... little unicorns. *Between two fingers, he dangles a pewter figure of a rearing unicorn by its head.* <</speak>>
<<speak "lucas.eyeroll" >> My family cannot suffer a modest celebration of any occasion or holiday. I suppose that was as true one hundred years ago as it is now. <</speak>>
<<text>>
The crate Lucas sought is now free. Though it appears shabby, the string of letters painted across its lid holds great promise. //"CONVOY,"// it reads. You take it upon yourself to remove the lid and rifle through. Lucas seems preoccupied anyway, watching Kaitos with a sneer as the Viscount assesses each unicorn in the Mare Carne box one by one.
<</text>>
@@.next;[[Rummage.|PREP: basement R1 bottleneck]]@@
<<else>>
<<include "PREP: Basement R1 fail">>
<</if>><<text>>
There are four wooden crates stacked upon each other, labeled in paint as //"MARE CARNE DECOR."// You take hold of the bottom-most crate and try to lift it, but underestimate the weight so terribly that you almost slam your chin into the wood.
<</text>>
<<qSpeak "quincy.harrowed" >> ...Just what is in these? <</qSpeak>>
<<speak "lucas.annoyed" >> My family cannot suffer a modest holiday celebration. I suppose that was as true one hundred years ago as it is now. It's probably all solid gold unicorns in there, or something. <</speak>>
<<text>>
You turn to Kaitos, who is busy playing with his glove. You clear your throat, but he pays you no mind. Instead, he continuously rolls and unrolls the lace hem over his arm, his attention entirely occupied.
<</text>>
<<choose>>
[[Asenath, make yourself useful.|PREP: basement R1 fail 2][$response to "mean"]]
[[Help me with these crates, please.|PREP: basement R1 fail 2][$response to "nice"]]
<</choose>><<if hasVisited("PREP: Choose Indie")>>
<<speak "kaitos.casual.look" >> I mean. Uh. The Second Convoy is pretty gold. <</speak>>
<<else>>
<<speak "kaitos.casual.idle" >> The Second Convoy is pretty gold... <</speak>>
<</if>>
<<speak "kaitos.casual.pleased" >> It's got, like, stories. Stories we still like now. Adventure and saving people and fending off invaders and stuff. <</speak>>
<<speak "kaitos.casual.thinking" >> Like fairytales, but y'know, for men. They're inspiring. 'Cause, like, they sound made up, but they're real. A guy really did that. <</speak>>
<<speak "lucas.glasses" >> I don't care for fancies. Those are crumbs for the birds. I care what positive change a Convoy might enact. I care for the progress towards justice and fair government which Convoys are so uniquely capable of achieving. <</speak>>
<<speak "kaitos.casual.smile" >> *He chuckles.* 'Course you do. <</speak>>
<<speak "lucas.scowl" >> Do I detect mockery? <</speak>>
<<speak "kaitos.casual.look" >> I dunno. Sometimes you think you see a bug in the corner of your eye, you know. That doesn't mean it's there. <</speak>>
<<text>>
Like the smell of an oncoming storm, you sense that an argument brews. You would rather not participate. You opt to return to your search; the ceremonial spickets are but one thing on the list. The vestments remain frustratingly unaccounted for. To go through this entire storeroom could take hours. You open another crate, hoping you won't spend too many more rifling through old rubbish.
``You've thought more about past Prince's Convoys today than you have in many years. It is strange to think that those legendary Right Hands are great-great something-or-others of yours, though you've heard it all your life. Whenever a letter came home from VRMA detailing your ill-fated escapades with Lucas, your father would excuse your behavior as some Barghurian quality, inherited from a Right Hand ancestor, for which you could not be blamed. You were not //defiant,// merely //strong-willed// like this Right Hand. Not //<<if setup.hasTrait("dense")>>gullible<<else>>foolish<</if>>,// but //loyal// like that Right Hand.
``Perhaps it is this petty misuse of your honored bloodline that predisposed you to think of the Convoy as a thing of fiction. Your father leveraged the Barghur name one too many times, and so the Prince's Convoys of the past fell into the same recess in your mind as the stories of knights and dragons found in children's books.
``You amass a pile of old trinkets behind you, taking care not to scratch the various jade snuff boxes and jeweled mirrors in your hunt. The First Convoy knighted those with The Gift as Nobility. The Second Convoy defended Vestur from the Laurentian invasion in a show of force so powerful that none have tried since. The Third Convoy satiated a famine, and - according to Lucas - balanced the scales of justice. And the Fourth Convoy...
<</text>>
@@.next;[[...you cannot remember. Odd.|PREP: Basement 4th Convoy]]@@<<script>>
var stackData = State.variables.tempQ.crates;
State.temporary.boxLayers = "";
State.temporary.boxOptions = {l:"",m:"",r:""};
State.temporary.boxDesc = {l:"",m:"",r:""};
var stacks = ["m","r","l"];
for(let i = 0; i < stacks.length;i++){
var validPlace = false;
var validSize = false;
var validBox = false;
var sizeOrder = ["small","med","large",undefined];
var otherStacks = stacks.filter((entry) => entry != stacks[i]);
var top = stackData[stacks[i]][stackData[stacks[i]].length - 1];
if (top != undefined){
validBox = true;
}
for (let j = 0; j < otherStacks.length;j++){
if (stackData[stacks[i]].length >= 1){
var oTop = stackData[otherStacks[j]][stackData[otherStacks[j]].length - 1];
if (sizeOrder.indexOf(top) <= sizeOrder.indexOf(oTop)){
validSize = true;
} else {
validSize = false;
}
if (stackData[stacks[j]].length < 4){
validPlace = true;
}
} else {
validPlace = true;
validSize = true;
}
if (validSize && validPlace && validBox){
var dir = "to the left";
switch(otherStacks[j]){
case "m":
dir = "onto the wardrobe";
break;
case "r":
dir = "to the right";
break;
}
var sizeDesc = "box";
switch(top){
case "large":
sizeDesc = "heavy chest";
break;
case "med":
sizeDesc = "crate";
break;
}
var currentPile = "left";
switch(stacks[i]){
case "m":
currentPile = "wardrobe";
break;
case "r":
currentPile = "right";
break;
}
State.temporary.boxOptions[stacks[i]] += "<"+"<link \"@@.talk-action;Move the "+sizeDesc+" from the "+currentPile+" "+dir+".@@\" \"PREP: Basement Wardrobe Puzzle\">><"+"<set $response to \"lift the "+sizeDesc+" and place it "+dir+"\">>";
State.temporary.boxOptions[stacks[i]] += "<"+"<run $tempQ.crates."+otherStacks[j]+".push(\""+top+"\")>>";
State.temporary.boxOptions[stacks[i]] += "<"+"<run $tempQ.crates."+stacks[i]+".pop()>>";
State.temporary.boxOptions[stacks[i]] += "<"+"</link>>";
}
}
for (let j = 0; j < stackData[stacks[i]].length;j++){
var crate = stackData[stacks[i]][j];
var sizeDesc = "box";
switch (crate){
case "large":
State.temporary.boxLayers += setup.imgLayer(1,"box_large_"+stacks[i]+"-"+j+".png", false);
sizeDesc = "heavy chest";
break;
case "med":
State.temporary.boxLayers += setup.imgLayer(1,"box_med_"+stacks[i]+"-"+j+".png", false);
sizeDesc = "crate";
break;
default:
State.temporary.boxLayers += setup.imgLayer(1,"box_small_"+stacks[i]+"-"+j+".png", false);
}
if (j > 0 && j == (stackData[stacks[i]].length - 1)){
State.temporary.boxDesc[stacks[i]] += " and ";
}
State.temporary.boxDesc[stacks[i]] += "a "+sizeDesc;
if (stackData[stacks[i]].length > 1 && j != (stackData[stacks[i]].length - 1)){
State.temporary.boxDesc[stacks[i]] += ", ";
}
}
}
<</script>>
<<imgLayer 1 "box_puzzle.png" "The heap of crates upon the wardrobe." `["modeNeutral"]`>>
<<print _boxLayers>>
<</imgLayer>>
<<if $response == "start">>
<<text>>
Atop the wardrobe, three crates of varying sizes are stacked: a massive, heavy chest, a crate, and a smaller - but still quite large - box. To the left, more clutter: another crate with a box atop it. To the right, there is a scarce bit of empty space.
<</text>>
<<elseif $response == "why">>
<<text>>
You attempt to yank the wardrobe free... but it just sort of <<switch $tempQ.crates.m[0]>><<case "large">>scrapes<<default>>slides<</switch>> around the floor, with the <<switch $tempQ.crates.m[0]>><<case "large">>hefty chest<<case "med">>crate<<default>>box<</switch>> remaining firmly on top.
``Entirely pointless.
<</text>>
<<elseif $response == "diepuzzle" || $response == "nopuzzle">>
<<text>>
It appears that <<print _boxDesc.m>> remain<<if $tempQ.crates.m.length == 1>>s<</if>> upon the wardrobe. To its left, <<if $tempQ.crates.l.length == 0>>nothing<<else>><<print _boxDesc.l>><</if>>. In the right corner, <<if $tempQ.crates.r.length == 0>>nothing<<else>><<print _boxDesc.r>><</if>>.
<</text>>
<<else>>
<<text>>
''You $response.''
``<<if $tempQ.crates.m.length == 0>>''The wardrobe has been freed of the pile.''<<else>>The wardrobe bears <<print _boxDesc.m>>.<</if>> To its left, <<if $tempQ.crates.l.length == 0>>nothing<<else>><<print _boxDesc.l>><</if>>. In the right corner, <<if $tempQ.crates.r.length == 0>>nothing<<else>><<print _boxDesc.r>><</if>>.
<</text>>
<</if>>
<<choose>>
<<if $tempQ.crates.m.length == 0>>
<<special "end" [[*Open the wardrobe.*|PREP: Basement Wardrobe Puzzle Win]]>>
<<else>>
<<print _boxOptions.l>>
<<print _boxOptions.m>>
<<print _boxOptions.r>>
<</if>>
<<if $tempQ.crates.m.length == 1>>
<<check `["phys",12]` [[*Yank the wardrobe out from the pile.*|PREP: Basement Wardrobe Puzzle]] "repeat">><<set $response to "why">><</check>>
<<elseif $tempQ.crates.m.length >= 2>>
<<if $tempQ.haredeath < 1>>
<<check `["phys",12]` [[*Yank the wardrobe out from the pile.*|PREP: Basement Wardrobe Yank Die]] "repeat">><<set $response to "diepuzzle">><</check>>
<<else>>
<<check `["phys",12]` [[*Yank the wardrobe out from the pile.*|PREP: Basement Wardrobe Fail]] "repeat">><<set $response to "diepuzzle">><<set $tempQ.haredeath++>><</check>>
<</if>>
<</if>>
<</choose>><<set $response to "start">>
<<include "PREP: Basement Wardrobe Puzzle">><<if hasVisited("PREP: Basement Fits")>>
<<timebreak "day" "Some harrowing minutes later...">>
<<speak "kaitos.casual.stare">> Done. *He declares, panting like a dog from exertion.* I'm done doing stuff. No more stuff for me. <</speak>>
<</if>>
<<text>>
<<if hasVisited("PREP: Basement Fits")>>It comes to your attention that you've been gripping the armrest quite hard. You've no need for such tension, for the<<else>>You breathe a sigh of relief. The<</if>> wardrobe is now free<<if hasVisited("PREP: Basement Fits")>> - and no one has died in the process<</if>>. The three of you gather around it, anxious to uncover the mysteries it holds. The aged paint on its double doors has been all but scraped clean from the shifting crates and barrels atop it. The doors themselves have buckled inwards, forever warped by the countless years spent pinned beneath rubble.
``It is Kaitos who throws them open. A plume of black dust unfurls and sends you into the throes of another coughing fit.
<</text>>
<<speak "kaitos.casual.thinkinghard" >> ...Huh. What's this? <</speak>>
<<text>>
Between his thumb and forefinger, he pulls a tangle of shredded fabrics. Desiccated droppings fall from its creases, only to be caught in the shredded edges of the once-fine weave. As the bunch unfurls, the faint smell of ammonia fills the room.
<</text>>
<<qSpeak "quincy.tilt" >> Rat nest. *You rasp, shielding your mouth and nose as best you can.* See the feces? <</qSpeak>>
<<speak "kaitos.casual.frighten" >> @@.stutter;Auughh!!@@ *He yelps, dropping the tatters to the floor.* <</speak>>
<<speak "kaitos.casual.disgruntled" >> Ew. <</speak>>
<<speak "lucas.eyeroll" >> ...You work with human waste, Asenath. <</speak>>
<<speak "kaitos.casual.sulk" >> Yeah, but like, I don't gotta //touch it.// <</speak>>
<<text>>
The Prince is no more eager to touch the rat's nest than Kaitos is, and so when he drops to the ground to examine its torn scraps he does so with disgust in his eyes and a handkerchief over his nose.
<</text>>
<<speak "lucas.glasses" >> ...There, see - the roc patterning on the red scraps, the hares on the green. Those are the vestiments. Or //were,// rather, before the rats got to them. <</speak>>
<<speak "lucas.glance" >> ...I suppose the Fifth Convoy will have none. *He lets out a long sigh, and rubs the bridge of his nose beneath his spectacles.* <</speak>>
<<speak "lucas.neutral" >> No matter. I've no worry about us not being recognized. My dress has made headlines. *He flips the silver fringe of his dreads back, perhaps a little vainly.* And my Right Hand, well. He is impossible to miss. *He holds one of his hands over the other in allusion to your tall stature.* <</speak>>
<<qSpeak "quincy.lookaway" >> Hopefully the banners have not met the same fate... wherever they might be. <</qSpeak>>
<<text>>
They were not stored in the wardrobe with the vestiments; the rat's nest would be quite a bit bigger if they were. But then, where? Looking about the room, no trunk or crate looks large enough to hold such a thing. (At least, not //properly folded,// which you cannot assume they are.)
But then - just when you begin to fear this search will never end - your eye catches something unbelievably obvious.
<</text>>
@@.next;[[However did you miss that?|PREP: Basement Chest Find]]@@<<text>>
Beyond the rat's wardrobe lies a large chest. It must be large enough to fit a man; it is //surely// large enough to hold a few banners. And the emblem of the Prince's Convoy! It's carved into its varnish-faded wood.
``<<if hasVisited("PREP: Basement Fits")>>Kaitos<<else>>You<</if>> must have unearthed it in the process of freeing the wardrobe. There's no other explanation as to how it has escaped notice.
<</text>>
<<qSpeak "quincy.surprised">> Lucas. <</qSpeak>>
<<speak "lucas.surprised">> //That must be it!// <</speak>>
<<text>>
If this chest contains the pennants, then you will be freed of this room once and for all. No one dares breathe. It feels too good to be true. //There must be a catch.//
<</text>>
<<qSpeak "quincy.neutral" >> ...It's locked. <</qSpeak>>
<<speak "lucas.scowl">> Hah! Of course it is. <</speak>>
<<speak "kaitos.casual.thinkinghard" >> Is there a key? <</speak>>
<<speak "lucas.annoyed" >> //A key?// This chest has sat forgotten for a century! If anyone has it, I doubt they would know that they do! <</speak>>
<<speak "kaitos.casual.look" >> Was just a question, man. <</speak>>
<<choose>>
<<gate `["hare",10]` [[*Pick the lock.*|PREP: Basement Flag Box Open]]>><<set $response to "pick">><</gate>>
<<gate `["phys",10]` [[*Force it open.*|PREP: Basement Flag Box Open]]>><<set $response to "kick">><</gate>>
<</choose>><<once>><<set $tempQ.haredeath++>><</once>>
<<skillCheck>>
<<imgAnimate 1 `["death_crates_1.png","death_crates_2.png","death_crates_3.png"]` "A crate, burst open, its contents strewn across the floor." `["modeNeutral"]`>>
<<text>>
You square your shoulders, take the rough-hewn edges of the dresser in your palms, and give it a mighty pull. It produces a scraping so terrible that it is felt in your teeth. The frenzied pleas to stop pulling the wardrobe come too late. The crates teeter first back, and then precariously forward, and then down upon you with all their weight.
``You have only a moment to regret your choices before the corner of something heavy strikes you right in your temple. The room goes magnificently chromatic for a split second before cutting entirely out of existence. It takes your consciousness with it.
<</text>>
@@.next;[[Perhaps that was not the best idea.|PREP: Basement Wardrobe Yank Die2]]@@<<whitehare>>
<<text>>
You swear you hear the white hare snickering when she comes to retrieve you, but that is impossible. The dead hear nothing.
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|Prep: Basement Yank PostDeath]]@@<<imgAnimate 1 `["death_crates_1.png","death_crates_2.png","death_crates_3.png"]` "A crate, burst open, its contents strewn across the floor." `["modeNeutral"]`>>
<<switch $tempQ.haredeath>>
<<case 2>>
<<text>>
Surely, you must have unburdened the dresser enough by now to move it without death or injury. Taking it in your hands once more, you pull with all your strength... and - once more - the heft of the crates collapses on top of you. This time, one of the crates spills open as it falls. You have the displeasure of learning its contents face-first.
``More pewter unicorns. The ones which fell horn-first are particularly unpleasant.
<</text>>
@@.next;<<link "Perhaps you needed to shift the crates a little more." "PREP: Basement Wardrobe Fail2">><</link>>@@
<<case 3>>
<<text>>
They say the third time is "a charm," whatever that means. Steeling yourself, you attempt to move the dresser once again with painfully predictable results. In your attempt to evade the falling crates, one glances your head instead of crushing it outright. As a result, your consciousness lingers just long enough to hear the panicked screaming of your companions.
<</text>>
<<speak "lucas.surprised">> *It's all wordless noise.* <</speak>>
<<speak "kaitos.casual.frighten">> *Still, the attention makes you self-conscious.* <</speak>>
@@.next;<<link "You will feel this headache in your dreams." "PREP: Basement Wardrobe Fail2">><<set $qStats.deaths++>><</link>>@@
<<default>>
<<text>>
You're finding it difficult to convince yourself to lay hands on the dresser. The impermanence of death has blunted your fear on a rational level, but your animal instinct still cowers in fear before finality. As you watch the heap teeter, you break into cold sweat. The last thing you hear or feel is the sickening crack of your own skull as it caves under a particularly heavy crate.
``It may not be forever, but dying again and again in rapid succession still takes a toll on one's mood.
<</text>>
@@.next;<<link "Why do you keep doing this to yourself?" "PREP: Basement Wardrobe Fail2">><<set $qStats.deaths++>><</link>>@@
<</switch>><<whitehare>>
<<switch $tempQ.haredeath>>
<<case 2>>
<<text>>
She laughs at you. You are certain of it this time. //Look how her ears wiggle when she leers at you.//
<</text>>
<<case 3>>
<<text>>
When the form of the white hare parts the darkness, you feel your face warm with shame. You wonder whether she will tire of fetching you if you continue.
<</text>>
<<default>>
<<text>>
You lie between life and death for quite some time. So long, in fact, that the darkness begins to disturb you.
It is a relief when she comes for you. Foolish as you are, it seems the white hare has not abandoned you yet.
<</text>>
<</switch>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|Prep: Basement Yank PostDeath]]@@<<if setup.checkPass(0)>>
<<goto "PREP: Basement Wardrobe Yank Die">>
<<else>>
<<skillCheck>>
<<text>>
You square your shoulders, take the rough-hewn edges of the dresser in your palms, and give it an almighty pull. It gives only in fits and starts of a few inches, making a scraping so terrible it's felt in your teeth.
<</text>>
<<speak "kaitos.casual.frighten" >> Woah, man! Stop! <</speak>>
<<speak "lucas.surprised" >> You're going to get yourself killed! <</speak>>
<<text>>
You release the wardrobe and look up. The crates and various containers sway like a drunken man, threatening to bear down on you. Mercifully, they do not follow through on this threat, and instead settle back into their unsteady tower.
``Lucas lets go of a tremulous breath.
<</text>>
<<qSpeak "quincy.lookaway" >> I suppose we'll have to move everything off the top. <</qSpeak>>
<<include "PREP: Basement Wardrobe Puzzle">>
<</if>><<repute "collectivist">>
<<qSpeak "quincy.think" >> The First Convoy established Vestur; the Second honored that by making sure the First's hard work did not get destroyed by Laurentia's invasion. Each Convoy has to uphold the ideas of the last while adding something of their own. Is that not the point of a recurring tradition like this? <</qSpeak>>
<<qSpeak "quincy.neutral" >> Oh. I also found the spickets. *You hold the one in your hand aloft.* <</qSpeak>>
<<speak "lucas.thinking" >> Hm. I suppose that's difficult to argue. Fat good the First Convoy would've been, had Laurentia gotten anywhere with that little invasion of theirs. *He replaces the lid on the barrel he was looking in.* <</speak>>
<<qSpeak "quincy.think" >> And the equity of your Third Convoy... it never would have come to pass. <</qSpeak>>
<<include "PREP: Basement RepChoose Bottleneck">><<repute "individualist">>
<<qSpeak "quincy.think" >> Each Convoy faces a different Vestur, and sets it on a different course. The First created a Tri-Kingdom, without knowing what such that would come to mean. The Second made sure that Tri-Kingdom survived. What use would the First Convoy have been, had Vestur lost the Southern Kingdom to Laurentia? <</qSpeak>>
<<qSpeak "quincy.neutral" >> Oh. I also found the spickets. *You hold the one in your hand aloft.* <</qSpeak>>
<<speak "lucas.neutral" >> Hm. I suppose that's difficult to argue. Though, I should think a Convoy ought to contribute more to the Tri-Kingdom than merely defending its borders. *He replaces the lid on the barrel he was looking in.* <</speak>>
<<qSpeak "quincy.think" >> But that is what Vestur needed most at the time. Stability. Likewise, it is because Vestur sought equity that the Third Convoy gave it equity. There is no good reason to compare Convoys so directly. They are entirely different animals. <</qSpeak>>
<<speak "kaitos.casual.thinking">> Woah. *He mumbles.* Animals. <</speak>>
<<include "PREP: Basement RepChoose Bottleneck">><<qSpeak "quincy.neutral" >> ...Nothing important here. <</qSpeak>>
<<text>>
Or so you think. But your dismissal breaks the Prince free from his distractions, and he begs to differ. <<if $tempQ.crateMess == true>>He hurries over, kicking aside skulls and crunching broken glass as he does<<else>>He nearly shoves you in an effort to catch a glimpse of the meaningless trinkets<</if>>.
<</text>>
<<speak "lucas.surprised" >> @@.surprise;No, wait!@@ What's that? Give it here. <</speak>>
<<img 1 "history_seal.png" "An old stamp seal made of iron. It has rusted with age." `["modeNeutral","img-small"]`>>
<<text>>
You pick up the seal between your thumb and forefinger. It's a heavy, old iron thing, crusted orange with rust. When you turn it over, the emblem of the Prince's Convoy stares back at you in corroded ridges. The craftsmanship is poor: the Tri-Kingdom emblem is lopsided and the Prince's crown is almost unrecognizable. Such a thing couldn't have done its job well even when it was new.
``You place the stamp in Lucas's pleading hand, and he curls his fingers around it with a reverence most puzzling.
<</text>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway" >> I don't understand. It's rubbish. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> ...I don't understand the significance. <</qSpeak>>
<</if>>
<<speak "lucas.glasses" >> <<if setup.hasTrait("dense")>>This is not //"rubbish!"//<<else>>Allow me to explain! <</if>> This here is a ''historic artefact.'' In the common, non-meurian sense of the word. An item bearing both //history// and //symbolism!// <</speak>>
<<speak "lucas.thinking" >> An antiquated //thing// without narrative is mere junk, destined to be forsaken in rooms like these and to decay to ash as all old things must. *He waves a hand towards an old, rotting barrel.* But a historic artefact lives beyond its natural expiry in the way great men do, cherished in our memory. This room is a travesty precisely because it makes no distinction between the two! <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway" >> ...It's an old seal. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> ...It's an old seal. <</qSpeak>>
<</if>>
<<speak "lucas.glasses" >> Not just any seal! This is //Nathaniel's// seal! See the crudeness of the emblem? It was made on short notice. <</speak>>
<<text>>
This clarifies very little. At one point, you knew all the names of the Convoy's famous dead men. Learning such information is inescapable. But you have not taken a history class in many years now, and so the association between names, deeds, and eras has decayed in your mind.
<</text>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway" >> And Nathaniel is... which Prince, again? <</qSpeak>>
<<speak "lucas.eyeroll">> @@.intense;None of them!@@ Nathaniel was the original Man of the Third Estate! <</speak>>
<<qSpeak "quincy.neutral">> And that means his rusted seal is... important. <</qSpeak>>
<<speak "lucas.scowl">> //Yes!// <</speak>>
<<qSpeak "quincy.lookaway">> Hm. *You still don't understand.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> Nathaniel was... a member of the Third Convoy. <</qSpeak>>
<<speak "lucas.smug">> More than that! //Nathaniel was the original Man of the Third Estate!// <</speak>>
<</if>>
<<speak "lucas.smug" >> <<if setup.hasTrait("dense")>>Picture this: it's the era of the Third Convoy.<<else>>Just imagine:<</if>> The Great Famine ravages the land. Out in Selussa Lordship, Prince Louis, as he rations out the latest shipment of grain to the starving commoners, comes to a realization. His subjects do not trust him at all!
*He gives a soft snort of amusement.*
And how could they? Could he, in his gold and silks, speak true when claiming to //"understand their plight?"// No! Of course not. <</speak>>
<<speak "lucas.glasses">> But Louis is no fool. He knows this. He finds himself in a predicament: he cannot help his people, as they are far too distrusting to accept his help. He cannot //gain their trust// without having //earned// it.
``The entire Convoy is at a stalemate... but then he meets //Nathaniel.// <</speak>>
<<speak "lucas.pleased">> As the town's local miller, Nathaniel had many complaints about how the Third Convoy distributed rations. But unlike his peers, he was bold enough to voice these complaints to the Convoy Prince himself. Louis finds himself so moved by this humble commoner's courage and earnestness that he takes his criticisms and //implements each and every one.// <</speak>>
<<speak "lucas.smirk">> This does not go unnoticed by his peers, and soon Nathaniel finds himself the ambassador of his town. Whenever his fellows had concerns, it was he whom they would confide in, and he in turn would deliver these grievances to the Prince.
``The Third Convoy accomplished more in rural Selussa during those paltry few days than they had in months. <</speak>>
<<speak "lucas.glasses" >> Louis was wise enough to realize the Convoy needed Nathaniel as much as it needed a Prince or his Hands. As the week draws to a close, he drafts a letter to his father.
``Prince Louis declares, more than requests, that the Convoy //must// welcome a new member: //a man born of the Third Estate,// to speak upon their behalf. <</speak>>
<<speak "lucas.smug">> And speak Nathaniel did. It cannot be overstated //how much// the Third Convoy reshaped the laws of Vestur. Why, before the third era, Noblemen were practically above the law! <</speak>>
<<speak "lucas.pleased" >> //"The Nobleman who hoards grain must be tried in the same manner as the criminal farmer who does the same."// Oh, sweet justice with her even hand! When the laws are applied unilaterally, the commoner is rendered august, and the unwarranted exceptionality of the Nobleman is effaced. Like shadows chased by sunlight! <</speak>>
<<speak "kaitos.casual.stare" >> ...Wow, man. <</speak>>
<<speak "lucas.glasses" >> The Third Convoy holds eminence above the rest. It held our Tri-Kingdom to its founding declaration that the //Nobility serves the people,// not the other way around. This stamp has touched, again and again, the closest thing to divinity that isn't fancy: //justice.// It is a supremely important historical artefact! <</speak>>
<<text>>
Lucas waves the seal inches from your face. To your eyes, it still looks like rubbish... but the significance of the story attached does not escape you. Satisfied with the Prince's explanation, you nod and return to your digging.
<</text>>
<<speak "kaitos.casual.smile" >> The Left Hand of that Convoy was a second son. 'Course you like it. <</speak>>
<<speak "lucas.eyeroll" >> Is that all you got out of it? Not everyone has heads so filled with crumbs as yours, Kaitos. <</speak>>
<<speak "kaitos.casual.idle" >> Guess everyone has crumb brain, then? The Second Convoy was way more eminenced. Nobody but you thinks about bread laws when they think about the Prince's Convoy, Luke.
``They think about Gabe II and Duke Sigmond and Duke Manos protecting the Kingdom, you know? Fighting off invaders. Reclaiming the South. Trouncing Laurentia. <</speak>>
<<speak "lucas.annoyed" >> Ugh. //War, war, war.// I so loathe this barbaric obsession of Vestur's. Fine. Perhaps the Second Convoy is the cultural favorite. But it is also the Convoy of least consequence! <</speak>>
<<speak "lucas.glasses" >> A bunch of spoiled firstborns desperate to replicate the fame of their fathers. No interest in charity or societal change, only ego and "legacy." What did they do that the First Convoy did not do greater? What did they achieve that the King's Army could not? <</speak>>
<<text>>
Your hands close on something hard and metal, swaddled in an old Convoy standard at the bottom of a heavy trunk. Once bared of its wrappings, you have in your hands the first of the ceremonial candle spickets.
<</text>>
<<img 1 "history_spicket.png" "The first ceremonial spicket. It has the head of a unicorn." `["modeNeutral"]`>>
<<text>>
The First Convoy brought about a great upheaval. By their Gifted hand, ancient tyrannies drew to a close, old injustices were righted, and the entire social order of Vestur was rewritten. The so-called //"noblemen"// of the peninsula's old aristocracies - those glorified landlords and taxmen - were driven from their seats of power and replaced with a new Nobility sworn to the service of its people. And, for all its foibles, Tri-Kingdom Nobility honor their pledges to this day.
``The Second Convoy could never have hoped to achieve something as dramatic as the First. //It would have been made in that same era,// this spicket in your hand. At the same time that Laurentian invaders were pouring through Vestur's southmost borders, some artisan was pouring all his care into this tribute for an alliance yet to stand the test of time. You doubt he - or Vestur - dreamed of a second upheaval as the threat of war marched down the peninsula.
``Though the conversation has lapsed, you find yourself compelled to give your belated reply: the Second Convoy was most certainly of consequence.
<</text>>
<<choose>>
<<chooseRep "individualist" [[Each Convoy is different. They face a new Vestur each time, and must reinvent themselves anew.|PREP: Choose Indie]]>>
<<chooseRep "collectivist" [[Each Convoy is the same. They carry forth the ideas of the previous, and add their own.|PREP: Choose Collect]]>>
<</choose>><<switch $response>>
<<case "mean">>
<<qSpeak "quincy.neutral" >> Now is not the time, Asenath. We've work to do. <</qSpeak>>
<<speak "kaitos.casual.stare" >> Well... you're already over there. Why don't you do it? <</speak>>
<<qSpeak "quincy.think" >> ...It's heavy. <</qSpeak>>
<<speak "kaitos.casual.look" >> ...You think I could move it better than you? <</speak>>
<<qSpeak "quincy.furrow" >> No. I am asking for your assistance. This is a two-man job. <</qSpeak>>
<<speak "kaitos.casual.idle" >> Huh. 'Salmost like there's a way you could ask a guy for help. Maybe some kind of a magic word. <</speak>>
<<choose>>
[[Please.|PREP: basement R1 fail 3][$response to "nice"]]
[[There's no such thing as magic. Don't be difficult.|PREP: basement R1 fail 3][$response to "mean"]]
<</choose>>
<<case "nice">>
<<toneGain "kaitos">>
<<qSpeak "quincy.neutral" >> Kaitos. Help me move these boxes, please. <</qSpeak>>
<<text>>
He is slow to respond. At first, you wonder whether or not the Viscount even heard you. His dark-eyed stare reveals nothing. But, with time, he slinks from his chair and to his feet.
<</text>>
<<speak "kaitos.casual.neutral" >> *Stretching, he mumbles:* 'Kay. <</speak>>
<<include "PREP: basement R1 fail bottleneck">>
<</switch>><<switch $response>>
<<case "nice">>
<<text>>
Must simple things be complicated by irksome word games? You've no idea why this basic request //pleading,// but <<if setup.hasTrait("shameful")>>you haven't the authority to question the mysteries of "good manners."<<else>>contesting his request will only waste further time. You bark on command like a trained dog.<</if>>
<</text>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> Please. <</qSpeak>>
<<speak "kaitos.casual.look">> ...'Kay. <</speak>>
<<else>>
<<qSpeak "quincy.furrow" >> Please. <</qSpeak>>
<<speak "kaitos.casual.idle" >> *He scratches his head, then strokes his chin, tilting his neck back and forth.* <</speak>>
<<speak "kaitos.casual.thinking" >> *Then he taps his finger to his lips.* Mmm... <</speak>>
<<qSpeak "quincy.lookaway" >> And thank you. <</qSpeak>>
<<speak "kaitos.casual.pleased" >> Yeah, I s'pose I could. <</speak>>
<</if>>
<<case "mean">>
<<toneLoss "kaitos">>
<<text>>
Must simple things be complicated by irksome word games? There is no reason such a basic request towards a shared goal requires //pleading.// And there is nothing "magic" about begging.
<</text>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> Magic isn't real. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> Magic isn't real. <</qSpeak>>
<</if>>
<<speak "kaitos.casual.scoff" >> It's a speech figure. Figure of speech. <</speak>>
<<qSpeak "quincy.think" >> I know. I am //feigning ignorance, and being purposefully difficult.// Does that sound familiar? <</qSpeak>>
<<speak "kaitos.casual.idle" >> No, not at all. Dunno why you'd do that. <</speak>>
<<speak "lucas.scowl" >> <b>Asenath</b>. Just do what he says. You tempt my wrath. <</speak>>
<<speak "kaitos.casual.scoff" >> Ugh. //Whatever.// *He slides to his feet, shaking his head and scoffing as he shuffles in your direction. You're met with a reproachful glare.* <</speak>>
<</switch>>
<<include "PREP: basement R1 fail bottleneck">><<text>>
With Kaitos's help, the two of you can just barely shift the crates. You're slowly lowering them to the floor when Kaitos's right arm begins to tremble. His grip falters. The boxes slip sideways out of your hands and spill their contents across the floor in a cloud of dust and rubbish. Glass balls shatter into shards; goat skulls from Mare Carnes long past lose teeth; a marble statuette of an Andimeur (identifiable by the brush of gold upon his stone locs) loses his head. And, strangest of all, countless tiny pewter unicorns scatter all across the floor.
<</text>>
<<speak "kaitos.casual.look">> Oops. <</speak>>
<<speak "lucas.annoyed" >> @@.intense;For all that is beloved!@@ //Does nobody place things where they should be?!// <</speak>>
<<text>>
Lucas grumbles, but the crate is now free. The string of letters painted across its shabby lid holds great promise. //"CONVOY."// Seeing as the Prince has distracted himself with fruitless attempts to fit marble heads back upon broken necks, you take it upon yourself to remove the lid and rummage through.
<</text>>
@@.next;[[Rummage.|PREP: basement R1 bottleneck][$tempQ.crateMess to true]]@@<<if $tempQ.haredeath > 3>>
<<set $cFlags.kaitos.fits = true>>
<<text>>
You find yourself alive before the wretched wardrobe and its stack once more. This time, you are drenched in cold sweat and trembling uncontrollably. The shadow the heap casts over you feels as good as a promise.
<</text>>
<<speak "lucas.weary">> Quintrell...? <</speak>>
<<qSpeak "quincy.harrowed">> Fine. *You answer, before he can ask.* <</qSpeak>>
<<text>>
You lie. Your hands feel so distant from your body that it takes an entire minute for you to realize that someone has taken one and walked you to a dusty old chair off to the side of the room. The phantom pains in your skull occupy so much of your mind that you accept the charity without question. When Kaitos releases you, you collapse into the seat. The rest is welcome, though you could do without the cloud of dust which bursts forth from the cushion when you sit.
<</text>>
<<speak "kaitos.casual.neutral">> Hey, man. *He coos. It's the same tone one takes with a child who's had a nightmare.* Just give it a minute. You're alright. You'll be fine. <</speak>>
<<qSpeak "quincy.harrowed">> I ''am'' fine. *You repeat. Your attempt to sound stern frays at the edges.* <</qSpeak>>
<<speak "kaitos.casual.pleased">> No need to get riled. Happens sometimes, to some people. No shame in it. <</speak>>
<<qSpeak "quincy.furrow">> ...Shame in what? <</qSpeak>>
<<speak "kaitos.casual.look">> You know. Fits. <</speak>>
<<text>>
...He thinks you have the falling sickness.
<</text>>
<<choose "quincy.lookaway">>
[[I'm not ill.|PREP: Basement Fits][$response to "not"]]
[[Uh. Thanks.|PREP: Basement Fits][$response to "thanks"]]
<</choose>>
<<else>>
<<text>>
The world comes back into focus. Your skull is intact, as is the murderous heap.
<</text>>
<<include "PREP: Basement Wardrobe Puzzle">>
<</if>><<if $response == "thanks">>
<<text>>
You suppose that, in the absence of a //true// and //reasonable// answer, "fits" is as good of an explanation as any as to what is wrong with you.
<</text>>
<<qSpeak "quincy.tilt">> Uh... right. Thanks. <</qSpeak>>
<<speak "kaitos.casual.pleased">> *He slaps you on the shoulder.* Don'mentionit. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> I don't have falling sickness. I am not ill. I just... need a moment. <</qSpeak>>
<<speak "kaitos.casual.pleased">> 'Kay. *There is no way in Hell he believes you.* <</speak>>
<</if>>
<<text>>
From the foot of the tower of crates and chests, Lucas scoffs.
<</text>>
<<speak "lucas.scowl">> Give the man room to breathe, Asenath. Now, get over here. <</speak>>
<<speak "kaitos.casual.look">> 'Kay. <</speak>>
<<text>>
A few long-legged strides take Kaitos back to the Prince's side. You watch the pair as you regain your bearings. First, they bicker about the dresser and whether or not its excavation should be abandoned. Then, they bicker about all that is stacked atop the dresser, and whether or not it is realistic or wide to move. Third, they bicker about whether or not it is reasonable for a man to clear it on his own. And, finally, they bicker about whether that man could be anyone other than Kaitos. This series of debates takes less than three minutes in its entirety, and soon the Viscount is poking and prodding at the tower with no regard for how close he stands to a violent and terrible death. It brings to mind the teeter of a graceless cat walking atop the very thin edge of a very high fence.
``Your stomach clenches, but you haven't the strength to do anything but watch.
<</text>>
@@.next;[[Continue.|PREP: Basement Wardrobe Puzzle Win]]@@<<silently>><<set _visitedAll to false>>
<<if hasVisited("PREP: Bridge C4 Value","PREP: Bridge C4 Weight")>>
<<set _visitedAll to true>>
<</if>>
<<if setup.hasItem("rheasnare") && !hasVisited("PREP: Bridge C4 Snare")>>
<<set _visitedAll to false>>
<</if>>
<<if setup.hasItem("rheaprep") && !hasVisited("PREP: Bridge C4 RightWrong")>>
<<set _visitedAll to false>>
<</if>>
<</silently>>
<<choose "quincy.lookaway">>
<<if !_visitedAll>>
<<actions [[She asked something just now about my weight.|PREP: Bridge C4 Weight]]>>
<<if setup.hasItem("rheaprep")>>
<<actions [[She means to "right a wrong."|PREP: Bridge C4 RightWrong]] >>
<</if>>
<<actions [[She means for me to break something valuable.|PREP: Bridge C4 Value]] >>
<<if setup.hasItem("rheasnare")>>
<<actions [[She mentioned something about a snare.|PREP: Bridge C4 Snare]]>>
<</if>>
<<else>>
[[I don't know.|PREP: Bridge C4 Next]]
<</if>>
<</choose>><<text>>
You rack your brain, but...
<</text>>
<<qSpeak "quincy.tilt">> ...That's all I know. <</qSpeak>>
<<speak "lucas.stressed">> @@.stutter;Well, it's not much to go on now, is it!?@@ <</speak>>
<<text>>
Lucas takes a deep breath. Squaring his shoulders, he wills himself composed and attempts to approach this in a rational manner.
<</text>>
<<speak "lucas.thinking">> Alright... alright. There's enough here for an educated guess, I'm sure of it. We just need to think... *He fumbles with his spectacles, nervous.* The roc statue in the courtyard... If I am not mistaken, the servants are setting up the stage behind it. <</speak>>
<<speak "lucas.devastated">> So... it couldn't be that, could it? Surely the little monster wouldn't sabotage the Convoy - her own ceremony - just to spite us... @@.stutter;would she?@@ <</speak>>
<<text>>
His question hangs unanswered. Your shared fear of what the answer might be makes such a thing impossible, and so you stare at each other instead.
``You see the fear in Lucas's eyes. He sees the fear in yours.
<</text>>
<<speak "lucas.glasses">> *Clearing his throat, he continues.* //D'Angelo.// He's our Guard-Captain! We'll have him watch the stage. <</speak>>
<<qSpeak "quincy.tilt">> I couldn't convince him of the danger, last we spoke. <</qSpeak>>
<<speak "lucas.flustered">> No matter. I... am Convoy Prince. I'll simply command it of him. If he sees something amiss, he'll have to act. He wouldn't let - //no// - <</speak>>
<<speak "lucas.glasses">> - ''I'' won't let the brat besmirch the reputation of our fledgling Convoy over the //attendance of a child's birthday party.// Understood? <</speak>>
<<choose "quincy.lookaway">>
[[Understood.|PREP: Bridge C4 Understood]]
<<link "@@.talk-action;This is wrong. It's your job to protect the Prince, not the other way around.@@" "PREP: Bridge C4 Wrong">><</link>>
<</choose>><<qSpeak "quincy.harrowed">> A server told me she was muttering about "righting a wrong." <</qSpeak>>
<<speak "lucas.stressed">> Well - we know what the wrong is! @@.surprise;//How in Elysium does she plan to right it!?//@@ <</speak>>
<<include "PREP: Bridge C4 Hub">><<qSpeak "quincy.lookaway">> <<if hasVisited("PREP: Bridge C4 Weight")>>That's right. <</if>>She said something about a snare. <</qSpeak>>
<<speak "lucas.surprised">> <<if !hasVisited("PREP: Bridge C4 Weight")>>A //snare?// <</if>>Like for //hunting animals?// <</speak>>
<<qSpeak "quincy.harrowed">> //Yes.// <</qSpeak>>
<<speak "lucas.stressed">> @@.surprise;//Architect!//@@ Just what is that girl planning? <</speak>>
<<include "PREP: Bridge C4 Hub">><<qSpeak "quincy.tilt">> Understood. <</qSpeak>>
<<speak "lucas.glasses">> We will be presentable. Unobjectionable! And there is nothing that brat can do to stop us. She is but a child. We are men! <</speak>>
<<text>>
You're unsure as to how your age and sex protect you in this scenario, but in this moment you need to believe it accounts for //something.//
<</text>>
@@.next;[[You only hope the two of you survive whatever Rhea has in store.|PREP: Party PreCeremony]]@@<<qSpeak "quincy.harrowed">> She means for me to destroy something valuable. She's been hinting all night that I'll ruin //something.// <</qSpeak>>
<<speak "lucas.flustered">> Break something? But what? This castle is //full// of expensive, indulgent nonsense! <</speak>>
<<qSpeak "quincy.lookaway">> I can't say. <</qSpeak>>
<<qSpeak "quincy.think">> She... she expressed a desire to see the glass roc in the courtyard fall. And spoke of the fragility of the flowers. <<if setup.hasItem("rheadamask")>>And... and the Archduke just acquired rare tablecloths or something of that sort...<</if>> <</qSpeak>>
<<if hasVisited("PREP: Bridge C4 Snare")>>
<<speak "lucas.stressed">> @@.intense;//But where does the snare come in?!//@@ <</speak>>
<<else>>
<<speak "lucas.stressed">> Alright, and what else? <</speak>>
<</if>>
<<include "PREP: Bridge C4 Hub">><<qSpeak "quincy.harrowed">> She asked just now about my weight. <</qSpeak>>
<<speak "lucas.stressed">> Yes, I heard. But //why?// <</speak>>
<<if hasVisited("PREP: Bridge C4 Snare")>>
<<qSpeak "quincy.harrowed">> It must have something to do with her talk of snares. <</qSpeak>>
<<speak "lucas.stressed">> I fear it may. What else do you know? <</speak>>
<<elseif setup.hasItem("rheasnare")>>
<<qSpeak "quincy.lookaway">> Perhaps it has something to do with the snare...? <</qSpeak>>
<<speak "lucas.surprised">> Pardon me? The //WHAT?// <</speak>>
<</if>>
<<include "PREP: Bridge C4 Hub">><<text>>
His words pull a sliver of reason from the depths of your fear.
<</text>>
<<qSpeak "quincy.lookaway">> Wait - this is wrong. I'm your Right Hand. It is my duty to protect you, not you me. <</qSpeak>>
<<speak "lucas.eyeroll">> Tch! But I was trying to... never mind! It matters not. <</speak>>
<<speak "lucas.annoyed">> You shall look out for me and I shall look out for you. Surely you cannot take issue with that? <</speak>>
<<text>>
Though you remain uneasy, you cannot, and so you don't.
<</text>>
@@.next;[[You only hope the two of you survive whatever Rhea has in store.|PREP: Party PreCeremony]]@@<<text>>
The vast open rooms of Alnilam "Castle"'s faux-keep are partitioned by elaborate curtains and screens, each painted with lurid recounts of the roc hunts which earned the Keshets their fame so long ago. Every piece of decor looks to be from a different corner of the world - a tangible reminder of the reach and power of Southern trade.
`` In the foyer, your trio is momentarily alone. The sounds of the party drift from behind the hangings separating you from the rest of the keep; shuffling feet cut shadows into the light seeping from beneath the tassels. You take the opportunity to remove your boots, as is custom in the South. There's hardly enough room on the designated shoe mat. You must push aside piles to find a suitable place to ensure your dirt-covered soles don't sully the brightly-dyed sandals.
<</text>>
<<speak "lucas.annoyed">> //Architect damn him.// Where is your brother!? <</speak>>
<<text>>
You turn, but D'Angelo is nowhere to be found. The only sign of your brother is an opening where one of the screens has been pushed open exactly a D'Angelo-width wide.
<</text>>
<<qSpeak "quincy.tilt">> I think the party has him now. <</qSpeak>>
<<text>>
You've no time to ponder his whereabouts any further than that, for rather than leaving matters to his staff, the Southern Archduke opts to greet you personally.
``Emerging from behind a tapestry of a nude ancestor piercing the skull of a great roc, Archduke Keshet and his trailing silk cape comes into view. He is the oldest of Vestur's ruling monarchs by a difference measured in decades, though the years have neither dulled his ambitions nor tempered his inordinate pride. He remains an imposing figure even now: his spine rigid and upright, resisting the curl of old age, and though his vision has worsened over the years, his eye for weakness remains keen and hawklike behind ever-thickening spectacles.
``To your confusion, he wills his mouth into an easy smile and pretends he does not despise you. He even //shakes your hand.// What the Hell...?
<</text>>
<<speak "midas.smile" "Archduke Keshet">> //Ah, Your Highness! Duke Barghur!// *His handshake is firm and professional, though you know he is loath to waste such etiquette upon you.* <</speak>>
<<if setup.checkPass(1)>>
<<set $tempQ.LHparty.handshake to true>>
<<qSpeak "quincy.neutral">> *His courtesy renders you too baffled for words - but you refuse to appear feeble. If you are to <<if setup.hasRep("ambition")>>be the Right Hand that the Convoy needs<<else>>survive the world of politics<</if>>, you must establish dominance. You brace yourself and return his gesture twofold.* <</qSpeak>>
<<skillCheck 1>>
<<speak "midas.grimace" "Archduke Keshet">> *A twinge of pain manifests on his face as a wrinkle of the nose. He corrects this defect immediately, but it matters not. He knows you saw it.* <</speak>>
<<else>>
<<skillCheck 1>>
<<set $tempQ.LHparty.handshake to false>>
<<qSpeak "quincy.tilt">> Ah... you're welcome...? *Taken aback and fearful of what might happen if you make the wrong move, your arm goes limp. You allow the Archduke to shake it as he sees fit. <<if setup.hasRep("ambition")>>Shamefully, it is all you can do.<<else>>It is all you can do to survive.<</if>>* <</qSpeak>>
<</if>>
<<text>>
You were but a boy when the Archduke came to hate you. What you did to earn his ire has been lost to memory; one day you were a child beneath his notice, and the next you were intolerable vermin. He has detested you for what must be nearing half your life now, and you are no closer to understanding the source of his loathing.
``It must be a relief to the both of you when <<if $tempQ.LHparty.handshake>>you release his<<else>>he releases your<</if>> hand.
<</text>>
<<if $tempQ.LHparty.handshake>>
<<speak "midas.frown" "Archduke Keshet">> So glad to see you well. *He is not.* <</speak>>
<<else>>
<<speak "midas.smile" "Archduke Keshet">> So glad to see you well. *You know he is not.* <</speak>>
<</if>>
<<text>>
He extends his greeting to the Prince next, who only jerkily shakes his hand for the barest minimum he can get away with before tucking it back under the safety of his lapel.
<</text>>
<<speak "lucas.weary" >> And it is good to see you too, Archduke Keshet. Thank you for hosting this party. To give up the post of Left Hand is a selfless and likely difficult decision on behalf of the Southern royal family, and... *He trails off.* <</speak>>
@@.next;[[It seems the Prince finds himself struck by your same preoccupation.|PREP: Party Begin 2]]@@<<silently>>++PIC (MAYBE?): Midas standing in front of the tapestry, his figure censoring the... image.<</silently>>
<<text>>
You would think the both of you would be numb to the tapestries of Alnilam Castle by now, but each visit brings new <<if setup.hasTrait("shameful")>>disturbing<<else>>perplexing<</if>> details to your notice.
``Behind the Archduke is yet another tapestry of ancestral Keshets spearing a roc. Care has been taken to thread a golden <<snout "halo around their skin" "sheen across their fur">>. The nudity of the subjects is a curiosity in itself, but the oiling of the subjects turns one question about the artist's intentions into twenty.
``To fight a roc without protective clothing seems an easy way to get gored by a claw at best. And at worst, to expose a sensitive piece of flopping flesh to a beast well-known for being provoked by erratic movement... //well//. You needn't explore the thought further.
<</text>>
<<speak "midas.frown" "Archduke Keshet" >> @@.whisper; Your attention, young men! @@ *He manages a sergeant's yell from a whisper.* <</speak>>
<<speak "midas.neutral" "Archduke Keshet" >> It is our honor to assist the Convoy, as it is to be your host. The good of the Convoy is directly the good of the Tri-Kingdom.
``All I ask the two of you is that you //socialize// and //enjoy the party// until the time for the ceremony is upon us. @@.whisper; Without incident. @@ <</speak>>
<<speak "lucas.neutral" >> I believe this is within our ability. <</speak>>
<<text>>
Your brother's head pops out from behind the tapestry, an inquiring look on his face. No doubt he wonders why you haven't joined the festivities. Of course, the Archduke's presence is an answer in and of itself, and so he moves to retreat... but as he does, he catches sight of another particularly //notable// weaving.
``His jaw slacks in theatrical shock. He locks eyes with you and points with frenzied glee at his finding. Following the path of his finger, you see this particular depiction of Atlas Keshet is inexplicably erect as he pulls his quarry from the sky.
<</text>>
<<speak "midas.neutral" >> I should hope so. It seems the Right Hand's attention is elsewhere. I know there is... much on your minds currently, but do try to at least be ''present.'' *He speaks now through gritted teeth.* <</speak>>
<<qSpeak "quincy.neutral" >> *You tear your eyes away from D'Angelo.* I am present. <</qSpeak>>
<<speak "midas.frown" >> Pleased to hear it. *He turns back to the tapestry just as your brother's head vanishes.* <</speak>>
@@.next;
[[You are directed through the swaying fabric.|PREP: Party Loc]]
@@<<speak "party.argueGuy" "Southern Viscount" >> Prince Lucas! I've been looking for you. Might I borrow you a moment? Two other men of the Society of Letters are in attendance. I thought we might have a little tete-a-tete. <</speak>>
<<speak "lucas.neutral" >> I apologize, I don't presently-- <</speak>>
<<speak "party.argueGuy" "Southern Viscount" >> We're discussing Prometheus's most recent pamphlet. //Master Itaja Nephthei// penned some scathing criticisms in his last letter... <</speak>>
<<speak "lucas.surprised" >> //That buffoon!// Count me in. A moment, please. <</speak>>
<<speak "lucas.weary" >> *He chews his lip, watching the viscount give a little bow and vanish back into the crowd.* ...Might you manage alone for a while, Quintrell? The tigress has yet to make a reappearance; she must be occupied for the present time. <</speak>>
<<text>>
You opt to shuffle towards a patch of the wall unoccupied by curiosities and lean against it. The heat of the room has grown so much over the course of your conversations that you wish the sofa were real, and not some sort of staging area for rare textiles.
<</text>>
<<qSpeak "quincy.neutral" >> I... yes, I should be. I'm just going to... stay here.<</qSpeak>>
<<text>>
In fact, you'd relish the opportunity to not have to answer any questions for a moment. Or talk at all, even to Lucas. You press your hands against the moulding on the wall, hoping to find it cool to the touch, but it is just as warm as everything else.
<</text>>
<<speak "lucas.neutral" >> They've opened the doors to the courtyard. You should //dry off// a little. <</speak>>
<<qSpeak "quincy.surprised" >> *You touch your hand to your forehead and find the <<snout "skin there damp with" "fur there spiked from">> sweat.* Oh. *Too, you regard your thick black sleeve.* I... neglected to remove my overcoat. <</qSpeak>>
<<speak "lucas.weary" >> Stop suffocating yourself, else you'll suffocate all in attendance. //Olfactorily speaking.// <</speak>>
<<text>>
He helps you shed your coat with the severity of a nursemaid removing a child's muddy garments, and handles them with just as much disdain. Left only in your vest and shirt... you find your underarms unpleasantly damp.
<</text>>
<<speak "lucas.neutral" >> Now off, go on. I'll find you later. <</speak>>
<<text>>
He all too eagerly shoos you in the direction of the hall leading to the courtyard. When you turn back, he has already slipped away into the crowd's colorful mass. <<if hasVisited("PREP: Party Phase 1 Q2 2 Plum")>><p>Your mouth still tastes like sugar plum.</p><</if>>
<</text>>
<<set $tempQ.LHparty.rounds to 0>>
@@.next;[[Fresh air would be good, you suppose.|PREP: Party Phase 2]]@@<<set $tempQ.LHparty.rounds = 0>>
<<set _placeThing to ["knock into a sculpture","trample a bed of little seedlings","topple a trellis","stumble backwards into a planter full of rare Oponan poppies"]>>
<<if !hasVisited("PREP: Party Phase 2 Q1 2")>>
<<set _thing1 to _placeThing[1]>>
<<set _thing2 to _placeThing[2]>>
<<set _thing3 to _placeThing[3]>>
<<elseif !hasVisited("PREP: Party Phase 2 Q2 2")>>
<<set _thing1 to _placeThing[0]>>
<<set _thing2 to _placeThing[2]>>
<<set _thing3 to _placeThing[3]>>
<<elseif !hasVisited("PREP: Party Phase 2 Q3 2")>>
<<set _thing1 to _placeThing[0]>>
<<set _thing2 to _placeThing[1]>>
<<set _thing3 to _placeThing[3]>>
<<else>>
<<set _thing1 to _placeThing[1]>>
<<set _thing2 to _placeThing[0]>>
<<set _thing3 to _placeThing[2]>>
<</if>>
<<text>>
A fresh wave of servants sporting trays laden trays of sliced meats and cheeses has materialized. The crowd swarms like crows upon a wolf's kill, the help vanishing behind rows of waistcoats, silk capes, and hoop skirts seeking their next caviar fix.
``A moment of privacy is afforded with the Duchess behind the roc statue. You crouch to get on an eye level with the horrible little thing.
<</text>>
<<qSpeak "quincy.neutral" >> What exactly do you want from me? <</qSpeak>>
<<speak "rhea.young.neutral" >> Absolutely nothing, dear //Quinchy.// You're the one wanting this evening. In //reason.// And every other evening, for that fact. <</speak>>
<<text>>
Riddles.
<</text>>
<<speak "rhea.young.pity" >> Oh, you poor thing. Wandering about like a stupid baby mouse in a kitchen of spring traps. Well - I've been setting them off with a stick so you don't hurt yourself. <</speak>>
<<qSpeak "quincy.furrow" >> I don't know what you mean. <</qSpeak>>
<<speak "rhea.young.eyeroll" >> I've been keeping you out of trouble! Remember what happened last time you set //muddy, unwashed foot// into our beautiful, expensive home? <</speak>>
<<qSpeak "quincy.harrowed" >> *Instinctively, you inspect the underside of your foot. *<</qSpeak>>
<<speak "rhea.young.giggle" >> We're outside, dummy. There are no priceless, irreplaceable selkie skin rugs in the gardens. <</speak>>
<<speak "rhea.young.neutral" >> But you //could// <<print _thing1>>. <</speak>>
<<speak "rhea.young.think" >> Or <<print _thing2>>. <</speak>>
<<speak "rhea.young.think" >> Or <<print _thing3>>. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "rhea.young.smile" >> @@.posh;Don't worry, Quinchy, all you have to do is be perfectly aware of where each and part of your clumsy, flailing body is at all times! It only takes one crushed root to kill the entire leviathan's fin blossom.@@ <</speak>>
<<text>>
The swaying blue flower heads are legion, gathering in thick clumps in each and every exposed flower bed tucked among the pavers.
<</text>>
<<speak "rhea.young.giggle" >> //Your daddy// only finished repaying //my daddy// for that rug what - two years ago? I don't think the Northern treasury could handle another of your... incidents. <</speak>>
<<itemAdd "rheadebt">>
<<speak "party.southMaid" "Servant" >> Duke Barghur, Duchess Keshet? His Grace is asking the guests to come inside. The courtyard needs to be prepared for the ceremony. <</speak>>
<<speak "rhea.young.innocent" >> It appears I must go, Quinchy. Remember: watch your step. You reap what you sow. <</speak>>
<<qSpeak "quincy.lookaway" >> Reap what I sow? What do you mean? <</qSpeak>>
<<text>>
The Duchess only smiles. You can see each and every one of her teeth. With a parting wave, she saunters off. Your muscles are tensed, poised to fight or flee, but your mind knows Rhea is a threat you can neither fend off or escape.
<</text>>
<<speak "party.southMaid" "Servant" >> Oh, isn't she //so// darling? <</speak>>
@@.next;[[You deign not answer.|PREP: Party Phase 3]]@@<<speak "party.southMaid" "Servant" >> Duke Barghur? <</speak>>
<<text>>
Someone calls for your attention from behind. To your chagrin, you flinch in response.
<</text>>
<<qSpeak "quincy.surprised">> //Yes?// <</qSpeak>>
<<speak "party.southMaid" "Servant" >> His Grace the Archduke has sent for you. You are to meet with him in the east hall in preparation for the ceremony. <</speak>>
<<qSpeak "quincy.lookaway">> Right. Of course. <</qSpeak>>
@@.next;[[Continue.|PREP: Party Bridge C 2]]@@<<locationBoardSetup `["alnilam-castle-interior.png","southern-rug.png","foreign-decor.png"]`>>
<<location "aaru" `["Hallway","Alnilam Castle"]`>>
<<text>>
Following the server down Alnilam Castle's cluttered halls, the air remains thick with apprehension. The stench of smoke thins, to your relief, but it never truly leaves, as the Archduke's habit has soaked every corner of the keep.
``//The Archduke.// You've spent so much of the evening dreading his daughter that you had almost forgotten you had reason to dread the Monarch as well. As you approach the east hall, <<if $tempQ.LHparty.handshake>>you attempt to muster some of your earlier vigor. //He is an old man, and you are young and strong.// Surely, you can survive this.<<else>>you breathe deep and steel yourself.<</if>>
``You only hope he does not ask too much of you.
<</text>>
@@.next;[[Enter the hall and face the Archduke.|PREP: Party Bridge C 3]]@@<<locationBoardSetup `["alnilam-castle-interior.png","southern-rug.png","foreign-decor.png"]`>>
<<location "aaru" `["Spare Study","Alnilam Castle"]`>>
<<timebreak "sunset">>
<<speak "midas.frown">> I do not ask much. Understand? <</speak>>
<<text>>
The Archduke's resentful gaze does not drift once through his entire explanation. <<if setup.hasRep("ambition")>>In defiance of your nerves, you return his stare, unwilling to cede ground.<<else>>When he speaks of //"nonsense"// and //"failure,"// he speaks to you.<</if>>
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> Yes. I am to follow the Prince's lead, remain still, and say nothing. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Yes. I am to follow the Prince's lead, remain still, and say nothing. <</qSpeak>>
<</if>>
<<speak "lucas.eyeroll">> Enough, Midas. He knows his part, you've no reason to hound him further. <</speak>>
<<speak "midas.frown">> You know damn well I've every reason. <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<</if>>
<<speak "midas.frown">> Hmph. <</speak>>
<<text>>
With a disdainful snort, Archduke Keshet departs. At first, Rhea seems to follow, but when she comes upon the door she pivots in place, lashing the train of her dress across the room like the tail of a prowling cat.
<</text>>
<<speak "rhea.young.think">> Say, Quinchy. <</speak>>
<<qSpeak "quincy.lookaway">> Hm? <</qSpeak>>
<<speak "rhea.young.think">> How much do you weigh? <</speak>>
<<qSpeak "quincy.lookaway">> What? Why is it that you ask? <</qSpeak>>
<<speak "rhea.young.innocent">> Logistics. You needn't trouble yourself with the details. <</speak>>
<<qSpeak "quincy.furrow">> Rhea... <</qSpeak>>
<<speak "rhea.young.neutral">> By the way: did you know you've mud on your slipper? <</speak>>
<<text>>
Your blood turns cold in your veins.
<</text>>
@@.next;[[You forgot to remove your guest slippers.|PREP: Party Bridge C4]]@@<<text>>
Heart thumping in your chest, you lift your foot. The guest slippers are upon them, but you find no sign of dirt or mud. You turn to demand an explanation, but the train of the young Duchess's dress has already slithered into the castle's dark halls and out of sight.
``The severity of your reaction must reveal the thinness of your sanity. Prince Lucas looks upon you with confusion and concern.
<</text>>
<<speak "lucas.weary">> Quintrell! What-- <</speak>>
<<text>>
His look only grow as you grasp him by the shoulders and answer:
<</text>>
<<qSpeak "quincy.harrowed">> She's planning something, Lucas. <</qSpeak>>
<<speak "lucas.surprised">> Planning something? Planning what? <</speak>>
<<qSpeak "quincy.harrowed">> @@.stutter;I don't know.@@ <</qSpeak>>
<<speak "lucas.weary">> Now, calm down, Quintrell. Tell me what happened-- <</speak>>
<<qSpeak "quincy.harrowed">> @@.stutter;I missed her birthday.@@ <</qSpeak>>
<<speak "lucas.weary">> What? That cannot be right. I saw you last time I... <</speak>>
<<text>>
But as the Prince reflects on his memory, his voice grows thinner, his eyes more distant. A fearful crease forms <<snout "at the corner of his lip" "on his snout">> as the miserable truth dawns.
<</text>>
<<qSpeak "quincy.harrowed">> ...You didn't attend either. <</qSpeak>>
<<speak "lucas.stressed">> @@.yell;I didn't attend either!!@@ <</speak>>
<<speak "lucas.stressed">> @@.stutter;There was this case that spanned through June to September. Next I knew it, the calendar read "November!"@@ <</speak>>
<<qSpeak "quincy.harrowed">> I was in Urdagan for the summer. <</qSpeak>>
<<speak "lucas.devastated">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "lucas.stressed">> Alright, so... so she has cause to destroy us both, then. And we are to share a stage with her before a crowd! What else do we already know? <</speak>>
<<include "PREP: Bridge C4 Hub">><<timebreak "sunset" "Following the ceremony...">>
<<text>>
Sheltered by a moss-covered statue and a clump of <<if setup.hasTrait("cleithro")>>phoenix plume<<else>>orange<</if>> lilies waving mockingly in the dying sunlight, you confer with the wide-eyed Prince.
<</text>>
<<qSpeak "quincy.harrowed" >> I don't understand. What happened? <</qSpeak>>
<<speak "lucas.weary" >> Nothing. The ceremony went completely according to plan! <</speak>>
<<qSpeak "quincy.harrowed" >> This can only mean that whatever she has planned is... is... <</qSpeak>>
<<speak "lucas.flustered">> *He nods.* ...Is yet to come, yes. <</speak>>
<<text>>
A sound like the squall of a cat makes the both of you cringe. To your back, a projection of the keep defines the southernmost border of the courtyard. A seldom-used door in the wall has creaked open. Your brother emerges, holding it ajar. Archduchess Keshet follows him out, positively beaming. Neither have taken notice of the two of you behind the flowers.
``She gives a little wave to D'Angelo, who returns a smile. Once her footsteps have retreated, his face assumes a look of exhaustion as he allows the door to shut noisily behind him.
<</text>>
<<speak "lucas.annoyed" >> @@.intense;Barghur!@@ <</speak>>
<<speak "dangelo.surprised" >> @@.yell; AHH! @@ <</speak>>
<<speak "lucas.annoyed" >> You were gone for the entirety of the ceremony. Are you not Guard-Captain? You should probably be in attendance when the Convoy Prince and his Right Hand are standing vulnerable atop a stage. Where were you? <</speak>>
<<speak "dangelo.yeesh" >> Nowhere! Just-- if the Archduchess asks for me again, I'm... busy. And what on earth are you talking about? You're as safe as can be. This place is crawling with castle guards. <</speak>>
<<text>>
He rights a button on his breech flap which has come undone.
<</text>>
<<speak "dangelo.neutralserious" >> I got questions too - why you two hiding back here like scared cats? Don't tell me Quin is still on about this whole pretend conspiracy thing? <</speak>>
<<speak "lucas.stressed" >> There is nothing pretend about it! She is out for blood. <</speak>>
<<speak "dangelo.eyeroll" >> Architect above, it's contagious. Did she do something at the ceremony, or what? <</speak>>
<<qSpeak "quincy.neutral" >> No, and-- <</qSpeak>>
<<speak "dangelo.neutralserious" >> Well there you go. //Nothing happened.// This isn't cute anymore. I'm starting to worry you both hit your heads. Remember: There's no reason the Duchess would ruin her own party. Nothing to gain from it.
``You haven't done anything to tempt her wrath. You've both had your heads in books and rocks or whatever. She's logical-like, you know?<</speak>>
<<speak "lucas.devastated" >> //That's just the problem.// We were so preoccupied that-- <</speak>>
<<qSpeak "quincy.harrowed" >> Neither of us attended her last birthday party. <</qSpeak>>
<<text>>
A stiff breeze rustles the leaves. The hum of a single violin note, more mournful than romantic, rises from somewhere within the keep's walls.
<</text>>
<<speak "dangelo.surprised" >> . . . <</speak>>
<<speak "dangelo.neutral" >> I see. Well, nice knowing ya. <</speak>>
<<text>>
He steps directly through the garden bed, rare plants be damned, and vacates your presence. You watch as his untied breech strings disappear behind the palms. The buzz of conversation has died, and the band blooms into full gravitas as the evening transitions to dance. The courtyard must be nearly empty.
<</text>>
<<speak "lucas.weary" >> We'll need to be on our full alert for the rest of the evening. Time grows short. I-- <</speak>>
<<text>>
From behind the bend, the Archduchess makes a reappearance.
<</text>>
<<speak "persephatta.smile" "Archduchess Keshet" >> What are you boys doing back there? Come, everyone's gone to the ballroom. @@.lilt;It's dancing time!@@ *She shimmies her shoulders playfully to accent this.* <</speak>>
<<text>>
You and Lucas exchange glances.
<</text>>
<<speak "persephatta.neutral" "Archduchess Keshet" >> I don't suppose you boys have seen Duke Barghur? The other one, I mean! He owes me a dance. <</speak>>
<<choose>>
[[He went that way.|PREP: party bridge D yes]]
<<check `["dec",8]` [[*Lie.* No.|PREP: party bridge D no]]>><</check>>
<</choose>><<timebreak "sunset">>
<<text>>
Time slows to a crawl.
``You suspect you are safe so long as the Archduke remains beside you, but he withdraws from the stage following his introductory speech. He leaves you and Lucas at his daughter's mercy.
<</text>>
<<imgLayer 1 "party_onstage.png" "Quincy, Lucas, and the Duchess stand upon the stage together. Quincy looks to Lucas.">>
<<print setup.imgLayer(1,"party_onstage_last.png")>>
<</imgLayer>>
<<text>>
In your terror, you can hardly make out the words exchanged between the Prince and the monstrous young Duchess. Though they stand right beside you, their language no longer sounds Vesturian.
``You stand stiff, an upright cadaver, afraid to move lest you set off whatever trap Rhea has set for you. Though for all you know, her plan very well might depend upon your stillness.
``The audience before you watches closely. There is no motion you could make without notice, save your own eyes.
<</text>>
<<include "PREP: Party Ceremony Hub">><<text>>
A voice calls from above.
<</text>>
<<speak "rhea.young.eyeroll">> @@.posh;Whatever are you doing down there?@@ <</speak>>
<<text>>
Like a coin, Lucas flips from fear to anger. Turning on his heel<<snout ", his teeth bared like an animal's" "with hackles raised">>, he jabs an accusatory finger in the child's direction.
<</text>>
<<speak "lucas.bigmad">> Don't you ''dare'' play innocent. We know you're plotting something. <</speak>>
<<text>>
However, his gesture is futile; his threat, empty. Perched atop the stage, the Duchess looms over the two of you like a hawk watching prey. The squeaking of field mice means nothing to her.
<</text>>
<<speak "rhea.young.think">> And you mean to thwart this supposed plot of mine by... grubbing about in the dirt? <</speak>>
<<speak "lucas.bigmad">> He is not //"grubbing."// <</speak>>
<<speak "rhea.young.eyeroll">> I shall take your word for it. *So she says, but her skepticism is evident in her voice.* Now, come - Papa will be calling the guests any minute now. You must at least //pretend// to look respectable, you know. <</speak>>
@@.next;[[It seems your time is up.|PREP: Party Ceremony]]@@<<imgLayer 1 "party_onstage.png" "Quincy, Lucas, and the Duchess stand upon the stage together. Quincy looks to Rhea.">>
<<print setup.imgLayer(1,"party_onstage_last.png")>>
<</imgLayer>>
<<text>>
Unsure where else to look, your gaze returns to the audience and-- //wait.//
``''What is it they are doing with their hands?''
<</text>>
<<img 1 "party_applause.png" "Many gloved hands applaud in unison." `["modeNeutral"]`>>
@@.next;[[You stand dumbstruck as applause fills the air.|PREP: Party Bridge D]]@@<<imgLayer 1 "party_onstage.png" "Quincy, Lucas, and the Duchess stand upon the stage together. Quincy looks at the ground.">>
<<print setup.imgLayer(1,"party_onstage_floor.png")>>
<</imgLayer>>
<<text>>
The boards which comprise the stage are smooth and polished, interlocking neatly. There is no corner on which you could trip, no unsanded surface which could possibly splinter<<if setup.hasItem("rheasnare")>>, and no sign of any snare laying in wait<</if>>. <<if setup.hasTrait("cleithro")>>It really is lovely wood; you've no idea why they would waste it here.<</if>>
<<if hasVisited("PREP: Party Ceremony Lucas","PREP: Party Ceremony Rhea","PREP: Party Ceremony Floor","PREP: Party Ceremony Roc")>><p>Damn it. Where else can you look?</p><</if>>
<</text>>
<<include "PREP: Party Ceremony Hub">><<if !hasVisited("PREP: Party Ceremony Lucas","PREP: Party Ceremony Rhea","PREP: Party Ceremony Floor","PREP: Party Ceremony Roc")>>
<<choose "quincy.harrowed">>
<<if !hasVisited("PREP: Party Ceremony Lucas")>><<link "@@.talk-action;Examine Lucas.@@" "PREP: Party Ceremony Lucas">><</link>><</if>>
<<if !hasVisited("PREP: Party Ceremony Rhea")>><<link "@@.talk-action;Examine Rhea.@@" "PREP: Party Ceremony Rhea">><</link>><</if>>
<<if !hasVisited("PREP: Party Ceremony Floor")>><<link "@@.talk-action;Examine the floor.@@" "PREP: Party Ceremony Floor">><</link>><</if>>
<<if !hasVisited("PREP: Party Ceremony Roc")>><<link "@@.talk-action;Examine the glass roc.@@" "PREP: Party Ceremony Roc">><</link>><</if>>
<</choose>>
<<else>>
@@.next;[[You look to the crowd.|PREP: Party Ceremony Crowd]]@@
<</if>><<imgLayer 1 "party_onstage.png" "Quincy, Lucas, and the Duchess stand upon the stage together. Quincy looks to Lucas.">>
<<print setup.imgLayer(1,"party_onstage_lucas.png")>>
<</imgLayer>>
<<text>>
Lucas is as much a target as you. His safety is at risk as well. Alas, at this distance you're at no better vantage to spot danger than he. You spy a bead of sweat rolling down the Prince's forehead, but not much else.
<<if hasVisited("PREP: Party Ceremony Lucas","PREP: Party Ceremony Rhea","PREP: Party Ceremony Floor","PREP: Party Ceremony Roc")>><p>Damn it. Where else can you look?</p><</if>>
<</text>>
<<include "PREP: Party Ceremony Hub">><<imgLayer 1 "party_onstage.png" "Quincy, Lucas, and the Duchess stand upon the stage together. Quincy looks to Rhea.">>
<<print setup.imgLayer(1,"party_onstage_rhea.png")>>
<</imgLayer>>
<<text>>
You look to the Duchess for clues as to what grisly fate awaits you, but you are simply too tall. The top of her head offers no explanation as to what goes on within it.
<<if hasVisited("PREP: Party Ceremony Lucas","PREP: Party Ceremony Rhea","PREP: Party Ceremony Floor","PREP: Party Ceremony Roc")>><p>Damn it. Where else can you look?</p><</if>>
<</text>>
<<include "PREP: Party Ceremony Hub">><<imgLayer 1 "party_onstage.png" "Quincy, Lucas, and the Duchess stand upon the stage together. Quincy looks off into the distance at the roc statue.">>
<<print setup.imgLayer(1,"party_onstage_roc.png")>>
<</imgLayer>>
<<text>>
The glint of the glass roc catches your eye. The gleam of sunlight is uncomfortable to look upon, but the statue shows no sign of ill intent towards your person otherwise.
<<if hasVisited("PREP: Party Ceremony Lucas","PREP: Party Ceremony Rhea","PREP: Party Ceremony Floor","PREP: Party Ceremony Roc")>><p>Damn it. Where else can you look?</p><</if>>
<</text>>
<<include "PREP: Party Ceremony Hub">><<flag 16>>
<<skillCheckFixed>>
<<img 1 "party_calypso_ignore.png" "The party guests look on in apallment." `["img-max"]`>>
@@.next;[[Continue.|PREP: Party Hate Mom 2]]@@<<qSpeak "party.loudShirt" "Gossip" `["shadow"]` >> @@.yell;It's true, it's true! Duke Barghur despises Lady Nephthei!@@ <</qSpeak>>
<<speak "party.pegasus" "Gossip" `["shadow"]`>> @@.surprise;Whaaaat?@@ No way! <</speak>>
<<qSpeak "party.loudShirt" "Gossip" `["shadow"]` >>I swear, I heard it with my own ears! He made the matter public! Said she was //"nothing"// while dancing with her on his arm!<</qSpeak>>
<<speak "party.jonah" "Gossip" `["shadow"]`>> @@.surprise;Villainous behavior!@@ <</speak>>
<<speak "party.craneNeck" "Gossip" `["shadow"]` >> Can the Northern throne not set aside its petty grievances with the Boreal South for one single evening? Honestly! Where is the civility? <</speak>>
<<qSpeak "party.loudShirt" "Gossip" `["shadow"]`>> //And in front of the Archduke and his daughter!// How bold can a man be? <</qSpeak>>
<<speak "party.argueGuy" "Gossip" `["shadow"]`>> Bold indeed! Archduke Keshet practically threw him out! <</speak>>
<<speak "party.bejeweledLady" "Gossip" `["shadow"]` >> The poor Duchess... how cruel to misbehave at her party... <</speak>>
<<include "PREP: Party End Bottleneck">><<flag 16>>
<<skillCheckFixed>>
<<img 1 "party_calypso_touch.png" "The party guests look on in shock." `["img-max"]`>>
@@.next;[[Continue.|PREP: Party Hot Mom 2]]@@<<qSpeak "party.gal3" "Gossip" `["shadow"]`>> @@.yell;It's true, it's true! Duke Barghur made a romantic gesture toward Lady Nephthei!@@ <</qSpeak>>
<<speak "party.pegasus" "Gossip" `["shadow"]`>> @@.surprise;Whaaaat?@@ No way! <</speak>>
<<qSpeak "party.gal3" "Gossip" `["shadow"]`>> I swear, I saw it with my own eyes! He touched her hair! Tucked it tenderly behind her ear. <</qSpeak>>
<<speak "party.argueLady" "Gossip" `["shadow"]`>> Everyone knows Lady Nephthei fancies Northerners, but my word, //he's the same age as her sons!// What does he hope to accomplish in pursuing a married woman? <</speak>>
<<speak "party.jonah" "Gossip" `["shadow"]`>> @@.surprise;The cad!@@ <</speak>>
<<qSpeak "party.gal3" "Gossip" `["shadow"]`>> //And in front of the Archduke and his daughter!// How bold can a man be? <</qSpeak>>
<<speak "party.argueGuy" "Gossip" `["shadow"]`>> Bold indeed! Archduke Keshet practically threw him out! <</speak>>
<<speak "party.bejeweledLady" "Gossip" `["shadow"]`>> The poor Duchess; spurned at her family's own party! //Can't the man see that poor girl is head over heels for him?// <</speak>>
<<include "PREP: Party End Bottleneck">><<once>>
<<run $campTopics.push("party")>>
<</once>>
<<addCodex "midas">>
<<addCodex "persephatta">>
<<addCodex "rhea">>
<<addCodex "calypso">>
<<addCodex "aaru">>
<<addCodex "alnilam">>
<<silently>>
<<itemRemove "rhearoc">>
<<itemRemove "rheasnare">>
<<itemRemove "rheadamask">>
<<itemRemove "rheaprep">>
<<itemRemove "rheadebt">>
<</silently>>
<<updateTask "11-convoy-party" "left3">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<<set $party to ["lucas","dangelo"]>>
<<set $rumor to {}>>
<<include "MAIL: MidasParty">>
@@.next;[[Continue.|PREP: party carriage 1]]@@<<locationBoardSetup `[
{img:"alnilam-castle-interior.png",text:"The ambience of young men conversing buzzes like bees. Soon they will buzz at you, and you will be forced to translate their insectoid vibrations into human words."},
{img:"harp.png",text:"The would-be gentle trill of musical instruments provides no relief to your ears - it is only noise upon noise, lost among the clink of glasses. Where in this room there is space to house even the smallest of bands is unknowable."},
{img:"foreign-decor.png",text:"There are no <<if setup.hasTrait(\"moleman\")>>burrows<<else>>woods<</if>> in which to hide here. Were anything to hunt you, you'd be easy prey."}
]`>>
<<location "aaru" `["Castle Keep","Alnilam Castle"]`>>
<<locationDesc>>
<<processTxt>>
You were perhaps seventeen years old last you journeyed through these hangings and into this parlor. Disappointingly, you feel no less seventeen //now// than you did then. Within the walls of Alnilam Castle, you find yourself feeling less substantial than your grown self.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
In a strange inversion to the arrangement of decor during a party in the Midland, the Keshet's eclectic collection of memorabilia stands where the guests should, and the guests where the decor should. The articulated skeleton of a roc, restrung with wires and refeathered with stolen plumes, casts a predatory shadow over the room. Its wingspan is so great that it nearly touches the walls. Beneath it is other such nonsense: vases of Laurentian make, a marble bust from yet another country you can't identify, heathen idols in the shape of animals unknown to the peninsula...
``The guests are forced to cluster around the room's perimeter, collecting in corners like dust drifts. You are swept up with the rest.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|PREP: Rhea Meet]]@@<<if $tempQ.LHparty.rounds == 0>>
<<updateTask "11-convoy-party" "left">>
<</if>>
<<if $tempQ.LHparty.rounds >= 2>>
<<goto "PREP: Party Bridge A">>
<<else>>
<<img 1 "party_roc.png" "The reconstructed roc hangs dead in the air." `["modeNeutral"]`>>
<<clock 2 $tempQ.LHparty.rounds>>
<<switch $tempQ.LHparty.rounds>>
<<case 0>>
<<text>>
A series of masks run around the room's perimeter, placed startlingly at your eye level. <<snout "They have grimacing faces, their canines exaggerated and bestial." "They have grimacing snouts and ears laid flat, their teeth bared and exaggerated.">> Wherever these are from, they are from far, //far// off-peninsula.
``As Lucas shepherds you about the thick, carousel-like crowd, you look for a plaque matching the mask. There is none. Presented as if they are as self-explanatory and pedestrian in their origins as the trite still-lifes of roses found in the homes of Midland Nobility.
<</text>>
<<speak "lucas.annoyed" >> You can't ignore the attendees by staring at the wall, Quintrell. At least three different Viscounts have attempted conversation. <</speak>>
<<qSpeak "quincy.lookaway" >> But the masks -- <</qSpeak>>
<<speak "lucas.neutral" >> Will not save you from the Duchess. What of them? Let's mingle. <</speak>>
<<case 1>>
<<text>>
Unfortunately, a wall of rowdy young men has bisected the room. They are enthralled in a very loud conversation about horses: which man has the strongest horse, the fastest, the most beautiful, the most expensive. You can hardly hear your own thoughts without interruption.
<</text>>
<<speak "lucas.eyeroll">> Hmph. Not an intelligent conversation in earshot. <</speak>>
<<text>>
No matter where you stand, the unseeing eyes of the masks appear to follow you. It is far too warm in here.
<</text>>
<</switch>>
<<print setup.partyOptions([{link:"PREP: Party Phase 1 Q1",img:"midasparty/partygoer_stain"},{link:"PREP: Party Phase 1 Q2",img:"midasparty/partygoer_necklace"},{link:"PREP: Party Phase 1 Q3",img:"midasparty/partygoer_platter"}])>>
<</if>><<print setup.drawPartygoer("midasparty","partygoer_stain.png","A man's stained shirt.")>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> So the rumors are true! Duke Quintrell has finally come out of hiding! <</speak>>
<<text>>
The man says this to you in a chiding voice, but neither your absence nor your return were a choice of your own making. A red wine stain blots his shirt like the red breast of a robin. His twitchy demeanor is somewhat avian, too, now that you think about it.
<</text>>
<<qSpeak "quincy.lookaway">> Actually-- <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> They say you've been working as a mine inspector all this time. Is that true? <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> Fascinating! I hear it's @@.posh;dreadful@@ work. <</speak>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.lookaway">> Actually, it's quite interesting... <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> But it //is// terribly dangerous, is it not? <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> It is. <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> Terribly dangerous, I've heard. <</speak>>
<</if>>
<<speak "lucas.glance">> ...Is it? <</speak>>
<<qSpeak "quincy.lookaway">> Not if you take proper precautions. *Or you have an uncanny knack for predicting your own death.* <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> Word is, the mines out in west Kagthur were all //horrid// death traps until our Lord Hyden came and fixed them up. The old owners were just... well, letting them all just languish! <</speak>>
<<choose>>
[[The Kagthur mines were horribly neglected, yes.|PREP: Party Phase 1 Q1 2 ProHyden][$response to "neglect"]]
[[Lord Hyden's ownership presents its own problems.|PREP: Party Phase 1 Q1 2][$response to "hyden"]]
<</choose>><<qSpeak "quincy.tilt">> Lord Hyden's ownership of the mines presents problems of its own. <</qSpeak>>
<<speak "lucas.surprised">> How do you mean? Lord Hyden made significant repairs, did he not? <</speak>>
<<qSpeak "quincy.tilt">> Yes, but the mines were only in disrepair due to lack of funds. Maintenance is costly. To deem the North too poor to own its mines... It's a troubling idea. <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> Tsk. Always back to Northern sovereignty. Is it not enough that he's made the mines safer? <</speak>>
<<qSpeak "quincy.lookaway">> Well-- <</qSpeak>>
<<speak "lucas.flustered">> //Quintrell.// *The Prince hisses into your ear.* @@.whisper;Remember why we're here. Public relations.@@ <</speak>>
<<text>>
Right. You'd do best to avoid making controversial statements.
<</text>>
<<qSpeak "quincy.lookaway">> Apologies. I did not mean to dismiss Lord Hyden's contributions. I was only ruminating. <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> Hmph! Next time, ruminate with courtesy! <</speak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 1">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<qSpeak "quincy.think">> Mm. Yes. The late Lord Kagthur turned a blind eye to their upkeep... or so say the senior inspectors. By the time I had been appointed, Lord Hyden had already begun his repair efforts. <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> His Lordship is truly something! A man of science, of business... an agent of progress! <</speak>>
<<qSpeak "quincy.neutral">> *An "agent of progress?" ...You wouldn't go so far as to say that.* Well-- <</qSpeak>>
<<speak "lucas.pleased">> Indeed! A beacon of reason in a Tri-Kingdom sorely in need of it! <</speak>>
<<qSpeak "quincy.lookaway">> *...But it seems Lucas would.* . . . <</qSpeak>>
<<speak "party.stainShirt" "Man with a Stained Shirt">> It's good to know the Prince's Convoy appreciates what His Lordship has done for the North. Some terrible slander has made its way across the border, and I was afraid it might have reached your ears. <</speak>>
<<speak "lucas.smug">> Even if it had, I'm a man of the law. //All claims require evidence.// <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "lucas.glance">> ...What? <</speak>>
<<qSpeak "quincy.lookaway">> It's nothing. <</qSpeak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 1">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_necklace.png","A woman's necklace.")>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> Duke Barghur! By the saints, last I saw you, you were yay high and skinny as a late-winter foal! <</speak>>
<<text>>
Sharp talons sink into your arms, demanding your attention. The point of the woman's claws are felt even through your overcoat. It's a wonder her Nobles' gloves aren't shorn in two.
<</text>>
<<speak "lucas.neutral" >> Hello, Your Ladyship. *He kisses her hand in the gentlemanly fashion.* <</speak>>
<<qSpeak "quincy.lookaway" >> It's... nice to see you too. Lady... er... <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> You don't remember me? When you were a little one! Oh, but I used to eat across from you in the castle hall when your father was sitting on Council! I'd sneak an extra sugar plum onto your plate. I remember you couldn't get enough of them! Every time I'd look over, you'd eaten it! <</speak>>
<<text>>
You hate sugar plums. Luckily, the guard hounds who prowled about between the tables in search of scraps did not.
<</text>>
<<qSpeak "quincy.neutral" >> Oh... yes. Thank you. For that. <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> And now you're taller than any of us! Who'd have guessed, who'd have guessed... oh, but this must all be so much for you! Years in the mine. And all this noise and bustle. Well, it's just too much for a man accustomed to silence! <</speak>>
<<speak "lucas.neutral" >> It's been lovely to see you, Your Ladyship. But I assure you my Right Hand is faring just fine. <</speak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> Oh Prince Lucas, you press too hard! I'm certain the poor dear could use a sympathetic ear. His nerves must be jostled. <</speak>>
<<text>>
One of the talons has begun to caress the arm it holds.
<</text>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> *Her voice grows thicker.* You know, I've got just the thing. Would you like a sugar plum? I keep a few wrapped in paper, in my purse. <</speak>>
<<text>>
She does not wait for a reply before shoveling through her purse. From it, she extracts a single loathsome sweet and forcibly places it in your palm. Once it is within your grasp, she looks up at you with an expectant eye.
``No part of you, mind or body, desires to eat the sugar plum, but every fiber of hers craves to witness its consumption.
<</text>>
<<choose>>
<<link "@@.talk-action;Eat the sugar plum.@@" "PREP: Party Phase 1 Q2 2 Plum">>
<<$response to "yes">>
<</link>>
<<link "@@.talk-action;Decline the wretched sweet.@@" "PREP: Party Phase 1 Q2 2">>
<<$response to "no">>
<</link>>
<</choose>><<text>>
You stare down at the wretched "treat." Its abrasive sugar crystals gleam back threateningly. The thought of popping it in your mouth sends a shiver of disgust down your spine.
``You are a grown man. The Architect Above couldn't make you eat this.
<</text>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> Pardon? <</speak>>
<<qSpeak "quincy.neutral">> I do not want it. I do not enjoy sugar plums. <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> I suppose it is about time you grew out of sweets... <</speak>>
<<qSpeak "quincy.neutral">> I never enjoyed sweets. <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> Elysium! Then why did you eat so many? <</speak>>
<<qSpeak "quincy.neutral">> I did not. <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> Then who...? <</speak>>
<<qSpeak "quincy.neutral">> The dogs. <</qSpeak>>
<<text>>
You hear a high-pitched noise - something between a hiccup and the yap of a small dog. The Lady swipes the treat from your hand; the edge of her talons graze your palm through two layers of unicorn hide.
<</text>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> @@.intense;//The nerve!//@@ *She cries.* <</speak>>
<<text>>
With that, her claws release you, and her heels clack angrily back into the sea of guests.
<</text>>
<<speak "lucas.glance">> ...You didn't have to mention the part about the dogs, you know. <</speak>>
<<qSpeak "quincy.neutral">> I suppose not. <</qSpeak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 1">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<text>>
To accept is the path of least resistance. Alas, the path of least resistance has a toll.
``With great reluctance, you slip the odious "plum" into your mouth. The sugars sit serrated against your tongue, and so you do your best to swallow and be done with it. It slides down your throat like an unpolished stone. The woman beams, cooing with delight at your "enjoyment" of the sweet.
<</text>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> @@.singsong;Mmm--mmm~!@@ @@.lilt;Yummy!@@ <</speak>>
<<qSpeak "quincy.harrowed">> <sub>Yes. Delicious.</sub> <</qSpeak>>
<<speak "party.craneNeck" "Crane-Necked Lady" >> Happy to help. Do let me know if you get hungry again, hmm? <</speak>>
<<qSpeak "quincy.harrowed">> <sub>Of course.</sub> <</qSpeak>>
<<text>>
She says something or another about some other guest calling for her. You feel her talons loosen, and she is pulled back into the crowd by the tide of the party. Your throat feels raw.
<</text>>
<<speak "lucas.weary">> Why in Elysium did you do that? You //hate// sweets. <</speak>>
<<qSpeak "quincy.tilt">> ...It seemed like the polite thing to do. <</qSpeak>>
<<speak "lucas.annoyed">> If you're always "polite," she'll never stop. Do you want to eat sugar plums for the rest of your life? <</speak>>
<<qSpeak "quincy.harrowed">> No. <</qSpeak>>
<<speak "lucas.neutral">> Then //be honest.// <</speak>>
<<text>>
He makes it sound so easy.
<</text>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 1">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_platter.png","A platter of meats and other such things.")>>
<<speak "party.pegasus" "Merry Server" >> @@.singsong;Huuuu-lloh@@, Your Right Hand Grace Barghur sir! And Your Highness the Convoy Prince, sir! Looking for some @@.surprise;vivacious victuals?@@ Some @@.lilt;spicy spirits?@@ <</speak>>
<<qSpeak "quincy.neutral" >> Can-- <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> @@.intense;We've got gin, brandy, cider, ale, plum wine, apple wine, very rare pineapple wine!@@ Your gustatorial desire is my pledge to fulfill! @@.whisper;This is a big opportunity for me, and not one I'm looking to squander!@@ <</speak>>
<<speak "lucas.weary" >> Wine is fine, thank you. <</speak>>
<<speak "party.pegasus" "Merry Server" >> @@.singsong;On the double!@@ But what of His tall-and-mysterious Grace? <</speak>>
<<text>>
The server's hands wave like a semaphorist. Reading the placards in front of the "victuals" is rendered impossible.
<</text>>
<<speak "lucas.weary" >> I'm sure a wine will do him fine, too. <</speak>>
<<speak "party.pegasus" "Merry Server" >> @@.surprise;Understood!@@ I am your humble and most obedient servant! <</speak>>
<<text>>
She does not move her eyes from yours as she pours. The wine sloshes from the bottle into the chalice. At any moment, it will overspill and ruin the pristine white tablecloth. A single red bead rolls over the edge of the brim as she yanks the bottle upright again. She deposits the overfull stain hazard into your white-gloved hand, then does the same to a cringing Lucas.
<</text>>
<<speak "party.pegasus" "Merry Server" >> But really. What luck it is! With Asenath rum out of the picture, the rest of us Southern spiriters finally have a shot. When you finish with that wine, you really ought to try the gin! It was made all the way down in Thalaren Lordship. Oh! <</speak>>
<<speak "party.pegasus" "Merry Server" >> Speaking of - you were at //the place,// weren't you, Your Grace? <</speak>>
<<qSpeak "quincy.lookaway" >> //The place?// <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> The mine! Quite the incident. Nobody's been able to talk about anything else since. Lots of false reports going around. I'm happy to have run into you, Your Grace. I can maybe set the records straight. <</speak>>
<<speak "lucas.neutral" >> *He leans in close, hand covering his mouth.* @@.whisper; It was only a matter of time before this was going to come up. Tread lightly. @@ <</speak>>
<<qSpeak "quincy.neutral" >> *You pull away from Lucas.* I was, yes. What nature of rumors? I might be able to set them straight. <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> Thank you for your ear, Your Grace! <</speak>>
<<text>>
She bows low, the bottle of red wine still in hand. A ruby drop falls from the rim of the bottle to the carpet, where it spreads into a pale pink dot. You take a sip from your own cup to bring the level down.
<</text>>
<<speak "party.pegasus" "Merry Server" >> So one friend of mine - she's a Boreal Southerner - she swears that he -- Lazarus, I mean -- had //narrow shoulders// and a gawky look about him. <</speak>>
<<speak "lucas.glance" >> @@.whisper;She's trying to divine his identity. It's a favorite parlor discussion right now.@@<</speak>>
<<qSpeak "quincy.lookaway" >> I can't say I remember. <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> That's @@.singsong;quite alright@@, Your Grace! Well - she also was also certain his voice was a little reedy! Nothing like the "thunder" the papers described it as. What of that? <</speak>>
<<qSpeak "quincy.neutral" >> It's... difficult to remember such specifics. He was standing atop a shaft sinker. <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> Awww. <</speak>>
<<qSpeak "quincy.lookaway" >> He was at least fifty feet above any witness. Descriptions more specific are difficult. <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> That's okay, Your Grace. It's just difficult. You see, they say even the men were taken aback by his beauty! This friend of mine is insistent he was more dud than dasher.
``I am sure Your Grace's own judgement would settle this argument fine. Until I can see him with my own eyes!<</speak>>
<<speak "party.pegasus" "Merry Server" >> Is it true Lazarus was dashing? Just on the whole. That he was a comely fellow? <</speak>>
<<speak "lucas.weary" >> //...Pardon?// <</speak>>
<<choose "quincy.surprised">>
[[He was visually striking.|PREP: Party Phase 1 Q3 3][$response to "yes"]]
[[I didn't notice.|PREP: Party Phase 1 Q3 3][$response to "no"]]
<</choose>><<switch $response>>
<<case "yes">>
<<qSpeak "quincy.think" >> Well, he was... visually striking. Visible from a distance. And strong, certainly. To stay atop a hare while climbing mining equipment could not be easy... *The very idea makes your thigh muscles hurt.* <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> So he <b>was</b> handsome! I can tell that junk-ware peddler that I heard it straight from the Duke's mouth! <</speak>>
<<qSpeak "quincy.neutral" >> It's not a judgment that-- <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> @@.intense;Thank you, Your Grace!@@ Thank you! @@.singsong;Enjoy the party!@@ <</speak>>
<<text>>
She bows again, then saunters off to serve a Southern viscount who has somehow managed to drink enough to be swaying already.
<</text>>
<<speak "lucas.weary" >> Will that be considered pro-Barehand sentiment? I... I don't know. <</speak>>
<<qSpeak "quincy.lookaway" >> In what way? I only complimented his strength. <</qSpeak>>
<<speak "lucas.laugh" >> And that server heard, "Duke Barghur //personally// thinks Lazarus is handsome." <</speak>>
<<case "no">>
<<qSpeak "quincy.neutral" >> I don't think so...? <</qSpeak>>
<<speak "party.pegasus" "Merry Server" >> //Aww.// That's a shame. Nobody likes a homely folk hero. <</speak>>
<<speak "party.pegasus" "Merry Server" >> ...And now I owe that junk-ware peddler five guilder. //Damn. // I was sure he'd be handsome, but if Duke Barghur says Lazarus is no looker, then he's no looker! I'm no liar. <</speak>>
<<speak "party.pegasus" "Merry Server" >> Thank you regardless, your Grace! <</speak>>
<<text>>
She bows again, then saunters off to serve a Southern viscount who has managed to drink enough in this short time to start swaying.
<</text>>
<<speak "lucas.weary" >> Will that be considered anti-Barehand sentiment? I... I don't know. <</speak>>
<<qSpeak "quincy.neutral" >> I hardly said anything. <</qSpeak>>
<<speak "lucas.laugh" >> And so that server heard, "Duke Barghur thinks Lazarus hideous." <</speak>>
<</switch>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 1">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<if $tempQ.LHparty.rounds >= 3>>
<<goto "PREP: Party Bridge B">>
<<else>>
<<img 1 "party_garden.png" "The lavish gardens of Alnilam Castle." `["modeNeutral"]`>>
<<clock 3 $tempQ.LHparty.rounds>>
<<switch $tempQ.LHparty.rounds>>
<<case 0>>
<<locationBoardSetup `["castle-alnilam-courtyard.png","southern-garden.png","roc-statue.png"]`>>
<<location "aaru" `["Courtyard","Alnilam Castle"]`>>
<<text>>
The guest slippers offered at the courtyard's entry sit unpleasantly snug on your feet. At least out here, the ornately carved wooden benches do seem to be built for sitting. The humid evening air does little to alleviate the sweat pervading your linens. The garden overflows with plants of every shade found in the natural world. They obscure any area of the courtyard not reserved by paving stone.
``There are palm fronds everywhere. Foliage of this species does not grow in the Midland without help of green meur. It does not belong at this latitude. //You// do not belong at this latitude. It is only by way of Noble hubris that your paths have ever crossed at all.
<</text>>
<<case 1>>
<<text>>
Your unwanted parasite hangs off you in some mock approximation of a lady. Your arm was not offered, but instead taken. Each time you attempt to pull it away, her little nails dig further into your forearm, much like a cat spearing its claws into squirming prey. You opt not to fight this. Better to save your strength.
``You spot a group of children in one of the stone clearings, taking turns on a spring horse. They take great joy in rocking the toy with such force that they throw themselves to the ground. An opportunity. Hope flares in your chest.
<</text>>
<<qSpeak "quincy.neutral" >> Look - over there. What... er, //fun.// I don't suppose the lady would like to join them?<</qSpeak>>
<<speak "rhea.young.eyeroll" >> Dear Duke, just how young do you think I am? <</speak>>
<<qSpeak "quincy.neutral" >> Twelve is not too old for play. *You've no idea the veracity of that statement.* <</qSpeak>>
<<speak "rhea.young.smile" >> @@.posh; I'll have a go only if you join me, dear Quinchy. @@ <</speak>>
<<qSpeak "quincy.neutral" >> Nevermind. <</qSpeak>>
<<default>>
<<text>>
The glass roc in the center stands with its wings extended up and over the walkways. The Southerners are free to pass under them and look up, muttering praise for the effect of being "under its wing."
``For you, the only effect its massive wings might produce is a head injury, should you forget to duck.
<</text>>
<<speak "rhea.young.smile" >> Be careful, Quinchy! <</speak>>
<<text>>
She guides you around a particularly sharp looking primary feather. Some spectre, you assume a guest, coos something about the gesture being like courter and courtee. Your stomach decidedly disagrees, turning sour.
<</text>>
<<speak "rhea.young.giggle" >> I mean, can you //really// afford any further knocks to the head? And just //imagine// the mess it would be if you toppled it over... <</speak>>
<<speak "rhea.young.think">> ...Ooh. Come to think of it, it //would// be a spectacular sight, to see such a beast shatter to pieces. Don't you think? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "rhea.young.neutral">> Huh. Perhaps it's something in my blood. <</speak>>
<<itemAdd "rhearoc">>
<<silently>><<set $inventory.rhearoc to true>><</silently>>
<</switch>>
<</if>>
<<print setup.partyOptions([{link:"PREP: Party Phase 2 Q1",img:"midasparty/partygoer_glass"},{link:"PREP: Party Phase 2 Q2",img:"midasparty/partygoer_loud"},{link:"PREP: Party Phase 2 Q3",img:"midasparty/partygoer_dresses"},{link:"PREP: Party Phase 2 Q4",img:"midasparty/partygoer_jewels"}])>><<print setup.drawPartygoer("midasparty","partygoer_glass.png","A wine glass.")>>
<<speak "party.willowy" "Willowy Gentleman">> //Ugh.// This wine is just terrible, don't you think? <</speak>>
<<speak "party.willowy" "Willowy Gentleman">> . . . <</speak>>
<<speak "party.willowy" "Willowy Gentleman">> ''Don't you think, Your Grace?'' <</speak>>
<<text>>
You hadn't realized, but it seems this waifish middle-aged man is speaking to you. He has a wine glass clutched in his dainty hand.
<</text>>
<<qSpeak "quincy.lookaway">> ...It's wine. *No one drinks it for the taste.* <</qSpeak>>
<<speak "party.willowy" "Willowy Gentleman">> Ugh. Indeed! A shame we've no more of that Asenath rum around. <</speak>>
<<text>>
You frown. So the taste of fermented fruit disgusts the man, but he wants to drink a concoction so potent it //catches fire?//
<</text>>
<<qSpeak "quincy.lookaway">> Uh... yes. A shame. <</qSpeak>>
<<if $tempQ.LHparty.rounds > 0>>
<<speak "rhea.young.eyeroll">> I think you'll survive. <</speak>>
<</if>>
<<speak "party.willowy" "Willowy Gentleman">> Say, do you think it'll ever make its way back to market? Sure, it was made by treasonists, but that is no fault of the rum! Why make the good people of Vestur suffer for the misdeeds of a few? <</speak>>
<<qSpeak "quincy.lookaway">> Because the rum itself is dangerous...? <</qSpeak>>
<<if $tempQ.LHparty.rounds > 0>>
<<speak "rhea.young.eyeroll">> It //explodes.// <</speak>>
<</if>>
<<speak "party.willowy" "Willowy Gentleman">> Only in the hands of those with ill intent! It is no threat in the glass of a true and loyal subject. I think the Archduke has gone too far this time. What's next? Outlawing the sale of rifles because a peasant might shoot his irksome neighbor? <</speak>>
<<choose>>
[[It's for the safety of the people.|PREP: Party Phase 2 Q1 2][$response to "safe"]]
[[Bans fail to address the root issue.|PREP: Party Phase 2 Q1 2][$response to "bans"]]
<</choose>><<if $response == "safe">>
<<qSpeak "quincy.lookaway">> It's for the safety of the people-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> I suppose you are correct in the sense that -- <</qSpeak>>
<</if>>
<<include "PREP: Rhea Q Stub">>
<<speak "rhea.young.innocent">> @@.posh;What Quinchy was saying was:@@ ''get over it.'' <</speak>>
<<speak "party.willowy" "Willowy Gentleman">> //Excuse me?// <</speak>>
<<speak "rhea.young.eyeroll">> Drink something else. The South boasts the largest trade empire in //the entire world,// for Architect's sake. The loss of a single option hardly matters when you've a thousand other spirits of every flavor and potency you can imagine. <</speak>>
<<text>>
The man's <<snout "face reddens" "coat prickles">>. With a contemptuous //"hmph,"// he shoulders past you and stomps away.
<</text>>
<<qSpeak "quincy.lookaway">> ...I would appreciate it if you didn't attribute your words to my name. <</qSpeak>>
<<speak "rhea.young.gleam">> I hear you. Alas, we cannot all have what we want now, can we? Men disappoint all the time. Just to give an example. <</speak>>
<<qSpeak "quincy.neutral">> I am aware. <</qSpeak>>
<<speak "rhea.young.think">> Or so you //think.// But are you //really?// <</speak>>
<<qSpeak "quincy.neutral">> I am not in the mood to talk philosophy with a twelve year old. <</qSpeak>>
<<speak "rhea.young.gleam">> But are you in the mood to suffer? <</speak>>
<<qSpeak "quincy.lookaway">> I... what? <</qSpeak>>
<<speak "rhea.young.innocent">> @@.posh.singsong;Nothing!@@ <</speak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 2">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_loud.png","The loud patterns of a man's Southern tunic.")>>
<<speak "party.loudShirt" "Loudly Dressed Man">> Your Grace! You're looking well! <</speak>>
<<qSpeak "quincy.lookaway">> ...I am? <</qSpeak>>
<<speak "party.loudShirt" "Loudly Dressed Man">> Well, all things considered. They say you died up in the Tebenka mountains, you know. <</speak>>
<<qSpeak "quincy.neutral">> I'm aware. To clarify, I did not. <</qSpeak>>
<<speak "party.loudShirt" "Loudly Dressed Man">> And the Tri-Kingdom is most grateful for it! <</speak>>
<<if $tempQ.LHparty.rounds == 0>>
<<text>>
You doubt the Tri-Kingdom is //that// grateful.
<</text>>
<<else>>
<<speak "rhea.young.innocent">> @@.posh;I certainly am. I would be terribly bored if you died!@@ <</speak>>
<<qSpeak "quincy.lookaway">> Mm. <</qSpeak>>
<</if>>
<<speak "party.loudShirt" "Loudly Dressed Man">> Seeing as you know the mountains so well, I was wondering if you could answer a question of mine. <</speak>>
<<if $tempQ.LHparty.rounds == 0>>
<<qSpeak "quincy.neutral">> I do not know the mountains. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I do not--<</qSpeak>>
<<speak "rhea.young.innocent">> @@.posh;Why, of course! Quinchy would love to.@@ <</speak>>
<</if>>
<<speak "party.loudShirt" "Loudly Dressed Man">> When one is out mountaineering, what proves most dangerous? The weather? The wild animals? <</speak>>
<<choose>>
[[Exposure.|PREP: Party Phase 2 Q2 2][$response to "exposure"]]
[[Unstable terrain.|PREP: Party Phase 2 Q2 2][$response to "terrain"]]
<</choose>><<if $response == "exposure">>
<<qSpeak "quincy.neutral">> Well, I've only so much experience with high mountains, but I would think exposure would be-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Well, I've only so much experience with high mountains, but I would think the terrain would-- <</qSpeak>>
<</if>>
<<include "PREP: Rhea Q Stub">>
<<speak "rhea.young.innocent">> @@.posh;What Quinchy means to say is that the deadliest thing about the mountains is the yeren: a horrid ape-man with hulking strength and a fierce temper. They've a long tail covered in barbs and the barbs are covered in wicked toxins.@@ <</speak>>
<<speak "party.loudShirt" "Loudly Dressed Man">> Huh! I've never heard of such a creature. <</speak>>
<<speak "rhea.young.gleam">> Oh, you wouldn't have. They live far beyond the Southern mountains, though few who see them live to tell the tale. The yeren especially enjoys setting snares for particularly large and forgetful children, but the creature will hunt any man with a foolish look about him. <</speak>>
<<speak "party.loudShirt" "Loudly Dressed Man">> Interesting. I hadn't any idea! The yeren... *He strokes his chin thoughtfully.* Thank you, Duke Barghur. <</speak>>
<<text>>
The man continues to mumble to himself about mountainous apemen as he drifts back into the crowd.
<</text>>
<<qSpeak "quincy.lookaway">> Is that even a real animal? It's not Vesturian. <</qSpeak>>
<<speak "rhea.young.neutral">> Mostly real. The tail is my invention. And the bit about the snare. Have //you// ever been caught in a snare, Quincy? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "rhea.young.innocent">> You mean, //"not yet."// <</speak>>
<<qSpeak "quincy.surprised">> What? <</qSpeak>>
<<speak "rhea.young.innocent">> @@.singsong;Oh, nothing.@@ <</speak>>
<<itemAdd "rheasnare">>
@@.next;
<<link "Return to the party." "PREP: Party Phase 2">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_dresses.png","The ornate detailing upon the dresses of three women.")>>
<<text>>
A pack of Noblewomen drifts over to you, their iridescent silks glittering like beetle shells in the gentle evening breeze. They approach with a strange, mirthful hesitance, tittering amongst one another as they decide which will speak to you. Eventually, one is expelled from the pack. The sacrificial lamb steps forward, <<snout "face flushed" "tail held coy">>, and gives a meek:
<</text>>
<<speak "party.gal1" "Bashful Woman">> Um... hello. *She waves with the tips of her fingers.* <</speak>>
<<if $tempQ.LHparty.rounds == 0>>
<<qSpeak "quincy.neutral">> Oh. Uh. Hello. <</qSpeak>>
<<else>>
<<text>>
Rhea grasps your forearm and knocks it back and forth. Your hand knocks to and fro, involuntarily returning the woman's wave.
<</text>>
<<speak "rhea.young.innocent">> @@.singsong;Hello!@@ <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<<speak "party.gal1" "Bashful Woman">> Me and my friends were just wondering... is your brother here? At the party? <</speak>>
<<text>>
Ah. They seek D'Angelo. That explains the giggling.
<</text>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<speak "party.gal1" "Bashful Woman">> Would you happen to know where he's at? <</speak>>
<<qSpeak "quincy.neutral">> I am afraid not. I haven't seen him since I arrived. <</qSpeak>>
<<if $tempQ.LHparty.rounds != 0>>
<<speak "rhea.young.neutral">> Terribly sorry, ladies. <</speak>>
<</if>>
<<text>>
A chorus of disappointed whines erupts from the pack of women in unison. They wither and shrink, their dresses fluttering like insectoid wings.
<</text>>
<<speak "party.gal1" "Bashful Woman">> Oh... well, um, thanks for letting us know. <</speak>>
<<speak "party.gal3" "Unsteady Woman">> *Peering out from behind the bashful woman, her friend blurts:* Can we ask another question? <</speak>>
<<speak "party.gal2" "Giggling Woman">> *Beside her, her friend titters:* @@.whisper;Architect, no!@@ <</speak>>
<<if $tempQ.LHparty.rounds == 0>>
<<qSpeak "quincy.lookaway">> I suppose. <</qSpeak>>
<<else>>
<<speak "rhea.young.gleam">> @@.posh;But of course!@@ Quinchy is here to serve Vestur, and that includes each and all of you! <</speak>>
<</if>>
<<speak "party.gal3" "Unsteady Woman">> Um... @@.surprise;what kind of girl does he like?@@ <</speak>>
<<choose>>
[[I don't understand his criteria.|PREP: Party Phase 2 Q3 2][$response to "dunno"]]
[[I don't think he has criteria.|PREP: Party Phase 2 Q3 2][$response to "all"]]
<</choose>><<if $response == "dunno">>
<<qSpeak "quincy.think">> Truth be told, I don't understand the common thread myself-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Truth be told, I don't think he's terribly particular-- <</qSpeak>>
<</if>>
<<include "PREP: Rhea Q Stub">>
<<speak "rhea.young.innocent">> @@.posh;As Quinchtrell was about to say, your giggling friend shall do just fine. 'Tis common knowledge that His Grace D'Angelo quite likes a woman of scant dress and generous hindquarters.@@ <</speak>>
<<text>>
The woman hiding behind her friend ducks further out of sight. Her associates erupt in scandalized laughter and herd her away before she succumbs to humiliation.
``You feel you might succumb to humiliation, too.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> ...Must you phrase it like that? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...Must you phrase it like that? <</qSpeak>>
<</if>>
<<speak "rhea.young.neutral">> I only give them the facts. It is imperative for a young Noble to be honest and true, you know. <</speak>>
<<qSpeak "quincy.lookaway">> ...Right. <</qSpeak>>
<<speak "rhea.young.think">> Oh! And //punctual.// You mustn't forget //punctual.// <</speak>>
<<qSpeak "quincy.lookaway">> I... suppose? <</qSpeak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 2">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_jewels.png","The shining jewels which adorn a Southern Noblewoman.")>>
<<text>>
<<if $tempQ.LHparty.rounds > 0>>For a merciful minute, the Duchess is distracted by the call of a servant wishing to ask her opinion on stage ornaments. //The perfect opportunity to flee,// you think. Alas, the moment you are alone a bejewelled woman sidles up to you and initiates conversation.<<else>>A bejewelled woman sidles up to you.<</if>> Eyes fixed elsewhere, she presses a hand to her cheek and smiles; the force of the act crinkles the cosmetics painted on her <<snout "face" "fur">>.
<</text>>
<<speak "party.bejeweledLady" "Glittering Woman">> Every passing day, more a woman. <</speak>>
<<qSpeak "quincy.lookaway">> Who? <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> Why, the Duchess, of course! <</speak>>
<<qSpeak "quincy.lookaway">> Oh. <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> She's going to look just like her mother. <</speak>>
<<qSpeak "quincy.neutral">> That does seem likely. *Features are inherited, after all.* <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> It makes me wonder... <</speak>>
<<qSpeak "quincy.neutral">> About what? <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> Oh, nothing. <</speak>>
<<qSpeak "quincy.lookaway">> Oh. *Now you are confused.* <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> May I ask a question? <</speak>>
<<qSpeak "quincy.neutral">> I suppose. <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> You've never been in Diadem for the Season, have you, Your Grace? Have you any plans to seek a bride this year? <</speak>>
<<text>>
You haven't and you don't. You've avoided Marriage Season this long, and now you've a reasonable excuse.
<</text>>
<<qSpeak "quincy.neutral">> No. I'll be busy with Convoy matters. <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> But you are young, and eligible! Surely your duties wouldn't deny you the opportunity to revel in it? *She chuckles.* <</speak>>
<<choose>>
[[My duty to Vestur comes first.|PREP: Party Phase 2 Q4 2][$response to "vestur"]]
[[My duty denies me many opportunities.|PREP: Party Phase 2 Q4 2][$response to "many"]]
<</choose>><<if $response == "vestur">>
<<qSpeak "quincy.lookaway">> My duty to Vestur comes first. I'll... court a woman after this is over. <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> @@.lilt;//Oooooooooh.//@@ *She draws out her "oh" as if gripped by some great realization or curiosity.* I see, I see. So you've a woman in mind already, then? <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> My duty denies me many opportunities. <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> You sound displeased. <</speak>>
<<qSpeak "quincy.tilt">> Well... <</qSpeak>>
<<speak "party.bejeweledLady" "Glittering Woman">> Or could it be that you've a woman in mind already? <</speak>>
<</if>>
<<qSpeak "quincy.surprised">> What? No-- <</qSpeak>>
<<include "PREP: Rhea Q Stub">>
<<speak "rhea.young.innocent">> @@.posh;Now, as Quinchtrell was saying, he has taken a solemn vow of chastity whilst he focuses on his duty.@@ Like a monk, you see. <</speak>>
<<speak "party.bejeweledLady" "Glittering Woman">> //Oh!// <</speak>>
<<speak "rhea.young.innocent">> If you wouldn't ask it of a monk, you shouldn't ask it of Quinchy. 'Tis a very personal, very noble thing. Between him and The Architect Divine, you know? <</speak>>
<<speak "party.bejeweledLady" "Glittering Woman">> //Huh!// Why, I had no idea. My apologies. <</speak>>
<<text>>
The woman dips her head and excuses herself.
<</text>>
<<qSpeak "quincy.furrow">> ..."A solemn vow of chastity." <</qSpeak>>
<<speak "rhea.young.neutral">> I mean, it's solemn already. Might as well call it a vow and earn the esteem for it. <</speak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 2">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<if $tempQ.LHparty.rounds >= 3>>
<<goto "PREP: Party Bridge C">>
<<elseif $tempQ.LHparty.rounds == 1 && !hasVisited("PREP: Phase 3 D'Angel")>>
<<goto "PREP: Phase 3 D'Angel">>
<<else>>
<<img 1 "party_drawingroom.png" "The smoky drawing room of Alnilam Castle." `["modeNeutral"]`>>
<<clock 3 $tempQ.LHparty.rounds>>
<<switch $tempQ.LHparty.rounds>>
<<case 0>>
<<locationBoardSetup `["southern-rug.png","painted-screen.png","cigar.png"]`>>
<<location "aaru" `["Drawing Room","Alnilam Castle"]`>>
<<text>>
On the west wall, a mural of nude Keshets lash a roc to the deck of a ship. The Southern guests take no notice, but the Midland ones pause <<if setup.hasTrait("shameful")>>in bewilderment<<else>>to scandalize themselves<</if>> before averting their eyes. The smoke of many cigars fog the room. The air burns your nose and throat; suppressing the urge to cough is an ongoing effort.
``The Duchess makes eye contact from across the room, but she has engrossed herself in talk of off-peninsula penal systems with some veteran general for the time being. When you approach, she excuses herself and scurries away without explanation.
<</text>>
<<case 1>>
<<text>>
The old general is alone now. Scanning the room, you see no sign of the Duchess. Whatever she intends, she means to make it an ambush.
``The rug beneath your feet seems to have been made up of thirteen different thread colors. They arrange in tufts, splitting and coming together again and commingling to form a lattice of lotus flowers and ripples of water. So many glasses of red wine held above this artwork of blues, teals, and pale yellows. It would only take one bump.
``You keep your arms tucked tightly to your sides.
<</text>>
<<default>>
<<text>>
The noise and level of drunkenness in the room has ticked up a notch since you were first ushered in from the courtyard. Laughter has slid from reserved chuckles to raucous guffaws.
``You sit on the settee //(making sure to lift your vest so the oiled leather doesn't come into contact with the embroidered surface)// to catch your thoughts again.
``You're sure you spot the red glint of a bejeweled strawberry amongst the throng for just a moment, but it's gone the next.
<</text>>
<</switch>>
<<if !hasVisited("PREP: Phase 3 D'Angel")>>
<<print setup.partyOptions([{link:"PREP: Party Phase 3 Q1",img:"midasparty/partygoer_cigar"},{link:"PREP: Party Phase 3 Q3",img:"midasparty/partygoer_vase"},{link:"PREP: Party Phase 3 Q4",img:"midasparty/partygoer_tapestry"}])>>
<<else>>
<<print setup.partyOptions([{link:"PREP: Party Phase 3 Q1",img:"midasparty/partygoer_cigar"},{link:"PREP: Party Phase 3 Q2",img:"midasparty/partygoer_crown"},{link:"PREP: Party Phase 3 Q3",img:"midasparty/partygoer_vase"},{link:"PREP: Party Phase 3 Q4",img:"midasparty/partygoer_tapestry"}])>>
<</if>>
<</if>><<print setup.drawPartygoer("midasparty","partygoer_cigar.png","A lit cigar held aloft by a familiar hand.")>>
<<text>>
From the corner of the room materializes an almost familiar face: a Midland Lord whose name you cannot recall. An old friend of your father's, you think... or perhaps they hate each other? It is difficult to tell sometimes where jokes end and violence begins.
<</text>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Your Grace! Your old man wouldn't happen to be in attendance now, would he? <</speak>>
<<if hasVisited("PREP: Phase 3 D'Angel") || hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>
<<qSpeak "quincy.harrowed">> No. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<</if>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Figures. Now that he's Archduke, there's nothing in the world that can get the man's rear off the throne, eh? Though I guess you wouldn't know, seeing as he's been in that chair your whole life! @@.intense;Ghahaha!!@@ <</speak>>
<<text>>
He offers you a cigar, which you decline. The air of the drawing room is thick enough without your contributions. Against your will, he places a full glass of wine in your hand instead. You hold it tight to your chest in fear of what might happen if you loosen your grasp.
``Unlike you, the familiar Lord has no such regard for his surroundings; he dangles his lit cigar dangerously over tapestries and tabletops without a second thought. Your anxiety compels you to steer him away from such vulnerable items.
<</text>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> So, the Prince's Convoy, eh? Big honor for a second son. Tell me: how //is// your brother taking it? Burning with jealousy, I assume? <</speak>>
<<qSpeak "quincy.neutral">> Not to my knowledge. <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> You be careful, eh? When titles are involved, sibling rivalry can get a little bloody, if you know what I mean. <</speak>>
<<qSpeak "quincy.lookaway">> *You cough.* I don't think he has much to gain from fratricide. <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> No, of course not. But what matters is: does //he// think that? <</speak>>
<<qSpeak "quincy.lookaway">> No. *Cough.* <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> But if he //did//... you think you could take him? Eh? <</speak>>
<<choose>>
[[No.|PREP: Party Phase 3 Q1 2][$response to "no"]]
[[If I had to.|PREP: Party Phase 3 Q1 2][$response to "yes"]]
<</choose>><<if $response == "no">>
<<qSpeak "quincy.harrowed">> No. *Cough.* He would destroy me. <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Well then! *The older gentleman laughs.* Pray to The Architect it doesn't come to that! <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> No need to make that face. It was only a jest! D'Angelo's a good kid. He wouldn't off you unless you deserved it. <</speak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Oh, and careful with that glass. Our gracious host would lose his mind if you spilled on something. All this fancy... Oponan damask on the tables and whatnot. <</speak>>
<<qSpeak "quincy.lookaway">> Uh. Right. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Well... *You cough.* It would depend on the circumstances. Presuming he didn't catch me by surprise, I'd think-- <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> @@.surprise;Woah, there, son!@@ It was only a jest. No need to get so into it. //Whew!// <</speak>>
<<qSpeak "quincy.lookaway">> But you-- <</qSpeak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Hey, I'm not here to pass judgment. It's natural for a second son to think about usurping //sometimes.// Your old man sure did! Means you have ambition! <</speak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Just... don't be so eager to tell the world, eh? <</speak>>
<<speak "wysaven.neutral" "Father's Friend/Enemy">> Oh, and careful with that. Our gracious host would lose his mind if you spilled on something. All this fancy... Oponan damask on the tables and whatnot. <</speak>>
<<qSpeak "quincy.tilt">> Uh. Right. <</qSpeak>>
<</if>>
<<text>>
The Midland Lord gives you a hefty slap on the back and wanders off. The force causes the wine to slosh in its glass. Holding it in your hand, it feels like a lit fuse.
``You choke it down for the sole purpose of removing the danger it poses. The room feels less steady for it.
<</text>>
<<itemAdd "rheadamask">>
@@.next;
<<link "Return to the party." "PREP: Party Phase 3">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_crown.png","A foreign crown, now an ornament behind glass.")>>
<<text>>
The carelessness of another guest knocks you off balance. You barely manage to stop yourself from careening into a reliquary full of old crowns purchased from foreign lands. As you regard these symbols of dynasties long gone, a scraggly little servant appears behind you toting a tray in hand. When you turn, he bows, and as he leans forward, the bottles placed atop his plate slide downward.
<</text>>
<<speak "party.jonah" "Unpleasant Servant">> Good evening, Your Grace! Are you in need of anything? <</speak>>
<<if hasVisited("PREP: Phase 3 D'Angel")>>
<<text>>
//Escape. Sanctuary. Mercy. Protection.//
<</text>>
<<qSpeak "quincy.harrowed">> I need you to stop bowing. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> I need you to stop bowing. <</qSpeak>>
<</if>>
<<speak "party.jonah" "Unpleasant Servant">> Excellent choice, Your Grace, as you wish. <</speak>>
<<text>>
For a moment, his bow grows deeper. The glassware clinks against the edge of the tray, threatening to tip over. Mercifully, they do not, and as his back leans upright the bottles slide safely back into place.
<</text>>
<<speak "party.jonah" "Unpleasant Servant">> Is there anything else, Your Grace? <</speak>>
<<qSpeak "quincy.tilt">> No. *You pause.* Wait. *Cough.* Have you seen the Duchess? <</qSpeak>>
<<speak "party.jonah" "Unpleasant Servant">> That depends. Have you a tip for me? <</speak>>
<<qSpeak "quincy.lookaway">> A... tip? <</qSpeak>>
<<speak "party.jonah" "Unpleasant Servant">> For my excellent service! <</speak>>
<<qSpeak "quincy.lookaway">> *Cough.* You haven't served me. <</qSpeak>>
<<speak "party.jonah" "Unpleasant Servant">> Oh, but I have! You asked me to cease my bowing, and I served up a straight back! <</speak>>
<<choose>>
<<buy 15 [[Fine.|PREP: Party Phase 3 Q2 2 Tip]]>><</buy>>
[[That doesn't count. I owe you nothing.|PREP: Party Phase 3 Q2 2]]
<</choose>><<qSpeak "quincy.furrow">> That's not service. You-- *Cough.* --you were going to drop your platter. <</qSpeak>>
<<speak "party.jonah" "Unpleasant Servant">> With the utmost respect, sir, I quite disagree. <</speak>>
<<qSpeak "quincy.furrow">> You disagree? How? <</qSpeak>>
<<speak "party.jonah" "Unpleasant Servant">> Simple, Your Grace: your understanding of events and mine are entirely different! Now, if you'll excuse me, then, I must return to my work. <</speak>>
<<speak "party.jonah" "Unpleasant Servant">> Oh - and @@.singsong;good luck with the young Duchess!@@ <</speak>>
<<text>>
As he turns to leave, his arm swings and all the bottles on his tray swing with it. One nearly collides with your person, but you narrowly escape its path.
<</text>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 3">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<g>>
<<text>>
Suppressing your exasperation, you fumble in your pocket for a guilder or two to satisfy the server. Extending the coins towards him, he takes them from your hand and gives you a broad smile.
<</text>>
<<speak "party.jonah" "Unpleasant Servant">> @@.singsong;Thank you very much!@@ You are most generous, sir! <</speak>>
<<qSpeak "quincy.harrowed">> Yes, you're welcome. *Cough.* Now where did you see the Duchess? <</qSpeak>>
<<speak "party.jonah" "Unpleasant Servant">> Oh, she's been scurrying about all evening muttering something about "preparations" and "righting wrongs." Poor little thing, so anxious about the ceremony! <</speak>>
<<qSpeak "quincy.harrowed">> . . . <</qSpeak>>
<<text>>
Somehow, you don't think it was the ceremony she was preparing for.
``A chill comes over you.
<</text>>
<<speak "party.jonah" "Unpleasant Servant">> Well, back to it! Have a lovely evening, Your Grace. <</speak>>
<<itemAdd "rheaprep">>
@@.next;
<<link "Return to the party." "PREP: Party Phase 3">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_vase.png","An intricate - and no doubt expensive - vase.")>>
<<speak "party.edresut" "Sturdy Lord">> You're a lucky one, son. <</speak>>
<<text>>
There is a saying about a goat in a glass shop, meant to illustrate the idea of a tactless person or an unwise situation. It stands before you in the flesh as a thickly built Southern Lord. He leans his weight against a table, and the delicate lacquer vases upon it lean in turn.
<</text>>
<<if hasVisited("PREP: Phase 3 D'Angel") || hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>
<<qSpeak "quincy.harrowed">> How do you figure? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> How do you figure? <</qSpeak>>
<</if>>
<<speak "party.edresut" "Sturdy Lord">> *He erupts in laughter. The table trembles with it, rattling the delicate ceramics.* You're Right Hand, son! One of the most coveted honors in all the Tri-Kingdom! <</speak>>
<<if hasVisited("PREP: Phase 3 D'Angel") || hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>
<<qSpeak "quincy.harrowed">> ...Oh. *Cough.* Right. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Oh. *Cough.* Right. <</qSpeak>>
<</if>>
<<speak "party.edresut" "Sturdy Lord">> Don't look so miserable. You're living every boy's dream! <</speak>>
<<text>>
``The man lashes out an arm for emphasis. His bracelets graze a vase behind him with a piercing clang. Watching it rock back and forth, you sincerely doubt the life you lead is "every boy's dream."
<</text>>
<<qSpeak "quincy.harrowed">> . . . <</qSpeak>>
<<speak "party.edresut" "Sturdy Lord">> Look, now's not the time for doubts. Now is the time for action. The North needs strong leadership. *He thuds his fist against the table.* <</speak>>
<<if hasVisited("PREP: Phase 3 D'Angel") || hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>
<<qSpeak "quincy.harrowed">> *You nod, lest he move again in an attempt to convince you.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> *You nod, lest he move again in an attempt to convince you.* <</qSpeak>>
<</if>>
<<speak "party.edresut" "Sturdy Lord">> The Keshets may not have a son, but you have the whole of the South behind you. <</speak>>
<<if hasVisited("PREP: Phase 3 D'Angel") || hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>
<<text>>
Architect. Is //she// behind you, too? Unthinkingly, you turn to look over your shoulder, looking a fool in the process, but you see no sign of the Duchess.
<</text>>
<<else>>
<<text>>
Your mind is elsewhere. Unthinkingly, you turn to look over your shoulder, looking a fool in the process.
<</text>>
<</if>>
<<speak "party.edresut" "Sturdy Lord">> I didn't mean...! Ugh. *He readjusts. The table creaks as he does.* Look. Just remember: there's only one way to deal with a rebellion. <</speak>>
<<qSpeak "quincy.lookaway">> A rebellion? <</qSpeak>>
<<speak "party.edresut" "Sturdy Lord">> The Brothers of the Barehand. <</speak>>
<<qSpeak "quincy.tilt" >> But the Brothers aren't-- <</qSpeak>>
<<speak "party.edresut" "Sturdy Lord">> Not yet. But they will be if you show them mercy. That's what happened with the Sons of Mythril over in the Ceneus Lordship. Don't think it wouldn't happen up North. <</speak>>
<<text>>
Your jaw clenches shut. It isn't safe for you to speak of politics either way. <<if setup.hasRep("ambition") && !hasVisited("PREP: Phase 3 D'Angel")>>//Not here - not alone.//<<else>>//Not here - not alone - not when you are in this state.//<</if>>
``To your relief, however, the Lord does not press you for further opinion. Instead, he pivots to an unrelated curiosity<<if hasVisited("PREP: Phase 3 D'Angel")>>, leaving you reeling<</if>>.
<</text>>
<<speak "party.edresut" "Sturdy Lord">> ...Say. You're young. You know what "gold" means? <</speak>>
<<choose>>
[[...It's a metal.|PREP: Party Phase 3 Q3 2][$response to "metal"]]
[[I believe it is a slang term.|PREP: Party Phase 3 Q3 2][$response to ""]]
<</choose>><<if $response == "metal">>
<<qSpeak "quincy.lookaway">> ...You mean the metal, sir? *Cough.* <</qSpeak>>
<<speak "party.edresut" "Sturdy Lord">> *The Lord scoffs.* I know it's a metal. But it means something else these days too, with the youth. <</speak>>
<<qSpeak "quincy.lookaway">> I wouldn't know what "the youth" are saying. <</qSpeak>>
<<speak "party.edresut" "Sturdy Lord">> Figures. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> Oh... ah, I believe it's an informal expression of quality. *Cough.* They say, "that's gold" to express something is of high value.<</qSpeak>>
<<speak "party.edresut" "Sturdy Lord">> Huh. <</speak>>
<</if>>
<<text>>
The conversation lulls. You decide to slip away before the man can muster another topic. You would rather not be at the scene of the crime when he inevitably breaks something.
<</text>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 3">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_tapestry.png","The edges of a large tapestry.")>>
<<text>>
There are no vases or statues in this corner of the room, and so you feel safest standing here. There is only one problem: the group of Nobles who interpret your presence as a desire to participate in their conversation.
<</text>>
<<speak "party.argueLady" "Huffy Viscountess">> And what do //you// think it means, Your Grace? <</speak>>
<<qSpeak "quincy.surprised">> *Cough.* What? <</qSpeak>>
<<speak "party.argueLady" "Huffy Viscountess">> The tapestry, of course! <</speak>>
<<text>>
You turn to find yourself standing before an unintelligible scene woven in black and gold thread. The styling is entirely unfamiliar - you couldn't begin to guess its origins. On the left, vague gestures of men carry the sun in their spider-like hands. To the right, a large snake-necked cat loops its extruded throat around a pyramid made of skulls. The image is framed by an endless sequence of interlocking swirls and foreign letters, dizzying to behold.
<</text>>
<<qSpeak "quincy.tilt">> Uh... <</qSpeak>>
<<speak "party.argueGuy" "Scoffing Viscount">> Speechless, of course. *He scoffs.* How could one even begin to describe such nonsense? <</speak>>
<<speak "party.argueLady" "Huffy Viscountess">> Oh, don't call it nonsense. It probably meant a lot to the pagans who wove it! Look at the attention to detail, the tightness of the stitch... why, they probably used this to... to commune with their gods! <</speak>>
<<speak "party.argueGuy" "Scoffing Viscount">> Tsk! *The man's lip curls.* //"Gods."// <</speak>>
<<speak "party.argueLady" "Huffy Viscountess">> *She snickers.* You're terrible. I thought Southerners were supposed to be open-minded! What happened to //"honor strange altars?"// <</speak>>
<<speak "party.argueGuy" "Scoffing Viscount">> The full saying is, //"it is only fair that he who sits at a stranger's table honors his altar as well."// It's travel etiquette! Never insult your host. You only need to hold your tongue abroad. So long as I'm in Vestur, I'm entitled to be as judgmental as I please. <</speak>>
<<speak "party.argueLady" "Huffy Viscountess">> @@.intense;Pft!@@ Some etiquette! You've no manners at all. <</speak>>
<<speak "party.argueGuy" "Scoffing Viscount">> Of course I have manners! Manners pertain to how a man treats others. It has nothing to do with his thoughts. <</speak>>
<<speak "party.argueLady" "Huffy Viscountess">> Well! I disagree. <</speak>>
<<speak "party.argueGuy" "Scoffing Viscount">> You've never left the peninsula. You've never had to hold your tongue in heathen lands. <</speak>>
<<speak "party.argueLady" "Huffy Viscountess">> What about you, Your Grace? Do you not find this approach //terribly// underhanded? <</speak>>
<<choose>>
[[Yes, it's dishonest.|PREP: Party Phase 3 Q4 2][$response to "under"]]
[[No, a thought unsaid is not a lie.|PREP: Party Phase 3 Q4 2][$response to "peace"]]
<</choose>><<if $response == "under">>
<<qSpeak "quincy.lookaway">> Of course it is underhanded. *You cough.* Quite literally, it is lying. <</qSpeak>>
<<speak "party.argueGuy" "Scoffing Viscount">> Only a lie by omission! So long as your slander never gets back to the one you are slandering, it hurts no one. <</speak>>
<<speak "party.argueLady" "Huffy Viscountess">> *The woman snorts.* It hurts your credibility. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> It is not underhanded to have a thought and think better of voicing it. *Or at least, you hope it isn't. You cough.* <</qSpeak>>
<<speak "party.argueLady" "Huffy Viscountess">> It's dishonest! <</speak>>
<<speak "party.argueGuy" "Scoffing Viscount">> Better dishonest than needlessly rude. <</speak>>
<</if>>
<<text>>
The two descend back into bickering. You slip away whilst they're distracted, before they ask you to mediate again.
<</text>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 3">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<img 1 "party_ballroom.png" "Alnilam Castle's ballroom. It is so vast you can hardly take it in." `["modeNeutral"]`>>
<<clock 3 $tempQ.LHparty.rounds>>
<<switch $tempQ.LHparty.rounds>>
<<case 0>>
<<text>>
The Duchess will be occupied for at least as long as her father entertains her, but he is old and will surely tire soon. She claims she has no plan; her word cannot be trusted. //"Give a man enough rope, and he will hang himself,"// she says. <<if setup.hasTrait("dense")>>Always riddles with that girl.<<else>>Your mind drifts back to the mural in the drawing room: the roc lashed to the ship's deck. Surely its captors would not tear it from the sky had they no intentions to slay it?<</if>>
``Out on the floor, the dancers revolve like a drunken carousel; the individual horses careening in and out of the throng as each song starts and stops. It is nauseating to behold.
<</text>>
<<case 1>>
<<text>>
For a time, you watch Lucas. Each time he is released from a waltz, he is accosted by another lady, to which he bows stiffly and offers his hand with a smile too pursed to be genuine. This goes for the better part of an hour.
``In order to dance, the lady must be asked. You choose to ask none, keeping your back pressed defensively against the rear wall. Groups of women drift by where you are, trying to catch your eye. When you look, they behave strangely: blinking slowly at you, holding their dress and swaying in place. When you //don't// look, they behave stranger still, passing closer and closer to you with each walk about the room on the music's pause.
``One passes close enough to brush hands. You abandon your place along the wall. Even conversation would be preferable to this.
<</text>>
<<default>>
<<text>>
On what must be your tenth wander about the room's perimeter, you find that a puddle of foul-smelling vomit has been surreptitiously deposited in the corner. It forms frothy beige speckles against the dado of skinny Southern hunting dogs tearing apart an orc.
<<if visited("PREP: party bridge D yes")>>
<p>You spot D'Angelo; he has the Archduchess on his arm. She presses inordinately close and eyes him with a peculiar gaze. His eye catches yours, and he breaks a hand free to make a threatening gesture. You keep walking.</p>
<</if>>
``<<if !visited("PREP: party bridge D yes")>>You keep walking. <</if>>Only an hour left before you are safely on a carriage-ride back to Diadem. The Duchess has not made a reappearance, which makes you all the more wary. Would she really allow you to escape this evening unscathed?
<</text>>
<</switch>>
<<if $tempQ.LHparty.rounds == 0>>
<<print setup.partyOptions([{link:"PREP: Party Phase 4 Q1",img:"midasparty/partygoer_drunk"},{link:"PREP: Party Phase 4 Q2",img:"midasparty/partygoer_death"},{link:"PREP: Party Phase 4 Q3",img:"midasparty/partygoer_stranger"}])>>
<<elseif $tempQ.LHparty.rounds >= 2>>
<<print setup.partyOptions([{link:"PREP: Party Phase 4 CalypsoB",img:"midasparty/partygoer_calypso2"},{link:"PREP: Party Phase 4 Calypso",img:"midasparty/partygoer_calypso1"}])>>
<<elseif $tempQ.LHparty.rounds > 0>>
<<set _calypsoImg to "midasparty/partygoer_calypso1">>
<<print setup.partyOptions([{link:"PREP: Party Phase 4 Q1",img:"midasparty/partygoer_drunk"},{link:"PREP: Party Phase 4 Q2",img:"midasparty/partygoer_death"},{link:"PREP: Party Phase 4 Q3",img:"midasparty/partygoer_stranger"},{link:"PREP: Party Phase 4 Calypso",img:_calypsoImg}])>>
<</if>><<include "PREP: Party Phase 4 Calypso">><<if hasVisited("PREP: Party Phase 4 CalypsoB")>>
<<print setup.drawPartygoer("midasparty","partygoer_calypso2.png","Ostrich plumes.")>>
<<else>>
<<print setup.drawPartygoer("midasparty","partygoer_calypso1.png","Ostrich plumes.")>>
<</if>>
<<text>>
You are running out of places to flee. That corner has been claimed by drunks, and the other is occupied by the band. You would have to brave the floor to even reach the other corners, and even then there is no guarantee you will find safety once you are there.
``In your indecision, you fail to notice a group of so-called gentlemen heading in your direction. They nearly knock you off balance as they stampede past, but you manage to catch yourself against a wall before you tumble to the floor.
<</text>>
<<speak "calypso.neutral" "Elongated Lady" >> Come, let's dance. If we're moving with them, we're less likely to get trampled. <</speak>>
<<text>>
It seems you've drawn the pity of a Noblewoman. Cloaked in pink and white feathers, she stands taller than most men, her body long-limbed and contoured to the point of strangeness like an hourglass on stilts. Beneath the paint on her face, she looks to be about your father's age; perhaps younger, but surely too old to be asking such a thing of you with courtly intent.
``She is familiar. You've surely seen her before amongst the parents of your peers, or among the faculty at VRMA, or something of the like.
<</text>>
<<qSpeak "quincy.lookaway" >> I didn't ask. <</qSpeak>>
<<speak "calypso.neutral" "Elongated Lady" >> But //I// did. *She holds out a hand.* If you're too tired, pretending is just as good! We'll only turn a little circle. <</speak>>
<<text>>
Another someone knocks into you; your torso jerks forward in just such a way that your fingers graze her gloved palm. The woman's hand closes around yours with a gentle firmness, not unlike that with which you'd scruff a cat.
``Before you can say anything, she has placed your other hand on the dip of her waist and you find yourself spinning a listless circle. You don't resist. You are tired, and the dance asks very little of you.
<</text>>
<<speak "calypso.smile" "Elongated Lady" >> Oh, you've gotten so big and tall! Shot up like a wheat stalk, just like my boys. <</speak>>
<<speak "calypso.neutral" "Elongated Lady" >> That's better, isn't it? <</speak>>
<<text>>
The banal task of stepping in an endless circle in slow concert to the music gives your feet something to do, and you needn't think about where to put your hands because they are firmly and appropriately placed upon your lady-rescuer. You are too occupied to destroy yourself, and there is safety in standing so close to a guest so extravagantly dressed. (Surely Rhea would not harm a guest of status in her pursuit of vengeance.)
``This "dance" is easier, you decide, than the running and hiding you've been doing all evening.
<</text>>
<<qSpeak "quincy.lookaway" >> *You nod, stiffly.* <</qSpeak>>
<<speak "calypso.smile" "Elongated Lady" >> Don't worry, dear. This party is a little much for a man like yourself, isn't it? Well, you're doing a //wonderful// job, all things considered. <</speak>>
<<qSpeak "quincy.neutral" >> //"All things considered?"// <</qSpeak>>
<<speak "calypso.neutral" "Elongated Lady" >> Oh, you know what I mean! *She briefly lets go of your hand to press her palm to her chest.* I knew a haretouched someone once. Architect bless his soul, he wouldn't be faring half as well as you! <</speak>>
<<if $qStats.skills.emp >= $qStats.skills.dec>>
<<passiveGate 1 `["emp",10]`>>
<<else>>
<<passiveGate 1 `["dec",12]`>>
<</if>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
You hazard a look directly at her face, searching it for any sneer or snicker. There is nothing; her smile seems genuine enough, and in fact grows when you deign to make eye contact.
<</text>>
<<else>>
<<text>>
You search her face for any detection of a sneer or snicker, but if she mocks you, you haven't any way to know for sure.
<</text>>
<</if>>
<<choose>>
[[Thank you...?|PREP: Party Phase 4 Calypso 2][$response to "thx"]]
[[That's a strange compliment.|PREP: Party Phase 4 Calypso 2][$response to "weird"]]
<<check `["dec",9999999]` [[*Lie.* I do no worse at parties than anyone else.|PREP: Party Phase 4 Calypso 2]]>><<set $response to "nuhuh">><</check>>
<</choose>><<switch $response>>
<<case "thx">>
<<qSpeak "quincy.lookaway" >> Thank you. I think. <</qSpeak>>
<<speak "calypso.smile" "Elongated Lady" >> You are so very welcome. Your family's always a friend of mine! Consider me the same. <</speak>>
<<case "weird">>
<<qSpeak "quincy.furrow" >> ...A strange compliment. <</qSpeak>>
<<speak "calypso.neutral" "Elongated Lady" >> But a compliment nevertheless! *She pats your shoulder with the free hand placed on it.* <</speak>>
<<case "nuhuh">>
<<skillCheckFixed>>
<<qSpeak "quincy.neutral" >> Parties suit me just fine. You needn't applaud the bare minimum. <</qSpeak>>
<<speak "calypso.neutral" "Elongated Lady" >> Oh, there's no need to be ashamed, dear - it's not at all your fault. *She again claps her hand to her chest.* I had no intent to hurt your pride. <</speak>>
<</switch>>
<<text>>
You fix your eyes on the woman's headpiece as she speaks. Ostrich feathers. Not a common feather to see in Vestur, as the birds themselves live off-peninsula. Two of these rare feathers have been clamped to a golden hair pin affixed to the top of her head.... but something terribly distracting throws off their swaying plumes: a stray leaf, its edges starting to wilt, is caught amongst her cascading braids.
``It sways in tune with your dance. <<if $response == "nuhuh">>It troubles you almost as much as the failure of your lie.<</if>>
<</text>>
<<switch $response>>
<<case "thx">>
<<qSpeak "quincy.lookaway" >> *You wish you could recall who this woman was.* O-of course. <</qSpeak>>
<<speak "calypso.neutral" "Elongated Lady" >> Haretouched men make the North run on time. Their hares take letters and people and artefacts from the middle of nowhere to civilization and back again. Sometimes one must work with the demon to make the fields grow, hm? <</speak>>
<<text>>
You convulse.
<</text>>
<<speak "calypso.surprise" "Elongated Lady" >> Careful, now. I've only one set of hands. <</speak>>
<<qSpeak "quincy.lookaway" >> My apologies. <</qSpeak>>
<<case "weird">>
<<speak "calypso.neutral" "Elongated Lady" >> Court life and Noble parties are a fickle and confusing affair, even for those without your curse. Any young man would feel lost in your shoes. <</speak>>
<<qSpeak "quincy.lookaway" >> Er. Yes... <</qSpeak>>
<<case "nuhuh">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> I'm not ashamed. <</qSpeak>>
<<speak "calypso.smile" "Elongated Lady" >> Good. You've no need to be! <</speak>>
<<else>>
<<qSpeak "quincy.tilt" >> I don't have... pride. <</qSpeak>>
<<speak "calypso.surprise" "Elongated Lady" >> And why not? <</speak>>
<</if>>
<</switch>>
<<text>>
The leaf in her hair continues to mock your dance.
``Surely, she'd want to know it was there. This is a formal event, and these sorts of grooming transgressions can be disastrous upon one's reputation. But how to communicate its presence discreetly? Should you say something, you'd certainly be overheard.
<</text>>
<<switch $response>>
<<case "thx">>
<<speak "calypso.neutral" "Elongated Lady" >> Just between the two of us: I'm ever so curious who the Prince will pick for his Left Hand. I believe everyone is well aware who the //obvious choice// is, but... <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<case "weird">>
<<speak "calypso.neutral" "Elongated Lady" >> Not feeling especially talkative tonight, hm? That's alright. We can just finish our little dance in silence. <</speak>>
<<qSpeak "quincy.lookaway">> I apologize. It's just... <</qSpeak>>
<<case "nuhuh">>
<<speak "calypso.smile" "Elongated Lady" >> Haretouched men make the North run on time. Their hares take letters and people and artefacts from the middle of nowhere to civilization and back again. If respect for such things is not given, then you are well within your right to take it. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<</switch>>
<<text>>
<<switch $response>>
<<case "thx">>You've no idea who she means. Worse still, the leaf remains.<<case "weird">>//The leaf.// Perhaps your exhaustion unhinges you, but the defiant bit of green amidst her braids is impossible to ignore.<<case "nuhuh">>This is surely an improper thing for a Noblewoman to say. <<if setup.hasTrait("shameless")>>You suspect there is no proper way to answer, either. The leaf, entirely ignorant of what is proper, remains where it is.<<else>>The prospect of answering is uncomfortable, as is the sight of the leaf wriggling amidst her braids.<</if>><</switch>> There is likely a gentleman's protocol to this situation. One of those arcane pieces of etiquette that exists as an openly obeyed secret, knowledge of which is gained through that sort of observance you were born entirely lacking...
<</text>>
<<speak "calypso.neutral" "Elongated Lady" >> Pardon me, Duke Barghur, you seem a touch distracted. Why ever are you staring at me like that? <</speak>>
<<text>>
Her tone is gentle but perplexed. She does not speak to be overheard, but a few heads turn at the rise of her question regardless. They're listening. You'd best tread carefully.
<</text>>
<<choose "quincy.lookaway">>
<<check `["etiq",9999]` [[*Remove the leaf discreetly.*|PREP: Party Hot Mom]]>><<set $rumor.calypso to true>><</check>>
<<check `["etiq",9999]` [[*Tactfully rebuff her concerns.*|PREP: Party Hate Mom]]>><<set $rumor.calypso to false>><</check>>
<</choose>><<print setup.drawPartygoer("midasparty","partygoer_drunk.png","A drunken man's stumbling feet.")>>
<<text>>
A drunken Nobleman stumbles in your direction. You move to let him pass, but passing you was not his intention. No - he intends to inflict his company upon you.
<</text>>
<<speak "party.flailDrunk" "Flailing Nobleman">> Not much of a dancer, eh? <</speak>>
<<qSpeak "quincy.tilt">> Well-- <</qSpeak>>
<<speak "party.flailDrunk" "Flailing Nobleman">> HAH. Neither am I. Neither am I. <</speak>>
<<text>>
Like a fish pulled from water, he flops violently against the wall beside you. In his stupor, he manages to pull his slack jaw into a grin and huff a few breaths of wine-tinged laughter in your direction.
<</text>>
<<speak "party.flailDrunk" "Flailing Nobleman">> You know, there are rumors about you. <</speak>>
<<qSpeak "quincy.lookaway">> Yes. And I've no desire to speak of them. <</qSpeak>>
<<speak "party.flailDrunk" "Flailing Nobleman">> @@.whisper;I hear your hare killed someone.@@ <</speak>>
<<text>>
Exhausted, you sigh. Rumors are a most frustrating line of conversation, especially when inflicted by a belligerent drunk. You resolve to ignore him.
``Then he utters something unignorable.
<</text>>
<<speak "party.flailDrunk" "Flailing Nobleman">> @@.whisper;'S why you took the black pledge.@@ <</speak>>
<<qSpeak "quincy.harrowed">> @@.yell;!!@@ <</qSpeak>>
<<text>>
The audacity catches you by surprise. Such speculation is a breach of several layers of social etiquette, never mind the fact he speculates directly to your face. You are momentarily rendered speechless.
``One word returns before the rest.
<</text>>
<<qSpeak "quincy.furrow">> //''@@.intense;No.@@''// <</qSpeak>>
<<speak "party.flailDrunk" "Flailing Nobleman">> *The man scoffs, as if you were the rude party here.* Well, then what //did// happen? <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> @@.whisper;<span class='stutter'>I am not to speak of it, and neither are you.</span>@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> @@.whisper;<span class='intense'>I am not to speak of it, and neither are you.</span>@@ <</qSpeak>>
<</if>>
<<speak "party.flailDrunk" "Flailing Nobleman">> Fine. Keep your secrets. <</speak>>
<<text>>
The man crosses his arms and shuffles in place. At first you think he means to leave, but instead he merely readjusts and resumes his pestering.
<</text>>
<<speak "party.flailDrunk" "Flailing Nobleman">> Sooo... if you could take @@.lilt;any@@ woman here as your bride, just for a night, who'd you choose? <</speak>>
<<choose "quincy.lookaway">>
[[None of them.|PREP: Party Phase 4 Q1 2][$response to "none"]]
[[I don't know.|PREP: Party Phase 4 Q1 2][$response to "idk"]]
<</choose>><<if $response == "none">>
<<qSpeak "quincy.furrow">> None of them. Now leave me be. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> I don't know. Now leave me be. <</qSpeak>>
<</if>>
<<text>>
This answer seems to disappoint, as your answers always do when you are badgered over matters of courtship. There is a correct answer of some sort - one that exists beyond your comprehension - and, as those who pry always are, he is //sure// that you hide it away from him for selfish reasons. So, he asks again in hopes that narrower parameters will force you to divulge this secret hidden answer.
<</text>>
<<speak "party.flailDrunk" "Flailing Nobleman">> Let me rephrase. If you HAD to take any woman here as your bride, just for a night... who would it be? <</speak>>
<<speak "party.flailDrunk" "Flailing Nobleman">> Me. I think I'd take the Archduchess. I hear she's a real @@.whisper;//Bird of Paradise//@@, y'know. <</speak>>
<<qSpeak "quincy.lookaway">> You hear she is... a bird? *Either you are missing something or he is drunker than you feared.* <</qSpeak>>
<<speak "party.flailDrunk" "Flailing Nobleman">> Well, yeah! Guess the Archduke's not really King of the Southern Kingdom in the bedchamber... so she goes on the prowl to satisfy her appetites. I like a woman with appetites. No virtuous maidens for this fella. Maidens care too much about getting priest-linked and what their fathers'll think. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.surprised">> Ah. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> Oh. <</qSpeak>>
<</if>>
<<text>>
He speaks of <<if setup.hasTrait("shameless")>>mating<<else>>something deeply inappropriate<</if>>. You were missing something //and// he is drunker than you feared.
<</text>>
<<speak "party.flailDrunk" "Flailing Nobleman">> 'Course, I hear her husband's not much better. Those beautiful ewes who've been bringing the wine and cheese all evening? I hear he's been wapping @@.whisper;//every last one of 'em.//@@ Ever wonder why he doesn't hire any men? Yeah, well, now you know. *He snorts and laughs like an orc.* <</speak>>
<<text>>
This is all too much to endure, and you cannot afford the possibility that someone might mistake you for a willing participant of this conversation. He won't leave, and so you will.
<</text>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 4">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_death.png","The pattern on a Southern Noblewoman's dress.")>>
<<text>>
One of the preening women who has been haunting your peripheral vision takes it upon herself to approach you directly. She seems to have an entire garden woven into her dress. It writhes unnaturally on the fabric with every step forward she takes. You search for an escape, but find none. Upon reaching you, she smiles. Her teeth are large like a <<if setup.hasTrait("cleithro")>>squirrel's<<else>>rat's<</if>>, but nowhere near as orange.
<</text>>
<<speak "party.broadTooth" "Broad-toothed Woman">> Good evening, Duke Barghur. <</speak>>
<<qSpeak "quincy.harrowed">> Evening. *You cannot bring yourself to call it "good."* <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> I've noticed you haven't danced with anyone besides the Duchess... <</speak>>
<<qSpeak "quincy.tilt">> I'm... tired. <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> Ah. 'Tis been quite the day, hasn't it? <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> I for one cannot wait to go home and retire to bed. I'm simply exhausted! <</speak>>
<<qSpeak "quincy.tilt">> As am I. <</qSpeak>>
<<text>>
She giggles in agreement, her curls bobbing with the tilt of her head. The two of you share a moment of merciful silence... but then she asks a question.
<</text>>
<<speak "party.broadTooth" "Broad-toothed Woman">> Do you think it feels the same? Dying and going to sleep? <</speak>>
<<qSpeak "quincy.harrowed">> //What?// <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> I was just thinking about sleeping. 'Tis a little like being dead for a few hours and awaking anew, if you think about it. Like Saint Isadore did! <</speak>>
<<choose "quincy.lookaway">>
[[No. They're nothing alike.|PREP: Party Phase 4 Q2 2][$response to "no"]]
[[It depends on the method of death.|PREP: Party Phase 4 Q2 2][$response to "depends"]]
<</choose>><<if $response == "no">>
<<qSpeak "quincy.harrowed">> No. What are you talking about? <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> I heard that freezing to death is quite a lot like drifting off to sleep, actually. <</speak>>
<<else>>
<<qSpeak "quincy.harrowed">> I... I suppose it depends on the method of death. A violent impalement is entirely unlike falling asleep. But freezing to death-- <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> Is like drifting off to sleep! So I've heard. <</speak>>
<<qSpeak "quincy.lookaway">> Er... yes. <</qSpeak>>
<</if>>
<<text>>
<<if $response == "no">>You aren't entirely sure what to say to such a thing, and so you say nothing.<<else>>An awkward silence ensues.<</if>> The woman continues to smile. The candlelight casts an eerie glow on the <<snout "flats" "points">> of her teeth. You suspect this is meant as a friendly gesture, but your mind is clouded by fear and you struggle to read it as anything but a territorial threat display.
``You know it is irrational, but you cannot shake the feeling that you should leave her territory while you still can.
<</text>>
<<qSpeak "quincy.tilt">> I... I think I need some air. <</qSpeak>>
<<speak "party.broadTooth" "Broad-toothed Woman">> I've heard suffocation is something like falling asleep as well. <</speak>>
<<qSpeak "quincy.harrowed">> It is not. <</qSpeak>>
<<text>>
You'd say suffocation more closely resembles a party you must attend and cannot leave.
<</text>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 4">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<print setup.drawPartygoer("midasparty","partygoer_stranger.png","The overcoat of an unfamiliar man.")>>
<<speak "party.totalStranger" "Total Stranger">> Quintrell! Oh, it is wonderful to see you again! <</speak>>
<<text>>
You blink. A man has appeared at your side. He addresses you by your first name and regards you with familiarity, but if the two of you have met you would not know when or where.<<if $camp.includes("elijah") || $camp.includes("vicky")>> This is happening too often for your liking, as of late.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> And you would be...? <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> Hah! Always jesting. <</speak>>
<<text>>
<<if setup.hasTrait("jester")>>You are not jesting.<<else>>You do not jest.<</if>> You've no idea who you speak to.
<</text>>
<<speak "party.totalStranger" "Total Stranger">> What an incredible party. All this for you and the Convoy. What a blessed fortune you have! <</speak>>
<<qSpeak "quincy.tilt">> Uh. <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> I for one cannot wait to see what you and Prince Lucas have in store for Vestur. It's been far too long since a Convoy has been called. It feels like we're living a legend! <</speak>>
<<qSpeak "quincy.tilt">> Mm. *You haven't the strength to prattle. A grunt is the best you can manage.* <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> You and the Prince - you're very brave. I haven't the mettle for heroics. <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> Be honest: are you ever afraid? <</speak>>
<<qSpeak "quincy.harrowed">> ...What? <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> Of the judgment. Of failure. <</speak>>
<<choose "quincy.lookaway">>
[[Yes.|PREP: Party Phase 4 Q3 2][$response to "yes"]]
[[It doesn't matter.|PREP: Party Phase 4 Q3 2][$response to "idk"]]
<</choose>><<if $response == "yes">>
<<qSpeak "quincy.tilt">> Of course. <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> Ah. *He sounds somewhat disappointed.* Well, I suppose that makes sense. <</speak>>
<<speak "party.totalStranger" "Total Stranger">> After all, even Prince Oscar sees attempts on his life, and he's far more beloved than either of you ever could be. If men can find reason to kill him, they could easily find reason to kill you. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> It matters not. I am beholden to my duty regardless. <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> Ah, a hero's response! <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "party.totalStranger" "Total Stranger">> You only care for what is just. It doesn't bother you that any wrong move could draw the ire of assassins, because whatever must be done, you shall do! <</speak>>
<</if>>
<<text>>
Unease brews in the pit of your stomach. You cannot handle this sort of talk. Not right now.
<</text>>
<<qSpeak "quincy.tilt">> Pardon me. <</qSpeak>>
@@.next;
<<link "Return to the party." "PREP: Party Phase 4">>
<<set $tempQ.LHparty.rounds++>>
<</link>>
@@<<timebreak "sunset">>
<<locationBoardSetup `["castle-alnilam-courtyard.png","southern-garden.png","roc-statue.png"]`>>
<<location "aaru" `["Courtyard","Alnilam Castle"]`>>
<<speak "lucas.annoyed">> @@.whisper;//Damn it.// Where IS he?@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;I don't know.@@ <</qSpeak>>
<<speak "lucas.eyeroll">> @@.whisper;Some Guard-Captain! I've no idea why father favors him so. May as well have assigned a pigeon to his post for all the good it's done us.@@ <</speak>>
<<text>>
The setting sun filters through the contours of the glass roc, its rays flickering about the bird's shadow. As you measure the difference between the bird and the stage with your eyes, you fight to conjure a believable theory as to how you might be made to destroy it. A simple fall wouldn't do the trick; it wouldn't grant you the momentum you'd need to reach it, much less topple it.
``<<if setup.hasItem("rheasnare")>>Perhaps that is where the snare will come in. You crouch beside the stage to search the grass for any signs of such trickery.<<else>>This is not a comfort. You cannot hope to defend yourself if you've no idea what form the threat will take. Surely, there must be a sign somewhere as to what she's planning.<</if>>
<</text>>
<<include "PREP: PreCeremony Hub">><<locationBoardSetup `["alnilam-ballroom.png","southern-flourish.png","harp.png"]`>>
<<location "aaru" `["Ballroom","Alnilam Castle"]`>>
<<speak "rhea.young.neutral" >> Ah, Quinchy. There you are. <</speak>>
<<text>>
You've hardly set a toe across the ballroom threshold when the doll makes a reappearance. She must have been lying in wait. She extends a hand expectantly, eyebrows raised. And so you rest your hand in those little claws, for what recourse do you have?
<</text>>
<<speak "rhea.young.gleam" >> Are you enjoying the party much? I think it's gone just marvelous. <</speak>>
<<text>>
She should be old enough to dance on her own, but she still opts to "dance" with her feet perched atop yours, allowing herself to be puppeted along for a lethargic two-step. Your toes crunch beneath her near-adult weight, and her floor-length gown makes the motion all the more cumbersome.
<</text>>
<<qSpeak "quincy.furrow" >> Do what you must. But tell me your plans, at least, so I can make peace. <</qSpeak>>
<<speak "rhea.young.innocent" >> @@.posh;My plans? Well, I'm going to dance with my favoritest Quinchy. Then, Papa said I can have my first glass of wine tonight, since I'm so grown now. Then I will have to bid the guests leaving tonight farewell, and help those staying the night to their chambers, like a good host.@@ *She smiles white.* <</speak>>
<<text>>
She leans all the way back, so that she dangles by her arms. It's a child's gesture. You tighten your grip on her wrists so as not to drop her.
<</text>>
<<qSpeak "quincy.furrow" >> Rhea. I ask very little. <</qSpeak>>
<<speak "rhea.young.think" >> As do I. Like, you know, a visit once per year on a very important day... <</speak>>
<<qSpeak "quincy.neutral" >> I apologize. Very few pigeons are hardy enough to withstand the flight to Urdagan Lordship. Time is hard to keep during the Long Day. I was there all summer. <</qSpeak>>
<<speak "rhea.young.smirk" >> Alright. @@.posh;I promise you I'm not planning anything malicious.@@ The night's almost over. Time would be running short, had I such a thing in mind. <</speak>>
<<if hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>
<<qSpeak "quincy.furrow" >> Don't lie. The server heard you plotting. <</qSpeak>>
<<speak "rhea.young.innocent" >> I've no idea what you are talking about. Just //what exactly// are you accusing me of? <</speak>>
<<else>>
<<qSpeak "quincy.furrow" >> Don't lie. <</qSpeak>>
<<speak "rhea.young.innocent" >> Just //what exactly// are you accusing me of? <</speak>>
<</if>>
<<choose "quincy.lookaway">>
[[You want me to tip over that glass roc.|PREP: Party Rhea Dance 2][$response to "roc"]]
<<if setup.hasItem("rheadamask")>>[[You want me to spill wine on some piece of damask somewhere.|PREP: Party Rhea Dance 2][$response to "wine"]]<</if>>
<<if setup.hasItem("rheasnare")>>[[You want to snare me.|PREP: Party Rhea Dance 2][$response to "snare"]]<</if>>
[[You want me to knock some... wall hanging off its hook.|PREP: Party Rhea Dance 2][$response to "wall"]]
[[You want me to pay.|PREP: Party Rhea Dance 2][$response to "pay"]]
[[You want me to suffer.|PREP: Party Rhea Dance 2][$response to "suffer"]]
<</choose>><<switch $response>>
<<case "roc">>
<<qSpeak "quincy.lookaway" >> You've been waiting for me to knock over that glass roc all night. <</qSpeak>>
<<speak "rhea.young.eyeroll" >> Just because I //said// I wanted to see it broken doesn't mean I want //you// to break it. I'm a Keshet, Quinchy. If I'm to see a roc perish, I want to fell it myself. <</speak>>
<<case "snare">>
<<qSpeak "quincy.lookaway" >> You mean to snare me. <</qSpeak>>
<<speak "rhea.young.smirk" >> //Snare you?// *She snickers.* Am I a yeren now? I suppose you //are// a "large, forgetful child..." but no. <</speak>>
<<case "wine">>
<<qSpeak "quincy.lookaway" >> You've been waiting for me to spill wine on some Oponan damask or what have you all night. <</qSpeak>>
<<speak "rhea.young.think" >> Interesting theory. How does one //make another// spill wine, really? <</speak>>
<<case "wall">>
<<qSpeak "quincy.lookaway" >> You've been jumping out at me all night. I'm bound to eventually knock into the wall and-- break some priceless mask or-- <</qSpeak>>
<<speak "rhea.young.pity" >> Aw. Come now. I was excited to see you again, Quinchy, that's all. <</speak>>
<<case "pay">>
<<qSpeak "quincy.lookaway" >> You want to make me pay. <</qSpeak>>
<<speak "rhea.young.smirk" >> Thoughtlessness is only paid for in guilt. Besides; it's bad form to accept money from the poor. <</speak>>
<<if setup.hasItem("rheaprep")>>
<<qSpeak "quincy.lookaway">> The servants heard you muttering about "righting a wrong." <</qSpeak>>
<<speak "rhea.young.eyeroll" >> Please. Gossip is only ever half true at best. <</speak>>
<</if>>
<<case "suffer">>
<<qSpeak "quincy.lookaway" >> You want me to suffer. <</qSpeak>>
<<speak "rhea.young.neutral" >> Have you ever considered theatre? I hear a tortured soul can really make something of himself on the stage. <</speak>>
<</switch>>
<<qSpeak "quincy.furrow" >> So you won't tell me. <</qSpeak>>
<<speak "rhea.young.pity" >> //I already told you my "devious plan."// Spin me, by the way. Papa loves it, it shows off my dress. <</speak>>
<<text>>
You let her shuffle off your feet so that she might turn a little circle, so that the ruby strawberries catch the candlelight. It is a miserable affair given how her dress trails.
<</text>>
<<qSpeak "quincy.lookaway" >> "Only a cruel cat plays with its prey." <</qSpeak>>
<<speak "rhea.young.eyeroll" >> Where did you get that one? A nursery book? <</speak>>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.neutral" >> A pamphlet. Prometheus. <</qSpeak>>
<<speak "rhea.young.eyeroll" >> Even worse! <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *You hope not. You cannot recall.* It's just something they say. <</qSpeak>>
<</if>>
<<text>>
The song slows to an end, and protocol dictates you give Rhea a bow. She grasps one of your hands in both of hers.
<</text>>
<<speak "rhea.young.neutral" >> I've idioms of my own. I really like this one: @@.posh;"A good tactician needn't lift a finger. Give a man enough rope, and he will hang himself."@@ <</speak>>
<<qSpeak "quincy.harrowed" >> What? <</qSpeak>>
<<speak "rhea.young.smile" >> General Apedemak's "Rules of War." I could lend it to you sometime if you're interested. It's a real page-turner. <</speak>>
<<text>>
The next waltz starts up. Archduke Keshet trudges over to you with heavy steps and barely concealed contempt.
<</text>>
<<speak "midas.frown" "Archduke Keshet" >> That's long enough, Barghur. *His lip curls like the snarl of an old manticore.* <</speak>>
<<text>>
You needn't be told twice. You release the Duchess's hands immediately, and the Archduke's demeanor changes just as quickly.
<</text>>
<<speak "midas.smile" "Archduke Keshet" >> Might I have this dance, Duchess? <</speak>>
<<speak "rhea.young.smile" >> Of course, Papa! <</speak>>
<<text>>
She waves jovially as her father bears her away in an awkward tromp even less coordinated than your own. You stumble off to the room's edge, desperate to find reprieve in an evening that has given you none.
<</text>>
@@.next;[[Take a deep breath.|PREP: Party Phase 4]]@@
<<set $tempQ.LHparty.rounds to 0>><<set $tempQ.LHparty to {rounds:0}>>
<<print setup.partyTitleCard(["Alnilam Castle", "Alnilam", "Aaru Sovereignty"],"The Keshets' Blessing","the Southern royal family",["party_title_frame_south_top.svg","party_title_frame_south_bottom.svg"])>>
@@.next;<<link "Continue" "PREP: Party Begin">><<passiveCheck 1 `["phys",10]`>><</link>>@@<<text>>
Somewhere nearby, a man's laugh booms loud as artillery fire. Like the distant yellow glow of civilization after a long ride through the tundra, you are drawn to the familiar sound through the chattering clusters of partygoers.
``D'Angelo has made himself comfortable on one of the many chaises, surrounded by an orbit of impromptu friends. He puffs a cigar and it takes many jostles of his shoulder and //"a moment, please"//s to convince him away from his revelries.
<</text>>
<<speak "dangelo.neutral" >> You look peaky. There's about a thousand balconies upstairs if you need the fresh air. <</speak>>
<<qSpeak "quincy.lookaway" >> Have you seen the Duchess? *You sputter, your voice raw from smoke.* <</qSpeak>>
<<speak "dangelo.neutral" >> No? I've been busy listening to tales of hunts in Laurentia. Architect, Glasses abandoned you, didn't he? Now you're all wigged out. <</speak>>
<<qSpeak "quincy.neutral" >> //She's planning something.// <</qSpeak>>
<<speak "dangelo.eyeroll" >> The deuce, man! I already said I wasn't playing nanny to you tonight. <</speak>>
<<qSpeak "quincy.furrow" >> I'm serious! <</qSpeak>>
<<speak "dangelo.yeesh" >> Fine, fine. Calm down. Why-- or //what// exactly do you think she's planning? <</speak>>
<<qSpeak "quincy.lookaway" >> //I don't know.// That's the problem. She followed me all around the courtyard - told me all I need to do is "be aware of my clumsy body at all times."
``She used //that tone.// You know the one. <</qSpeak>>
<<qSpeak "quincy.harrowed" >> One minute, she refuses to leave - //physically clings// - won't let me alone for even a second. And the next, she's vanished. <</qSpeak>>
<<speak "dangelo.eyeroll" >> Okay. And? Maybe she's just trying to be nice. She's one of those controlling types. Like Glasses! They show they like you by being insufferable.
``Gotta look not //only// at //what they say,// but look with the knowledge of the sort of freak they are. //Perspective.// <</speak>>
<<qSpeak "quincy.furrow" >> *Your sinuses are dry. You sniff.* You sound like Father. <</qSpeak>>
<<speak "dangelo.silly" >> Shut up. <</speak>>
<<text>>
He remains unconvinced. How can you convey to him the gravity of the situation?
<</text>>
<<qSpeak "quincy.lookaway">> She kept alluding to the debt father paid for the selkie rug. <</qSpeak>>
<<speak "dangelo.yeesh">> Yeah, cuz you ruined it. <</speak>>
<<qSpeak "quincy.harrowed">> And - and she keeps pointing out various other breakable //things// within the home. <</qSpeak>>
<<speak "dangelo.eyeroll">> Because you break stuff...? <</speak>>
<<if hasVisited("rheasnare")>>
<<qSpeak "quincy.harrowed">> <<if !hasVisited("PREP: Party Phase 3 Q2 2 Tip")>>//You don't understand.//<</if>> //She said something about a snare.// <</qSpeak>>
<</if>>
<<speak "dangelo.neutralserious" >> Look, man. *He sticks his cigar between his teeth so he can place both hands on your shoulders.* This is //her// event too. She's giving away her family's Left Hand title or... whatever. I don't think she'd want to sabotage that and lose the opportunity to look gracious, yeah? <</speak>>
<<speak "dangelo.neutral" >> 'Sides, you haven't done anything lately. Her vengeance is unforgiving, sure, but it's proportionate. <</speak>>
<<qSpeak "quincy.lookaway" >> *Cough.* That's a lot of trust you're placing in the fairness of a twelve-year-old girl. <</qSpeak>>
<<speak "dangelo.eyeroll" >> //Thirteen. // <</speak>>
<<text>>
D'Angelo looks over his shoulder; his prior engagement calls for him to listen to some bawdy tale. He chews his cigar in anticipation.
<</text>>
<<speak "dangelo.neutral" >> Just put on your big boy breeches and stop worrying, right? You'll be fine. Gotta go! Remember. Thirteen-year-old girl. <</speak>>
<<text>>
He slaps your shoulder and disappears.
<</text>>
<<qSpeak "quincy.neutral" >> Thirteen-year-old girl. *It doesn't sound so intimidating like that.* <</qSpeak>>
<<qSpeak "quincy.harrowed" >> ...Thirteen. <</qSpeak>>
<<text>>
Not once in your life have you been allowed to forget the terrifying effect the passage of time has of making the Duchess taller, keener, and more capable with each passing year. The Keshets don't allow it. Each summer, an invitation to the Duchess's birthday celebration is bound to the leg of a pigeon bound for the Barghur Estate.
``Only... last year you were in Urdagan for the season. You received no letter. August came and went, without you sparing a second thought.
<</text>>
<<qSpeak "quincy.harrowed" >> //<sup>I missed her birthday.</sup>// <</qSpeak>>
<<text>>
Your unease pupates into full dread.
<</text>>
@@.next;[[Return to the party|PREP: Party Phase 3]]@@<<img 1 "party_ingrass.png" "Abandoned baubles lie throughout the garden." `["modeNeutral"]`>>
<<text>>
There is much to see amongst the dirt and flowers: a lone earring here, a lost broach there... a feather or two from some Noble's cape... //but no sign of any <<if setup.hasItem("rheasnare")>>loops or snares<<else>>trickery<</if>>.//
``Then, Lucas gasps behind you.
<</text>>
<<speak "lucas.surprised">> What is //that?// <</speak>>
<<text>>
Following his gaze, you find a scrap of torn paper in the grass, lightly crumpled. <<if setup.hasTrait("cerebral") || setup.hasTrait("dense")>>You recognize it immediately.<</if>>
<</text>>
<<qSpeak "quincy.think">> <<if setup.hasTrait("cerebral") || setup.hasTrait("dense")>>"The Unfair Sex." Or rather, a shred of it. Mustn't have been well liked - seems there are more shreds over here...<<else>>It appears to be the remains of something titled //"The Unfair Sex,"// penned by a "Prometheus?" It mustn't have been very popular. Seems there is more of it over here...<</if>> <</qSpeak>>
<<speak "lucas.flustered">> Tch! Of course. I wouldn't expect - ugh. Never mind. Anything else? <</speak>>
<<qSpeak "quincy.tilt">> No. <</qSpeak>>
<<include "PREP: PreCeremony Hub">><<if !hasVisited("PREP: PreCeremony Grass","PREP: PreCeremony Stage","PREP: PreCeremony Roc")>>
<<choose "quincy.lookaway">>
<<if !hasVisited("PREP: PreCeremony Grass")>>
<<link "@@.talk-action;Examine the garden.@@" "PREP: PreCeremony Grass">><</link>>
<</if>>
<<if !hasVisited("PREP: PreCeremony Stage")>>
<<link "@@.talk-action;Examine the stage.@@" "PREP: PreCeremony Stage">><</link>>
<</if>>
<<if !hasVisited("PREP: PreCeremony Roc")>>
<<link "@@.talk-action;Examine the glass roc statue.@@" "PREP: PreCeremony Roc">><</link>>
<</if>>
<</choose>>
<<else>>
<<include "PREP: Party Ceremony Bridge">>
<</if>><<img 1 "party_rocstatue.png" "The glass roc statue looms before you." `["modeNeutral"]`>>
<<text>>
The roc gleams overhead. You are reluctant to handle it, given your current situation, but a tentative touch tells you the glass is quite thick, at least on the main body. From how the base sinks into the earth, you can surmise the sculpture is quite heavy as well.
``A collision with such a thing would be painful indeed.
<</text>>
<<qSpeak "quincy.tilt">> ...It's going to hurt. <</qSpeak>>
<<speak "lucas.flustered">> . . . <</speak>>
<<include "PREP: PreCeremony Hub">><<img 1 "party_understage.png" "The wooden beams beneath the stage." `["modeNeutral"]`>>
<<text>>
The Duchess has pulled a rug beneath your feet before - why wouldn't she tamper with a stage's support?
``Alas, your inspection reveals nothing more than shoddy craftsmanship<<if setup.hasTrait("cleithro")>> and poor quality wood<</if>> beneath the polished surface. You wonder if perhaps the Duchess might have done //something// beneath the stage itself, but the space between beams does not permit a man of your size to give a thorough investigation.
<</text>>
<<qSpeak "quincy.think">> Lucas. Do you think you could-- <</qSpeak>>
<<speak "lucas.flustered">> And cover myself in mud? There's no time to wash. The ceremony will start any minute now. <</speak>>
<<include "PREP: PreCeremony Hub">><<speak "rhea.young.smile" >> @@.posh;Lady Caemari! Your gown is beautiful! Sometimes I wonder, "perhaps this trend of feathered hats is getting out of hand, surely no more can fit," but then you add about a dozen more to your hat and prove me wrong! The very fashion of it!@@<</speak>>
<<text>>
//That voice.//
``During your stay in Diadem, you've passed many a toy shop in the Horn Quarter. In their windows sit porcelain dolls posed upon little wooden chairs, beside folded cards proclaiming them //"just like a real lady!"//. These facsimiles smile vacantly out at the streets in hopes that their pristine braids, <<snout "rouged terracotta cheeks" "immaculately flocked fur">>, and immaculately tailored dresses catch a young girl's fancy and inspire her indulgent parent to part with fifty guilder. Held in the arms of their new owner, with her grass-stained stockings, muddied slippers, and snot-encrusted nose, these dolls become all the more grotesque in their appearance. //Girl-shaped,// but entirely unlike a live child.
``Through the noise of dresses and embroidered waistcoats, you spy her. And the moment your eyes connect with her form, her head turns on its articulated joint, a blinding white smile forms without creasing that <<snout "porcelain face" "the flocking of her features">>.
``She starts her wind-up toy's march toward you. The train of her dress is twice as long as she is, and the hoops of her skirt mask her steps so that she glides across the parlor floor. The strawberries you thought were embroidered are not. Rather, numerous beaded rubies have been sewn into the fabric of her dress, so that the berries glitter when the light catches them.
``This doll has escaped from its display stand, and it is coming for you.
<</text>>
@@.next;[[There is no escape now.|PREP: Rhea Meet 1.5]]@@<<silently>>++PIC: rhea<</silently>>
<<speak "lucas.neutral" >> Hello, Duchess. <</speak>>
<<qSpeak "quincy.lookaway" >> Hello, Duchess. <</qSpeak>>
<<speak "rhea.young.smirk" >> Hello, //Quinchy.// <</speak>>
<<text>>
''"Quinchy."''
``She calls you that for some twisted reason. At first, you thought it accidental. You even expressed concern to the Archduke about his daughter's speech impediment. Of course, no good deed goes unpunished, and Archduke Keshet took great offense that you would imply anything imperfect about his offspring.
``Since then you've come to understand that her odd pronunciation is no innocent slip of the tongue, but a purposeful mangling concocted to disturb you. You have stopped reacting to it, as your distress only encourages her. Similar to the unchosen shorthand "Quincy" from which it was twisted, "Quinchy" is an unstoppable fact of life, like the sun or meur or death.
<</text>>
<<speak "rhea.young.innocent" >> The men of the hour! @@.posh;How do you do?@@ <</speak>>
<<text>>
She extends her hand. Custom says for a lady, you are to bow and kiss it, but your knees only permit you some sort of awkward convulsion downward. Lucas takes her gloved hand, and wrinkles his nose as though asked to smell a chamberpot as he touches his lips as briefly to it as possible.
<</text>>
<<speak "rhea.young.smile" >> *She yanks her hand out of Lucas's grip.* T'wasn't rhetorical. You must tell me how you're managing, dear Quinchy. The season has hardly begun, and your spring has already been //so eventful.// <</speak>>
<<choose>>
[[I am doing fine.|PREP: Rhea Meet 2][$response to "fine"]]
[[I am doing miserably.|PREP: Rhea Meet 2][$response to "misery"]]
[[I don't know.|PREP: Rhea Meet 2][$response to "early"]]
<</choose>><<switch $response>>
<<case "fine">>
<<qSpeak "quincy.neutral">> I am surviving. <</qSpeak>>
<<speak "rhea.young.neutral">> Perhaps that is all you can hope to do. <</speak>>
<<if setup.hasRep("ambition")>>
<<set _amuse to true>>
<<qSpeak "quincy.neutral">> I disagree. This is only the beginning. <</qSpeak>>
<<speak "rhea.young.gleam">> Is it, now? <</speak>>
<<qSpeak "quincy.neutral">> Yes. Survival is merely the first step - the baseline I must achieve if I'm to meet my goals. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Yes. Perhaps. <</qSpeak>>
<<speak "rhea.young.think">> If it 'tis of any comfort, I think you're doing rather well, considering that you are //you.// <</speak>>
<</if>>
<<case "misery">>
<<if setup.hasRep("ambition")>>
<<set _amuse to true>>
<<qSpeak "quincy.neutral">> Miserably. <</qSpeak>>
<<speak "rhea.young.pity">> As I thought. Oh, my poor, //poor// Quinchy. This world was not made for the likes of you. <</speak>>
<<qSpeak "quincy.tilt">> No. <</qSpeak>>
<<qSpeak "quincy.neutral">> I'll need to redouble my efforts if I'm to overcome my reputation and meet my goals. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Miserably. <</qSpeak>>
<<speak "rhea.young.pity">> As I thought. Oh, my poor, //poor// Quinchy. This world was not made for the likes of you. <</speak>>
<</if>>
<<default>>
<<if setup.hasRep("ambition")>>
<<set _amuse to true>>
<<qSpeak "quincy.neutral">> I don't know. <</qSpeak>>
<<speak "rhea.young.smirk">> Well //that// comes as no surprise. <</speak>>
<<qSpeak "quincy.neutral">> You misunderstand. It is simply too early to say how I'm faring. I am doing my best. Only time will tell whether or not that is enough. <</qSpeak>>
<<speak "rhea.young.neutral">> Oh! I see. <</speak>>
<<qSpeak "quincy.lookaway">> If I'm to achieve my goals, I'll need to adapt - overcome my reputation. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I don't know. <</qSpeak>>
<<speak "rhea.young.smirk">> Well //that// comes as no surprise. <</speak>>
<<qSpeak "quincy.lookaway">> I simply aim to survive. <</qSpeak>>
<<speak "rhea.young.pity">> Oh, my poor, //poor// Quinchy. This world was not made for the likes of you, was it? <</speak>>
<</if>>
<</switch>>
<<if _amuse>>
<<speak "rhea.young.gleam">> //You// have goals? //Political goals?// <</speak>>
<<speak "rhea.young.smirk">> Riveting. I for one //cannot wait// for this new chapter in the saga of //"Duke Quinchtrell Barghur: Right Hand of the Princey's Convoy."// <</speak>>
<<speak "rhea.young.think">> And here I'd thought you'd go mad from stress within the week. You know: tear out His Highness's throat like a rabid dog and run off into the woods to live amongst the beasts. <</speak>>
<<speak "rhea.young.smirk">> As much as I would have enjoyed the spectacle, I think //this// is more interesting. Novel! Unexpected. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I've no need for your pity. <</qSpeak>>
<<speak "rhea.young.gleam">> No. And yet I give it anyway. I've a generous heart. And really, you deserve the congratulations. <</speak>>
<<speak "rhea.young.think">> See, when His Highness chose you, I was //so sure// that you'd go mad from stress and kill him within the week. You know - tear out his throat with your teeth like a rabid dog or something. Run off into the woods to live amongst the beasts. *She tilts her head, thoughtful.* Though I suppose there's still time... <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> You've a disturbing imagination. <</qSpeak>>
<<speak "rhea.young.neutral">> So I'm told, but I prefer to think myself a realist. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Sorry to disappoint. <</qSpeak>>
<<speak "rhea.young.neutral">> That's quite alright, Quinchy. Surely the reality of your escapades will surpass my girlish dreams anyway. <</speak>>
<</if>>
<</if>>
<<text>>
Beside you, the Prince snorts. It is difficult for him to stand by and listen while Rhea disparages you, more than it is for you to endure it.
<</text>>
<<speak "lucas.glasses">> You know, Rhea, you'll regret being a patronizing little chit once we've made our mark. <</speak>>
<<speak "rhea.young.neutral">> @@.posh;'Tis better to live a life of regrets than a life of lost opportunity.@@ And I've lost enough opportunity as it is, don't you think? Had I been born male, this would be //my// Convoy as well. <</speak>>
<<speak "lucas.eyeroll" >> Thank The Architect you weren't! Left Hand is too important a position to be left in the hands of a twelve-year-old. //Of either sex.// <</speak>>
<<speak "rhea.young.innocent" >> //Thirteen-year-old.// I was twelve-years-old last year! And now it is <<print $dateTracker.year>>. 'Tis //most fascinating// how time passes like that, isn't it! <</speak>>
<<speak "rhea.young.smirk" >> But worry not. I shall see to it personally that the Fifth Convoy has the adequate Left Hand which you so desperately need. Papa is letting me help pick candidates. <</speak>>
<<speak "lucas.annoyed">> You cannot be serious. <</speak>>
<<speak "rhea.young.gleam">> //Deadly// serious, Highness. <</speak>>
<<qSpeak "quincy.tilt">> But you're //twelve.// <</qSpeak>>
<<speak "rhea.young.eyeroll">> Thirteen. And so what? I've been helping Papa with Keshet dealings since I was eleven. 'Tis //normal.// You only think otherwise because you're a pair of stunted second sons. <</speak>>
<<speak "lucas.glasses" >> Stamping your father's seals does not make you a politician. You're an insufferable daddy's girl. <</speak>>
<<speak "rhea.young.eyeroll" >> Y-- <</speak>>
<<speak "midas.neutral" >> *From elsewhere in the room, her father calls:* @@.surprise;Rhea!@@ <</speak>>
<<speak "rhea.young.innocent" >> @@.posh.lilt;Coming, Papa!@@ <</speak>>
<<text>>
She gives a parting curtsy to both you and Lucas, though the arrangement of the fingers holding the folds of her dress perform a rude hand gesture.
``Once she is gone, you realize that your shoulders have been tense this entire time. You attempt to relax them.
<</text>>
<<speak "lucas.weary" >> //Ghastly thing.// She's away for now - let's //mingle// so we look occupied in case she comes back. <</speak>>
@@.next;[[Continue.|PREP: Party Phase 1]]@@<<switch $tempQ.LHparty.rounds>>
<<case 0>>
<<speak "rhea.young.gasp">> @@.surprise;Careful, Quinchy!@@ <</speak>>
<<text>>
The Duchess springs from beyond your peripheral vision like a sphinx amongst the brush. She could have killed you, if she so desired, and you never would have known until it was too late. Mercifully, she only brings a scolding.
<</text>>
<<qSpeak "quincy.surprised">> What-- <</qSpeak>>
<<speak "rhea.young.giggle">> //Phew!// 'Twas a good thing I stopped you in time. Look before you trundle. <</speak>>
<<text>>
Whilst you are busy trying to decipher her warning, she commandeers your conversation.
<</text>>
<<speak "rhea.young.innocent">> Apologies for his behavior. He's still learning. <</speak>>
<<case 1>>
<<speak "rhea.young.gasp">> @@.surprise;Ah-ah!@@ Look before you step! <</speak>>
<<qSpeak "quincy.lookaway">> ...? *You look down at your feet. You've no idea what she's talking about.* <</qSpeak>>
<<case 2>>
<<speak "rhea.young.gasp">> @@.surprise;//Quinchy!//@@ Watch those clumsy hooves of yours! <</speak>>
<<qSpeak "quincy.tilt">> *You anxiously search your environment for the hazard she speaks of - but again, you find nothing.* <</qSpeak>>
<</switch>><<locationBoardSetup `[
{img:"castle-alnilam.png",text:"It has towers, battlements, and baileys, yes, but they are for appearances only. The placements of its walls and keep have nothing to do with fortification and everything to do with creating the beautiful illusion of //\"a castle.\"//"},
{img:"castle-alnilam-courtyard.png",text:"Everything from its marble brick exterior to the exotic plants which encircle it was chosen for appearances. The result is a fragile art piece requiring continuous maintenance to survive the gentle temperate seasons of Midland Vestur."},
{img:"foreign-decor.png",text:"Behind this imitation of Midland chivalry long past, the \"castle\" doors open to reveal its true self: a decadent Southern palace, decorated from floor to ceiling like a dragon's hoard. It is an onslaught of bright reds and glittering golds, contrasted with dark-stained wood and black lacquer. To your eyes, it invokes the aposematism of a poison frog."}
]`>>
<<location "aaru" `["Alnilam Castle","Alnilam"]`>>
<<locationDesc>>
<<processTxt>>
Just as Alnilam is not a city in which people live, neither is Alnilam //"Castle"// a fortress to be defended. It is an imposter. It is the only //"castle"// in all of Vestur not of Midland make, but that is not the reason you protest its categorization as one. The fact of the matter is, Alnilam "Castle" is simply - //by definition// - ''not'' a castle.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[The carriage rattles to a stop outside of the gates.|PREP: Party Titlecard]]<<speak "lucas.flustered" >> But -- ah, I don't really... <</speak>>
<<speak "persephatta.neutral" >> Worry not. Every young man's like this at first, where women are fearsome and unknowable. The only way to get over it is to take the plunge and dance. You can't //not// dance at your own event! <</speak>>
<<speak "persephatta.smile" >> I'll be your first partner, how's that? <</speak>>
<<text>>
As she leads him back down the path and out of sight, Lucas cranes his head back to stare helplessly in your direction, his eyes blue pinpricks, his face a <<snout "riot of pink" "particularly vivid shade of scarlet">>.
``You are alone. Utterly so.
<</text>>
<<qSpeak "quincy.harrowed" >> <sup>What now?</sup> <</qSpeak>>
<<text>>
The question goes unanswered. Nothing left in the courtyard other than the rattling of leaves in the growing dark. Figuring yourself safer in a herd than alone and vulnerable in the courtyard, you follow the strings and make your way towards the noise and cover of the dancing crowd.
<</text>>
@@.next;[[Continue|PREP: Party Rhea Dance]]@@<<if setup.checkPass()>>
<<qSpeak "quincy.neutral" >> ...No. <</qSpeak>>
<<skillCheck>>
<<speak "persephatta.pout" "Archduchess Keshet" >> *She seems to accept this.* Well ain't that a rub. <</speak>>
<<speak "lucas.weary" >> Yes. Er - why don't you go look for him among the dancers? <</speak>>
<<speak "persephatta.pout">> I suppose I must. *She twirls a curl around her finger, disappointed.* <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> ...No. <</qSpeak>>
<<skillCheck>>
<<text>>
It was a lie so simple you were certain you'd get away with it. No such luck. The Archduchess leans towards you, a familiar gleam in her eye. It is the same one you see in Rhea's eyes when she senses weakness.
<</text>>
<<speak "persephatta.neutral" "Archduchess Keshet" >> Really now. <</speak>>
<<qSpeak "quincy.lookaway" >> ...Yes, really. *You try not to make eye contact. You don't need her seeing any more weakness than she already has.* <</qSpeak>>
<<speak "persephatta.pout" "Archduchess Keshet" >> Well inn't that a shame. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "lucas.weary" >> . . . <</speak>>
<<speak "persephatta.pout" "Archduchess Keshet" >> . . . <</speak>>
<<speak "persephatta.smile" "Archduchess Keshet" >> . . . <</speak>>
<</if>>
<<speak "persephatta.smile" >> Well, I cannot return empty handed! *She takes Lucas by the elbow.* Some @@.lilt;very pretty girls@@ have been waiting all night for the opportunity to be asked by His Young Highness. Come now, before they start climbing the walls. <</speak>>
<<include "PREP: party bridge D bottleneck">><<qSpeak "quincy.neutral" >> Yes. He went that way. <</qSpeak>>
<<text>>
You point to the trail of broken stems directly through the garden bed. She sighs.
<</text>>
<<speak "persephatta.neutral" "Archduchess Keshet" >> He's always so to the point, that D'Angelo! Can't even stop to use a path. How //@@.singsong;Northern@@//. <</speak>>
<<text>>
The way she elongates that last word disturbs you.
<</text>>
<<speak "lucas.weary" >> Yes, er. //Well.// Best of luck finding him and all. <</speak>>
<<speak "persephatta.smile" "Archduchess Keshet" >> Oh, he'll reappear. The brandy's come out. But do come with me, Prince Lucas. *She takes Lucas by the elbow.* Some @@.lilt;very pretty girls@@ have been waiting all night for the opportunity to be asked to dance by His Young Highness. Come now, before they start climbing the walls! <</speak>>
<<include "PREP: party bridge D bottleneck">><<locationBoardSetup `[
{img:"stagecoach.png",text:""},
{img:"grass3.png",text:""},
{img:"alnilam.png",text:""}
]`>>
<<location "aaru" `["Stagecoach","Aaru Lordship"]`>>
<<displayTask "11-convoy-party" "start">>
<<speak "lucas.neutral" >> By The Architect, I could almost be fooled into thinking Keshet a reasonable man. <</speak>>
<<text>>
He turns the envelope in his hands, as if suspicious of forgery. You stare out the window, the jostling of the coach tossing about the contents of your stomach, the tap of hooves on paved stone as disturbing as the buzz of biting summer horseflies.
``The life of a Nobleman revolves around the planning and attending of //parties.// One of the few mercies of your exile was your exclusion from those wretched gatherings. Alas, while //"Quintrell Barghur"// has made himself unwelcome at such events, //"the Prince's Right Hand"// remains a most prestigious and honorable guest.
<</text>>
<<speak "lucas.neutral" >> Are you alright, Quintrell? <</speak>>
<<qSpeak "quincy.tilt" >> You know I do poorly at parties. //Especially so// with the Keshets as host. <</qSpeak>>
<<qSpeak "quincy.harrowed" >> ...And //she// will be in attendance. <</qSpeak>>
<<speak "lucas.glance" >> Well, take solace in not being the only afflicted. I've no love for parties myself.
``A complete waste of guilder! I'm told they serve a //social function//, I've yet to see what purpose wouldn't be better served by either letters or a coffeehouse conversation. <</speak>>
<<speak "dangelo.silly" >> @@.lilt;No wonder you two have so many friends!@@ <</speak>>
<<speak "lucas.weary" >> *He ignores D'Angelo.* And for that little tigress to be running about our feet! What horrors does she have planned this time, I wonder? <</speak>>
<<qSpeak "quincy.harrowed" >> I try not to imagine. <</qSpeak>>
<<text>>
There's a snicker from across the stagecoach. D'Angelo is busy with a hand mirror and comb, readjusting and arranging his curls like a preening paroquet - but not so busy that he cannot spare a bit of laughter at your expense.
``Lucas raises his nose and sniffs with derision.
<</text>>
<<speak "dangelo.surprised" >> ...//What//? I'm laughing in //sympathy//. I agree with you guys.<</speak>>
<<speak "dangelo.yeesh" >> She's //scary.// <</speak>>
<<speak "lucas.eyeroll" >> And yet at every party, you let her powder your face or sit on your shoulders or whatever fancy she demands of you. You buckle to her every whim. <</speak>>
<<speak "dangelo.neutralserious" >> 'Course. I'm afraid of her wrath. <</speak>>
<<speak "lucas.scowl" >> //You're// afraid of her wrath? I've never once seen //you// endure her abuse! <</speak>>
<<speak "dangelo.silly" >> Yeah. //'Cuz I buckle to her every whim.// Safety in compliance, man. <</speak>>
<<text>>
He taps his head and winks, then returns to his grooming.
<</text>>
@@.next;[[Continue.|PREP: party carriage 2]]@@<<text>>
Over the crest of the hill, a city has appeared on the horizon. At a distance it looks no different than any other Midland city, but as your coach draws closer it reveals itself as anything but. In place of restrained Midland pastels it boasts brilliant colors; dizzying geometry rather than classic floral motifs; //tourists// in place of //residents.//
``Strictly speaking, no one lives in Alnilam - not for more than a few months in a year, anyway. This is said to be out of respect for some ancient Unification Era treaty between the South and the Midland, though you've never bothered to check this notion against the books yourself. The city was built as a stopover for Southern traders journeying up and down the Piscis River, and as the wealth of those traders grew so did their demands for luxury accommodations. As a result, Alnilam is a place of indulgence, not dwelling: a hub for boasting merchants and Noblemen to demonstrate their wealth and flaunt that they've the guilders to exist in the city at all.
<</text>>
<<speak "lucas.neutral">> I can spare you from the worst of the hobnobbing, if not from the Duchess. Allow me to do most the conversing; you only need to stand close by and look stately. <</speak>>
<<speak "lucas.smirk">> My duty to the people extends not only to the commoner, but also my poor accosted Right Hand. *He gives you a perfunctory, sympathetic tap of the shoulder.* <</speak>>
<<qSpeak "quincy.lookaway" >> Surely you cannot shelter me for the entire party. <</qSpeak>>
<<speak "lucas.neutral">> No, but your brother will be in attendance as well. I'm certain he cares for your safety? <</speak>>
<<speak "dangelo.neutral">> Nope. *His curls finally in order, he smiles and winks into the reflection of his hand mirror, admiring the effect.* <</speak>>
<<speak "lucas.scowl">> "Nope?" What do you mean, //"nope?!"// <</speak>>
<<speak "dangelo.neutral">> This is my first party since getting home! My orders of business are to one: get foxed, and two: peruse the skirts in attendance. //In a gentlemanly fashion, of course.// <</speak>>
<<speak "dangelo.silly">> You kids are on your own. <</speak>>
<<text>>
...This conversation settles your nerves none.
<</text>>
@@.next;[[Continue.|PREP: party alnilam loc]]@@<<displayTask "11-convoy-gun" "gun">>
<<locationBoardSetup `[
{img:"crest-tri.png",text:""},
{img:"throne-midland.png",text:""},
{img:"diademcastle-interior.png",text:""}
]`>>
<<location "andimeur" `["Throne Room", "Diadem Castle"]`>>
<<qSpeak "quincy.neutral" >> I need to speak with the King-Regent. <</qSpeak>>
<<text>>
The servant jumps at the sudden address, nearly knocking over the manticore-shaped ornament she'd been dusting. A moment later, you are "this way, Your Grace"'d into one of the castle's many parlors. King-Regent Alexander lounges in a most unrefined fashion, suckling a cigar and thumbing through a catalog of luxury imports from the mainland. At your approach, he swings his heels off the table and attempts to arrange himself in a more stately manner.
<</text>>
<<speak "alexander.unsure" >> Quincy! What-- <</speak>>
<<qSpeak "quincy.neutral" >> I ask that you furnish me with the best-- no, most effective conventional weapon you can afford. As a Right Hand with no relic, I am at a disadvantage. It is in your son's best interest that we make this disadvantage as small as possible. <</qSpeak>>
<<text>>
You rattle it out in one breath, hoping force is enough to convince the King-Regent of the situation's severity. There is no way that he could know of your trip to VRMA, but the recent shame burns so hot that you fear it might be scented on the wind.
<</text>>
<<speak "alexander.unsure" >> Oh - a weapon. Sure. That is-- yes, of course. I... didn't expect you to need one. Being a Northerner, out in the woods or - mountains or whatever have you. Up there. Figured you'd have something to fight off moose and the like. *He paws about at his desk and procures a scrap of paper, laying it beside an inkstand with a quill foolishly left standing in the well.* The King's Army has enough weaponsmiths on contract to get you the best //anything// guilders can buy.<</speak>>
<<speak "alexander.happy" >> *After scrawling just a couple words, his pen comes to a halt.* Sorry, Quincy, must've been so busy looking for a pen I missed what weapon you said! *He chortles, sending puffs of smoke through his nose.* <</speak>>
<<qSpeak "quincy.surprised" >> @@.stutter;Er--@@ <</qSpeak>>
<<speak "alexander.unsure" >> *The chuckling vanishes. He takes the cigar from his mouth, his eyebrows cinching together as he leans forward.* Surely you know what sort of weapon you're even asking for? <</speak>>
<<qSpeak "quincy.lookaway" >> No, sire. <</qSpeak>>
<<speak "alexander.unsure" >> *He places it back in his mouth, chewing the end.* Well... I certainly can't place an order without knowing if you're looking for a rapier or a bow. <</speak>>
<<text>>
Your lack of forethought has made the situation all the worse. You fumble with the brim of your hat, trying to think on your feet. Your mind resists, as blank as the page that Alexander's waiting quill hovers over. Architect - what //were// you looking for? <<if setup.hasTrait("dense")>>Why don't you ever know the things you need to know, when you need to know them?<<else>>So frayed are your nerves that your ability to think in sequence has been completely obliterated.<</if>>
<</text>>
<<speak "alexander.neutral" >> ...Your brother is none too busy today. Last I saw him, the lad was eating his way through a whole loaf of bread in the dining room. Why don't you have him show you the armory to get a better idea? Then you can let me know what you actually want to order. <</speak>>
@@.next;[[Continue.|PREP: quincy gun op 2]]@@<<locationBoardSetup `[
{img:"stone-stairwell.png",text:""},
{img:"weapons.png",text:""},
{img:"castle-basement2.png",text:""}
]`>>
<<location "andimeur" `["Armory", "Diadem Castle"]`>>
<<text>>
Your brother's laugh echoes off the flagstone, and he shakes his head for what must be the tenth time since you went to fetch him. You grit your teeth.
<</text>>
<<speak "dangelo.laugh" >> What do you mean, you just "didn't think of a weapon?" <</speak>>
<<qSpeak "quincy.furrow" >> I feel foolish enough already. I don't need the extra consternation. <</qSpeak>>
<<speak "dangelo.silly" >> Aw, okay - I'll lay off. It's just //really// funny. <</speak>>
<<text>>
<<if setup.hasTrait("moleman")>>
The armory is an ancient part of the castle barracks, splintering from the main structure to slope steadily into the ground. The earth here has never known sunlight. It resists the encroaching spring warmth above, and so your walk is cool, blissfully quiet, and in near pitch blackness. You find yourself relaxing as the excess of Diadem Castle rises further above, out of sight and mind. Your only light is the dragonbone lantern D'Angelo carries; it would be a waste of oil and servant time to light the sconces in this old passage. The flame casts the stone walls into crimson relief.
<<else>>
The armory is some decrepit part of the castle barracks, fracturing from the main structure to slide drearily into the ground. The earth here has never been blessed with sunlight. It resists the encroaching warmth of spring above, and so your walk is chilling, eerily quiet, and in total darkness. You ponder whether this is an improvement as you drop away from the excess of Diadem Castle. The dark, at least, is an unsettling you know. Your only light is the dragonbone lantern D'Angelo carries; it would be a waste of oil and servant time to light the sconces in this old passage. The flame casts the stone walls into crimson relief.
<</if>>
``At the end of the passage, a pair of old iron doors await. D'Angelo turns to face you, the lantern sending deep shadows across his face.
<</text>>
<<speak "dangelo.neutralserious" >> Hey. There's a lot of pressure on the //"Right Hand, sworn protector of the Prince"// thing, but... don't take it so serious, yeah? It's pretty much all ceremonial. If there's trouble, it'll be the Convoy Guard doing the fighting, not you. You'll probably never //have to use// this weapon. <</speak>>
<<qSpeak "quincy.furrow" >> We can't know that. I want to be prepared. <</qSpeak>>
<<speak "dangelo.yeesh" >> *He clicks his tongue.* I mean... anyone who tried would probably be - *He runs a thumb across his neck.* - before you could get at them with a little spear, you know? It don't matter you don't got meur when the rest of us does. Hell, I'm sure Princey himself would cook anyone who tried something. <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway" >> My irrelevance does not come as a comfort, D'Angelo. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> My irrelevance does not come as a comfort, D'Angelo. <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll" >> I didn't say you were irrelevant! Sheesh. So sensitive. <</speak>>
<<if setup.hasTrait("guilty")>>
<<text>>
He speaks as if your pledge hasn't anything to do with the worst mistake of your life. How he can be so cavalier about such matters, you'll never understand.
<</text>>
<<qSpeak "quincy.tilt" >> . . . <</qSpeak>>
<<speak "dangelo.unsure" >> ...Look, would you rather be alone for this, or what? I feel like I'm not helping here. <</speak>>
<<else>>
<<qSpeak "quincy.furrow" >> My present situation is inextricably tied to the worst mistake of my life. Is it so difficult to imagine why I might be sore about such a topic? <</qSpeak>>
<<speak "dangelo.unsure" >> Well, no, but... uh... *He shuffles about.* Look, would you rather be alone for this, or what? I feel like I'm not helping here. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> ...I think so, yes. <</qSpeak>>
<<speak "dangelo.neutral" >> Alright then! *He slaps you on the back, pressing the lantern into your hands.* I'll leave you to it. <</speak>>
<<text>>
It is a relief that he's agreed to leave you be<<if !setup.hasTrait("packbonded")>> for once<</if>>, but the feeling in the pit of your stomach remains. You still haven't any idea what it is you are looking for - what weapon might make you feel less useless than you know yourself to be. <</text>>
<<speak "dangelo.neutral" >>I can make my way back in the dark. Been down here enough times. Come get me in the mess hall when you're done. <</speak>>
<<speak "dangelo.silly" >> Just pick something you think'd look //pretty//. <</speak>>
@@.next;[[Enter the armory.|PREP: quincy gun enter armory]]@@<<text>>
Beside the crossbows lie rows upon rows of shining guns. You surmise this is a recent investment from the gleam of the barrels and the polish of the stocks. You resist the temptation to take a closer look. <<if setup.hasTrait("cleithro")>>Curious as you are to observe the latest Luxe model, these<<else>>These<</if>> are commoner's weapons. You are here to arm yourself with something suitably Noble.
``You ignore them successfully - but not a minute later, a familiar shape catches your eye: a disused barrel full of breech-loading rifles, forgotten in between the barrels of blackpowder.
``The Duruger M1775 was the first breech-loading gun Vestur ever saw. And like many firsts, the gun was a mechanical disaster. It's no wonder why the King-Regent leapt at the opportunity to replace his arsenal the minute a better cartridge gun came on the market.
``With hundreds decommissioned and inherited from retired soldier uncles and fathers alike, the Duruger is better known to you as the hand-me-down hunting tool of Northerners the kingdom over. Its infamy is well-earned. The mechanism rusts. It is needlessly heavy, and, as Northerners oft say, "jams if you so much as glance at it." But as //every// common Northerner family owns one, //every// Northern commoner knows its idiosyncrasies and is well-acquainted with repair.
<</text>>
<<img 1 "Gettgun_babysspecialgun.png" "Quincy lifts a Duruger from the barrel.">>
<<text>>
You reach for one. When your hand wraps around that rust-encrusted, pitted barrel, you feel as though you reunite with a beloved pet.
<</text>>
@@.next;[[You are no commoner, but no less familiar for it.|PREP: quincy gun flashback 1]]@@<<locationBoardSetup `[
{img:"stone-stairwell.png",text:""},
{img:"weapons.png",text:""},
{img:"castle-basement2.png",text:""}
]`>>
<<location "andimeur" `["Armory", "Diadem Castle"]`>>
<<text>>
<<if setup.hasTrait("packbonded")>>
Imani Khatar. Sometimes, on long rides from one mine to the next across the Northern wilderness, the name would float across your mind. Weeks have lapsed since you last thought of her; you haven't had the opportunity, given the current situation.
<<else>>
Imani Khatar. Many of your long rides from one mine to the next across the Northern wilderness have been spent wondering about that name. For the first time in years, weeks have lapsed since you last thought of her. You haven't had the opportunity, given the current situation.
<</if>>
``One summer, your return from VRMA wasn't met with dour-faced Imani thrusting a rifle into your hands for a silent escape into the woods. Your father had only a morose shrug in response: "Gone, with her father. Back where they came from."
``//Hopefully the game runs better out in Lazgar.//
``You trace your fingers along the rusted barrel of the Duruger. It still feels light in your hands. A perfect representation of its species: rusty, dinged, discarded... but functional. With it, you could fell a deer in the bush, or a hare on the tundra. So why could you not fell whatever else with it?
``<<if setup.hasTrait("shameless")>>You were a fool to bother with ideas of appearance and respectability.<<else>>Perhaps it was optimistic of you to ever think you'd make a normal choice, left to your own devices.<</if>> You are abnormal, and you would be no less so holding a sword than you would a gun. You are a Noble barred from conduction. The mockery would have come regardless of your choice. You may as well make one that keeps you alive.
``<<if setup.hasTrait("shameless")>>You<<else>>You are surprised to find that you<</if>> feel no shame in this choice. <<if setup.hasTrait("cleithro")>>This is a hunter's weapon. You are a hunter, and<<else>>It's been a while since you've been hunting, but you've never forgotten how. After all,<</if>> you learned from the best.
<</text>>
@@.next;[[Depart from the armory.|PREP: quincy gun name]]@@<<img 1 "getgun_armorywalk.png" "Quincy walks through the darkness of the armory alone.">>
@@.next;[[Continue.|PREP: quincy gun enter armory2]]@@<<text>>
Your performance at VRMA in conventional combat classes was hardly any better than your abysmal conduction attempts.
``Polearms and longswords render you about as gainly as a three-legged horse, and twice as liable to tip over. Swinging about a rapier proves only that you are as graceless as you are tall. One easily parried thrust for every three of Lucas's. The only mercy in this embarrassment was its brevity; the time before the Prince had bested you was measured in seconds.
``You turn corner into each aisle with a foolish hope that the prodigal weapon might suddenly, dazzlingly illuminate itself. But the bladed instruments of war swim together. Unease sits in your stomach like a stone, its mass growing the longer this search drags on. You try to put it out of your mind, but as you stare blankly at a crate of morningstars that - judging by the rust - haven't been touched in over a century, the futility becomes all you can focus on.
<</text>>
<<qSpeak "quincy.harrowed" >> What use have I, even? <</qSpeak>>
<<text>>
You pace circles, kicking your boots against the ground, and snorting like a penned animal.
``The issue is not one of self-defense. As Alexander surmised, <<if setup.hasTrait("cleithro")>>you are an experienced hunter and a woodsman<<else>>you were taught to hunt and shoot as well as any other Northerner<</if>>. The complicating factor is whether the weapon is appropriate for a Duke. The weapons favored by Nobility are those which make the most dramatic relics: instruments from the age of knighthood and chivalry. Take away their meur, however, and you are left with a quaint piece of decor for your mantle, utterly unfit for modern warfare.
``To pick something "knightly" would be a death sentence in real combat. A sword would be laughable. You are as good as dead if a hare falls upon you. You cannot get close enough to swing a weapon without putting yourself within reach of its teeth. Ideally, it should be dealt with from afar--
``//Ah.// You turn on your heel and head for the section devoted to weapons of range. A shred of hope returns to you as you pull a disused crossbow from its place on the rack. It's been a while since you fired one, but bringing it up to your shoulder and scoping out an armor stand at the other end of the hall feels natural enough. You could adapt.
``But... then your mind returns to your hare scenario. A single bolt would not fell an adult hare, and reloading takes time. A crossbow is suitably archaic for a Duke, but perhaps too archaic for your survival.
``You move on.
<</text>>
@@.next;[[Continue.|PREP: quincy gun duruger 1]]@@<<locationBoardSetup `[
{img:"forest4.png",text:""},
{img:"tracks.png",text:""},
{img:"forest-floor2.png",text:""}
]`>>
<<location "barghur" `["Boreal Forest", "North of Morbre"]` `{year:1786,season:"fall"}`>>
<<qSpeak "quincy.young.neutral" >> What are we hunting today, Imani? Are we setting more snares? <</qSpeak>>
<<speak "imani.young.furrow" >> No. <</speak>>
<<qSpeak "quincy.young.neutral" >> Then we're to go after big game? <</qSpeak>>
<<speak "imani.young.furrow" >> *She makes a throat sound that is vaguely affirmative.* <</speak>>
<<text>>
Your valet moves silently along the game paths. The gun balanced over her shoulder catches the hatched light filtering through the leaf-thinning branches. From stock to muzzle, it is nearly as tall as she is. Imani places her feet with such care that they hardly disturb the pine litter. You try to walk as she does. The crunch of loose stones and the snap of twigs come regardless.
<</text>>
<<if setup.hasTrait("packbonded")>>
<<speak "imani.young.furrow" >> Y'weren't even supposed to be here today. <</speak>>
<<qSpeak "quincy.young.lookaway" >> Oh. <</qSpeak>>
<<speak "imani.young.lookaway" >> Sorry, Your Grace. Papa thinks the rabbits're 'bout to head south. He says wolves've come up to chase them. They won't be back until the streams thaw. It's our last chance to stock.<</speak>>
<<qSpeak "quincy.young.eager" >> I could shoot a rabbit, I think. I've gotten good. Father //is// paying extra for you to give me hunting lessons. <</qSpeak>>
<<speak "imani.young.furrow" >> *She stops and looks back at you, her eyes wide, as though you just suggested you shoot her instead of the rabbit.* S'not sport-hunting today, Your Grace. *Her grip on the Duruger shakes.* <</speak>>
<<qSpeak "quincy.young.lookaway" >> *You slump your shoulders and push the subject no further.* Then how can I help? <</qSpeak>>
<<text>>
She merely grunts again, a sound you know to mean "by ceasing your chatter".
<</text>>
<<else>>
<<speak "imani.young.furrow" >> Y'werent even supposed to be here today. <</speak>>
<<qSpeak "quincy.young.lookaway" >> Was I not? Father said I should come along. <</qSpeak>>
<<speak "imani.young.lookaway" >> Well, //my// Papa thinks the rabbits're 'bout to head south. He says wolves've come up to chase them. They won't be back until the streams thaw. It's our last chance to stock.<</speak>>
<<qSpeak "quincy.young.eager" >> Then I could help! I could shoot a rabbit, I think. I've been doing as you said, and practicing keeping my hands steady. The gun barely shakes when I hold it now. <</qSpeak>>
<<text>>
She stops and looks back at you, her eyes wide, as though you just suggested you shoot her instead of the rabbit.
<</text>>
<<speak "imani.young.laugh" >> *Then, she laughs.* You could //maybe// hit the broad side of a moose. <</speak>>
<<speak "imani.young.lookaway" >> S'not sport-hunting today, Your Grace. <</speak>>
<<qSpeak "quincy.young.neutral" >> How else can I help, then? <</qSpeak>>
<<text>>
She merely grunts; a sound you know to mean, "stop alerting the quarry to our presence".
<</text>>
<</if>>
@@.next;[[Continue.|PREP: quincy gun flashback 2]]@@<<timebreak "day">>
<<text>>
Your shoulder aches at the spot that the Duruger's barrel rests. At the sight of rabbit's tracks in the dirt, Imani had thrust the thing into your hands and demanded you keep quiet. And so you have, for the past two miles, as your valet creeps along with her eyes on the brush.
``Once or twice, the rabbit had doubled back, turning its tracks into a tangle of prints. Her tensity is infectious though, and you shared her relief each time the path was re-found. At long last, after touching her fingers into one of the paw-shaped depressions in the ground, she whirls around to say in an excited whisper:
<</text>>
<<speak "imani.young.surprised" >> @@.whisper; Dirt's moist in this one. Must be close! @@ <</speak>>
<<text>>
But she soon slows again, for another set of prints join the trail: similar to the rabbit's at first glance, but twice as large. The neat little steps of the rabbit turn suddenly into deep clawed gouges where they meet. Further down, the grass is torn and the earth upturned; dark copper flecks spatter the muddy ground. Blood.
``Something else has hunted your quarry, and it wasn't a wolf.
<</text>>
<<speak "imani.young.surprised" >> @@.whisper; Hare. @@<</speak>>
<<qSpeak "quincy.young.surprised" >> @@.whisper; But wild ones don't usually come so close to the city! @@ <</qSpeak>>
<<speak "imani.young.neutral" >> @@.whisper; They shouldn't! @@ <</speak>>
<<speak "imani.young.surprised" >> *She chews her lips.* @@.whisper;...Not wolves.@@ <</speak>>
<<qSpeak "quincy.young.neutral" >> @@.whisper;Huh?@@ <</qSpeak>>
<<speak "imani.young.frustrated" >> *She presses a fist to her forehead and hits it against her skull, her face crumpling like paper.* @@.intense;They -- the wolves -- idiots, my dad and the rest--@@ *She spits, like a cat.* ''The man who owns the pasture by Papa's house!'' His goats've been going missing. We thought wolves were getting them. Wolves can't scale fences that high! @@.surprise;//But a hare--!!//@@ <</speak>>
<<speak "imani.young.surprised" >> We need to go back. *She begins to back up.* <</speak>>
<<qSpeak "quincy.young.surprised" >> But-- <</qSpeak>>
<<speak "imani.young.furrow" >> Your Grace, for our own safety, I need you to give m-- <</speak>>
<<text>>
She freezes, one oversized boot still mid-stride. Imani stares past your shoulder, eyes wide as you've ever seen them. Frozen prey. You spin around, your <<snout "knuckles white" "claws scraping">> on the stock of the Duruger.
<</text>>
<<img 1 "Gunget_harefaraway.png" "A hare stares out from the woods." `["modeNeutral"]`>>
@@.next;[[Two red eyes stare back.|PREP: quincy gun flashback 3]]@@<<img 1 "Gunget_harecloser.png" "The hare advances, its jaws wide." `["modeNeutral"]`>>
<<speak "imani.young.surprised" >> @@.yell; Give it! The Duruger! @@<</speak>>
<<text>>
Each of the hare's strides seem to halve the distance between it and your valet. Its eyes are fixed for her only. As it opens its jaws, the rabbit's blood shines in glistening red streaks upon blue-black fur.
``There is no time to hand Imani the gun, for you're already looking down the shaking muzzle and the beast is almost upon you. Your heart thumps in your chest and your sweat is like rain. On an animal level, you are terrified, but your mind remains clear as you align your shot.
``After all: should you miss, you can always try again.
<</text>>
@@.next;[[Pull the trigger.|PREP: quincy gun flashback 3.5]]@@<<img 1 "Gunget_hareshoot.png" "Quincy takes the shot. The bullet hits its mark." `["modeNeutral"]`>>
<<qSpeak "quincy.young.harrowed" >> . . . <</qSpeak>>
<<text>>
A hare dies like any other animal: kicking, gasping, fighting the inevitable with every reserve of its dwindling strength and spirit. Smoke still curls from the muzzle of the Duruger; its weight no longer registering in your arms. You have killed before. But the ruby eye that rolls to look up at you holds a sense of recognition never found in the inky eye of a rabbit or a snared pheasant.
``You are selfish. You cannot bring yourself to sink your knife into the silky black fur beneath its jaw and end its suffering. Casting the gun aside, you drop to your knees and pull the beast's huge head into your lap. As you stroke the dying hare, you like to think you see its spasming relax. Then again, maybe it's the blood loss.
``Imani finally unfreezes. The rattling breaths of the ailing hare have reminded her that she herself still lives. She draws her skinning knife from her belt and, with a grim countenance, silences it forever.
<</text>>
<<speak "imani.young.lookaway" >> Can't've been wild. Wilds're too wise to come so close to the city. Must've been bonded to someone, once. I heard they can go like this when separated. <</speak>>
<<qSpeak "quincy.young.tilt" >> *So, it lost its partner, then its mind. Your throat feels tight. You swallow, and it hurts.* Can't let it go to waste. <</qSpeak>>
<<speak "imani.young.lookaway" >> Papa and I can't eat it. We don't even know who this hare is. <</speak>>
<<speak "imani.young.think" >> ...But it does have quite the pelt. And a lot of it. *She nudges its filled out middle section with the toe of her boot.* It put those goats to good use. <</speak>>
@@.next;[[Continue.|PREP: quincy gun flashback 4]]@@<<timebreak "sunset">>
<<text>>
Soft flakes begin to fall. It's early in the season for snow. They melt into nothing before they ever touch the ground.
``Neither of you keep a silent tread as you head back. In lieu of conversation, the crunch of boot against needles and yellowed leaves is something to focus on. Imani walks hunched, the hare skin heavy against her back. The Duruger bobs against your shoulder. It's still weightless.
<</text>>
<<qSpeak "quincy.young.lookaway" >> I'm sorry. I failed to follow your instructions. <</qSpeak>>
<<speak "imani.young.laugh" >> *She laughs, a staccato bark.* No. S'good you didn't hand me that gun. I thought about just grabbing it from you... <</speak>>
<<speak "imani.young.harrowed" >> @@.stutter;...Would've been a bad idea.@@ <</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.young.lookaway" >> I wish you could've gotten a rabbit. <</qSpeak>>
<<speak "imani.young.neutral" >> *She shrugs, but does not look up.* So we go out tomorrow again. You were a good shot. I know I can trust you with the Duruger, now. <</speak>>
<<qSpeak "quincy.young.lookaway" >> I know it's hard for you. You told Father that your papa can't hunt anymore. I heard. <</qSpeak>>
<<speak "imani.young.neutral" >> *She shakes her head, like a goat bothered by a fly.* So? I will hunt for him. <</speak>>
<<qSpeak "quincy.young.lookaway" >> And Father makes you take me along nearly every time. I don't want to get in your way. <</qSpeak>>
<<speak "imani.young.neutral" >> ...It isn't a bother; it's an honor to be your teacher and valet, Your Grace. *A sentence as regular as the mechanic tick of gears in a clock.*<</speak>>
<<qSpeak "quincy.young.lookaway" >> You are made to say that, aren't you? <</qSpeak>>
<<speak "imani.young.think" >> *She hesitates.* ...Yes. But-- <</speak>>
<<speak "imani.young.furrow" >> No, also. And-- <</speak>>
<<speak "imani.young.frustrated" >> It's both //true// and //not.// I like you enough. But it is my duty to serve you when I like it, and when I don't. <</speak>>
<<qSpeak "quincy.young.neutral" >> Then maybe we could be friends. I'll tell Father to cancel our lessons. Then you could take me along only when you want to. <</qSpeak>>
<<speak "imani.young.neutral" >> Very well. I do as you say. <</speak>>
<<qSpeak "quincy.young.tilt" >> Then I will also order you to not follow my orders. Or -- no. *You furrow your brows, playing with the words.* My orders from here on out are that my orders may only be taken as suggestions. <</qSpeak>>
<<speak "imani.young.laugh" >> It doesn't work like that, Your Grace. <</speak>>
<<qSpeak "quincy.young.neutral" >> I just said it could work like that. <</qSpeak>>
<<speak "imani.young.frustrated" >> @@.surprise;Rrrg!@@ That's not-- you don't-- <</speak>>
<<speak "imani.young.think" >> You can't get it, and you won't. <</speak>>
<<speak "imani.young.neutral" >> Friends. *She says the word slowly, testing how it feels on her tongue.* What a stupid order. Why can't you make normal ones? <</speak>>
<<speak "imani.young.furrow">> If we're "friends," I'm not calling you "Your Grace" anymore. <</speak>>
<<qSpeak "quincy.young.neutral" >> *You fail to see the issue.* Fine. <</qSpeak>>
<<speak "imani.young.neutral" >> Fine, <b>Quintrell.</b> I will //choose// to hunt alone the rest this week. But on Friday... we can go out together. And you'd better aim like that again. <</speak>>
<<qSpeak "quincy.young.neutral" >> As friends? <</qSpeak>>
<<speak "imani.young.think" >> ...As //friends.// <</speak>>
<<else>>
<<qSpeak "quincy.young.lookaway">> I wish you could've gotten that rabbit. <</qSpeak>>
<<speak "imani.young.lookaway">> It's fine. <</speak>>
<<qSpeak "quincy.young.harrowed">> But it's not fine! *Your voice rises to a petulant squeak.* I know your papa can't hunt anymore. I overheard you telling Father. <</qSpeak>>
<<speak "imani.young.neutral" >> *She shakes her head, like a goat bothered by a fly.* It <b>is</b> fine. Don't worry yourself with it, Your Grace. I will hunt for him and make it fine. <</speak>>
<<qSpeak "quincy.young.lookaway" >> I know it's harder when you have me along. I make a lot of noise. I'll simply tell Father to stop forcing you to take me along for hunting lessons. We're friends, we can do other things. <</qSpeak>>
<<speak "imani.young.surprised" >> *Her steps slow.* You think we're friends? <</speak>>
<<qSpeak "quincy.young.harrowed" >> Are we not? <</qSpeak>>
<<speak "imani.young.think" >> *She hesitates.* ...Yes, we are. But-- <</speak>>
<<speak "imani.young.furrow" >> No, also. And-- <</speak>>
<<speak "imani.young.frustrated" >> I mean, I call you "Your Grace".<</speak>>
<<qSpeak "quincy.young.neutral" >> Then stop. Call me Quintrell. <</qSpeak>>
<<speak "imani.young.laugh">> *She snorts.* It's more than that! It is my duty to serve you when I like it, and when I don't. It's weird. <</speak>>
<<qSpeak "quincy.young.lookaway" >> I don't care about that. I don't want it to be weird. <</qSpeak>>
<<speak "imani.young.lookaway" >> Me neither. <</speak>>
<<text>>
The wind picks up. You walk on in silence for a few paces.
<</text>>
<<speak "imani.young.neutral" >> If you really would talk to your father, //Quintrell//... then I will hunt alone for the rest of the week. <</speak>>
<<speak "imani.young.think" >> But on Friday, we can go out together. And you'd better shoot like that again. <</speak>>
<<qSpeak "quincy.young.eager" >> I won't disappoint. <</qSpeak>>
<<text>>
She lets out a derisive snort. But when you look at her face, you find the corners of her mouth turned up in a smile.
<</text>>
<</if>>
@@.next;[[Continue.|PREP: quincy gun flashback 5]]@@<<img 1 "Gunget_capegift.png" "Imani uses the hare's pelt to sew a cape. She gifts it to Quincy." >>
@@.next;[[Continue.|PREP: quincy gun flashback 6]]@@<<img 1 "Gunget_timewiithimani.png" "Imani and Quincy hunting as friends." >>
@@.next;[[Continue.|PREP: quincy gun duruger 2]]@@<<locationBoardSetup `[
{img:"guardhouse.png",text:""},
{img:"interior-mid1.png",text:""},
{img:"diademcastle.png",text:""}
]`>>
<<location "andimeur" `["Barracks","Diadem Castle"]`>>
<<speak "dangelo.yeesh" >> //Oh man,// Quin. For real? <</speak>>
<<text>>
When you emerge again from the chilly depths of the armory, you find your brother in the midst of some casual discussion with a group of guards. They give a smile that shows too much gum when they see you. Once their eyes drift to the rusted Duruger shedding iron chips onto your gloves, they cover their mouths and look away. There is no hiding the shakes of laughter in their shoulders.
``You run a hand along the nicks in the wood of $gun's stock, petting the gun as though it might both be hurt by their jeers and soothed by your touch.
``D'Angelo waits for you to speak. So you wait for him, to make whatever hoot of disbelief or exclamation he is no doubt about to make regarding your choice.
<</text>>
<<speak "dangelo.neutralserious" >> *Instead, he raises an eyebrow.* ...Rifle. Gun. <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "dangelo.smilestress" >> //You're joking.// <</speak>>
<<choose>>
<<chooseTrait "jester" [[Alas, not this time.|PREP: quincy gun leave 1 b]]>><<set $response to "jester">><</chooseTrait>>
[[When have I ever?|PREP: quincy gun leave 1 b][$response to "nojoke"]]
<</choose>><<if $response == "jester">>
<<chosenTrait>>
<<qSpeak "quincy.neutral" >> As much as I enjoy a good jest... no. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> Of course not. Have you a problem with my choice? <</qSpeak>>
<<speak "dangelo.silly" >> Oh, no. I haven't a problem //myself.// <</speak>>
<</if>>
<<speak "dangelo.neutral" >> It's just... a man with a black pledge... using a commoner weapon meant to kill with efficiency. *And there it is. He tuts; you furrow your brows.* I think if I read that in a novel, I'd think the writer never had an original idea in his life and chuck it out. <</speak>>
<<text>>
He closes the gap between the two of you, dropping his voice as he does. When you gesture to walk to some corner of the barracks with less than a dozen soldiers listening intently in on your conversation, he complies.
<</text>>
<<speak "dangelo.smilenervous" >> I already told you, I don't care what you pick. S'not like it's going to see action. It's just, I'm the //only one// who won't care. <</speak>>
<<if $response == "joke">>
<<qSpeak "quincy.pleased" >> I've made my choice. <</qSpeak>>
<<speak "dangelo.silly" >> Okay. I can see that. Mind if I ask... why?<</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I've made my choice. <</qSpeak>>
<<speak "dangelo.yeesh" >> Okay. I can see that. Mind if I ask... why?<</speak>>
<</if>>
<<text>>
Your grip on your new gun tightens.
<</text>>
<<choose>>
[[Why deny myself the advantage?|PREP: quincy gun leave 2][$response to "lethal"]]
[[I can't keep pretending I will ever wield a relic.|PREP: quincy gun leave 2][$response to "realist"]]
[[It is my best choice for defending Lucas.|PREP: quincy gun leave 2][$response to "ewcas"]]
<</choose>><<switch $response>>
<<case "lethal">>
<<qSpeak "quincy.neutral" >> Most meur works at range. Why disadvantage myself by not matching that? <</qSpeak>>
<<qSpeak "quincy.furrow" >> The alignment of firearms with black meur is nonsensical to begin with. How is a crossbow any more an honorable weapon? Same principle, with less efficiency. <</qSpeak>>
<<speak "dangelo.unsure" >> You know, I never thought of it like that. I understand the point. There's just a bit of a problem. <</speak>>
<<case "realist">>
<<qSpeak "quincy.neutral" >> I have a black pledge. I will never use a real relic. <</qSpeak>>
<<qSpeak "quincy.furrow" >> So why pretend? The shape of a relic has very little to do with its function. No one has ever gone to war with a common //scythe.// <</qSpeak>>
<<speak "dangelo.silly" >> I wouldn't say //never//- I'm sure somewhere, some poor sot of a farmer has admitted to producing a bastard while his wife was mid-reap, or something. <</speak>>
<<speak "dangelo.neutral" >> ...But I see your point. There's just one problem. <</speak>>
<<case "ewcas">>
<<qSpeak "quincy.neutral" >> It's the best means by which I have to fulfill my Right Hand duties. I only care about that which will protect Lucas best. <</qSpeak>>
<<speak "dangelo.eyeroll" >> I told you not to get too serious about that-- <</speak>>
<<qSpeak "quincy.furrow" >> As a soldier, you must agree it's better to be prepared for a contingency than not. <</qSpeak>>
<<speak "dangelo.silly" >> Must I? <</speak>>
<<speak "dangelo.neutral" >> Nah, though, I get it. You care about that little macaroni Prince of yours. I understand.
``Though... <</speak>>
<</switch>>
<<speak "dangelo.yeesh" >> You're about to have a hell of a time explaining to the King-Regent you want a gun of all things done up all rum and fancy. I'm having a hard time imagining what that'd even look like. Imagine engraving unicorns into the stock of one of those things... <</speak>>
<<qSpeak "quincy.furrow" >> There's no need. I'm perfectly capable of fixing up this one on my own. <</qSpeak>>
<<speak "dangelo.yeesh" >> I know you're used to a Duruger, but you really should just get something else. You do know all guns work the same? You point and shoot. <</speak>>
<<qSpeak "quincy.furrow" >> Spoken like a man who has never held a gun. <</qSpeak>>
<<speak "dangelo.surprised" >> No, wait. It's worse. //You're attached to the one you found, aren't you?// You've already named it. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Of course. Naming such things helps foster connection. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll">> Incredible. Six years you've been teasing me over Chaya, and then you go and fall for a gun. *He scoffs.* Well, go on then. What's its name? <</speak>>
<<set _dResponse to "normal">>
<<switch $gun.toLowerCase()>>
<<case "chaya">>
<<qSpeak "quincy.neutral" >> Her name is Chaya. <</qSpeak>>
<<speak "dangelo.grumpy" >> <b>What?</b> You can't name that thing after my beautiful girl! <</speak>>
<<qSpeak "quincy.neutral" >> I think it appropriately... //endearing//. You haven't any proof I named it after your scythe anyways. <</qSpeak>>
<<speak "dangelo.grumpy" >> Change it. Right now. <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<speak "dangelo.grumpy" >> Unbelievable. <</speak>>
<<set _dResponse to "weird">>
<<case "d'angelo" "angie">>
<<qSpeak "quincy.neutral" >> Her name is $gun. <</qSpeak>>
<<speak "dangelo.laugh" >> A-HAHA! I've never been more flattered in my life. <</speak>>
<<speak "dangelo.silly" >> Sure, I've gotten accolades for my work in Opona and... been told I've saved people's lives... but nobody has ever thought to name a rusted, twenty-year-old gun after me. @@.lilt;How sweet.@@ *He attempts to tousle your hair through your hat.* <</speak>>
<<case "quincy">>
<<qSpeak "quincy.neutral" >> Quincy. <</qSpeak>>
<<speak "dangelo.unsure" >> Quincy. Like. //You//? You named the gun after yourself? <</speak>>
<<qSpeak "quincy.neutral" >> My name is //Quintrell.// The gun - she is //Quincy.// It's the diminutive form. I thought it was an endearing idea. <</qSpeak>>
<<speak "dangelo.unsure" >> I think people will just assume you're mad. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.pleased" >> That is their own problem. There is humor at play in the juxtaposition. It's like how fathers bestow their own name onto their sons. The father is "Johnathan," so his son becomes "Johnny"--<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> That is their own problem. My intent is humorous. <</qSpeak>>
<<speak "dangelo.silly">> You? Humorous? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. I am capable of humor. <</qSpeak>>
<<speak "dangelo.silly">> Explain. <</speak>>
<<qSpeak "quincy.think" >> The humor is in the juxtaposition. It's like how fathers bestow their own name onto their sons. The father is "Johnathan," so his son becomes "Johnny"--<</qSpeak>>
<</if>>
<<speak "dangelo.laugh" >> Whatever you say, man. <</speak>>
<<case "quintrell">>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.yeesh">> But... that's your name. <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "dangelo.smilestress">> Uh. Alrighty, then. <</speak>>
<<set _dResponse to "weird">>
<<case "kaitos" "oscar" "ancha" "sadaltajir" "lazarus" "elijah">>
<<qSpeak "quincy.neutral">> She is $gun. <</qSpeak>>
<<if $gun.toLowerCase() == "ancha" || $gun.toLowerCase() == "sadaltajir">>
<<speak "dangelo.unsure">> Oh. Uh... like the High Sybil? *He scratches his head.* ...Why? <</speak>>
<<elseif $gun.toLowerCase() == "oscar">>
<<speak "dangelo.unsure">> Oh. Uh... like the Prince? *He scratches his head.* ...Why? <</speak>>
<<elseif $gun.toLowerCase() == "lazarus">>
<<speak "dangelo.unsure">> Oh. Uh... like the leader of the Brothers? *He scratches his head.* ...Why? <</speak>>
<<else>>
<<speak "dangelo.unsure">> Oh. Uh... like the $gun we know? *He scratches his head.* ...Why? <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> I have my reasons. <</qSpeak>>
<<speak "dangelo.smilestress">> I won't ask. <</speak>>
<<set _dResponse to "weird">>
<<case "imani" "khatar">>
<<qSpeak "quincy.neutral">> I decided to name her after the woman who taught me to shoot. <</qSpeak>>
<<speak "dangelo.laugh">> Oh, come on man, you didn't seriously name your gun after Imani, did you? <</speak>>
<<qSpeak "quincy.neutral">> I did. <</qSpeak>>
<<speak "dangelo.smilestress">> Oh. That's... weird. <</speak>>
<<set _dResponse to "weird">>
<<case "alexander">>
<<qSpeak "quincy.neutral">> She is $gun. <</qSpeak>>
<<speak "dangelo.yeesh">> Like the King-Regent? <</speak>>
<<qSpeak "quincy.think">> No. He is a man. My $gun is a woman. <</qSpeak>>
<<speak "dangelo.smilestress">> Uh... alright, whatever you say, man. <</speak>>
<<set _dResponse to "weird">>
<<case "vicky" "victoria" "vick">>
<<if $camp.includes("vicky")>>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.surprised">> You named her after a woman you //just met?// <</speak>>
<<qSpeak "quincy.neutral">> Perhaps. <</qSpeak>>
<<speak "dangelo.yeesh">> Man, that is not normal. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> She is $gun. <</qSpeak>>
<<speak "dangelo.unsure">> Oh. Uh... why? <</speak>>
<<qSpeak "quincy.neutral">> I have my reasons. <</qSpeak>>
<</if>>
<<set _dResponse to "weird">>
<<case "gun" "gunny" "shooty" "bullet" "shooter">>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.laugh">> A gun named //"$gun?"// *He breaks into uproarious laughter.* Man, you gotta get more creative. <</speak>>
<<case "lucas">>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.laugh">> *He breaks into uproarious laughter.* <</speak>>
<<speak "dangelo.neutral">> No really. What did you name her? <</speak>>
<<qSpeak "quincy.neutral">> I told you. Her name is $gun. <</qSpeak>>
<<speak "dangelo.smilenervous">> And you don't think Princey will mind sharing his name with a gun? <</speak>>
<<qSpeak "quincy.think">> Why would he? I wouldn't, if he were to name a weapon after me. <</qSpeak>>
<<speak "dangelo.smilestress">> Uh... huh. I see. <</speak>>
<<set _dResponse to "weird">>
<<case "ceros">>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.smilestress">> $gun, really? Is this some kinda metaphor I don't get? Like, //"religion kills more people than guns"// or something? <</speak>>
<<qSpeak "quincy.neutral">> You are overthinking it. <</qSpeak>>
<<set _dResponse to "weird">>
<<case "rhea">>
<<qSpeak "quincy.neutral">> $gun. I wanted to give her a name that strikes fear into those who hear it. <</qSpeak>>
<<speak "dangelo.laugh">> *He bursts into laughter.* Well, it certainly strikes fear into //me!// <</speak>>
<<case "dad" "deion" "father" "mom" "mother" "capitoline" "mommy" "daddy" "mama" "papa" "dada">>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.smilestress">> Uh... what? <</speak>>
<<qSpeak "quincy.neutral">> You heard me. <</qSpeak>>
<<speak "dangelo.unsure">> Uh, yeah, I'm not touching that one. You got problems. <</speak>>
<<set _dResponse to "weird">>
<<case "amalthea">>
<<qSpeak "quincy.neutral">> Her name is $gun. <</qSpeak>>
<<speak "dangelo.smilestress">> You know, I don't think Princey will like that name much. That's his mom's name, remember? She was queen of the Tri-Kingdom? <</speak>>
<<qSpeak "quincy.neutral">> I'm aware. The name is a respectful tribute. He'll understand. <</qSpeak>>
<<speak "dangelo.yeesh">> Uh... huh. Right. <</speak>>
<<set _dResponse to "weird">>
<<default>>
<<if $gun.toLowerCase() == $licorice.toLowerCase()>>
<<qSpeak "quincy.neutral" >> Her name is $gun. <</qSpeak>>
<<speak "dangelo.unsure">> But... that's the name you gave your bunny. <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "dangelo.smilenervous">> Don't you have any other ideas? <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<set _dResponse to "weird">>
<<elseif $gun.toLowerCase() == $salmiak.toLowerCase()>>
<<qSpeak "quincy.neutral" >> Her name is $gun. <</qSpeak>>
<<speak "dangelo.unsure">> But... that's the name you gave Imani's bunny. <</speak>>
<<qSpeak "quincy.neutral" >> Yes. It's a good name. I liked it. <</qSpeak>>
<<speak "dangelo.smilenervous">> You don't have any other ideas, though...? <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<set _dResponse to "weird">>
<<elseif $rumor != undefined && $rumor.hasOwnProperty("calypso") && $gun.toLowerCase() == "calypso">>
<<qSpeak "quincy.neutral" >> Her name is $gun. <</qSpeak>>
<<if $rumor.calypso>>
<<speak "dangelo.unsure">> You know... this isn't gonna help the rumors that you're into Lady Nephthei. Not that I'm judging if you are! <</speak>>
<<qSpeak "quincy.neutral">> I am not. The name is purely coincidental. <</qSpeak>>
<<else>>
<<speak "dangelo.unsure">> And you don't think that's a little weird, given the current rumors? <</speak>>
<<qSpeak "quincy.neutral">> No. The fact that she shares a name with Lady Nephthei is entirely coincidental. <</qSpeak>>
<</if>>
<<speak "dangelo.smilestress">> Uh... huh. <</speak>>
<<set _dResponse to "weird">>
<<else>>
<<qSpeak "quincy.neutral" >> She is $gun. <</qSpeak>>
<<speak "dangelo.silly" >> Of course she is. <</speak>>
<</if>>
<</switch>>
<<text>>
<<if _dResponse == "weird">>Scoffing,<<else>>Snickering,<</if>> your brother takes a step back and looks you over. He holds his hands in front of him, thumb-to-opposite forefinger, framing you within the square like a painting.
<</text>>
<<speak "dangelo.neutral" >> You know what? *He tuts.* Fur cape. Hat. Rusty gun. Dressed in black. <</speak>>
<<speak "dangelo.silly" >> //I see him.// That feral Duke those southerners on the carriage over saw. <</speak>>
<<endQuest "11-convoy-gun" "a">>
<<removeTask "11-convoy" "gun">>
<<once>>
<<run $campTopics.push("gun")>>
<</once>>
<<addCodex "rabbit">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<h1>Name her.</h1>
<<img 1 "duruger.png" "Your Duruger rifle." `["modeNeutral"]`>>
<div class='gun-namer'>
<<set _currentName to 1>>
<div class='randomize-button'>
<<button "Cycle Preset Names">>
<<switch _currentName>>
<<case 1>>
<<set $gun to "Naya">>
<<case 2>>
<<set $gun to "Laila">>
<<case 3>>
<<set $gun to "Amina">>
<<case 4>>
<<set $gun to "Destiny">>
<<set _currentName to 0>>
<<default>>
<<set $gun to "Destiny">>
<</switch>>
<<set _currentName++>>
<<replace "#gunBox">><<textbox "$gun" $gun autofocus>><</replace>>
<</button>>
</div>
<div id='gunBox'><<textbox "$gun" "Destiny" autofocus>></div>
<span id='gunError' class='name-error'></span>
</div>
@@.next;<<link "Continue.">>
<<script>>
var okay = true;
let strRegex = new RegExp(/^[a-z]+$/i);
State.variables.gun = State.variables.gun.trim();
var forbiddenChar = strRegex.test(State.variables.gun);
if (State.variables.gun.contains(" ")){
State.variables.gun.replaceAll(" "," ");
}
var tooLong = false;
if (State.variables.gun.length >= 16){
tooLong = true;
}
State.variables.gun = State.variables.gun.charAt(0).toUpperCase() + State.variables.gun.slice(1).toLowerCase();
if (State.variables.gun.toLowerCase() == "d'angelo"){
State.variables.gun = "D'Angelo"
}
var el = document.getElementById("gunError");
if (forbiddenChar != true && State.variables.gun.toLowerCase() != "d'angelo"){
el.innerHTML = "(name contains a forbidden character...)";
okay = false;
}
else if (tooLong == true){
el.innerHTML = "(that name feels too long...)";
okay = false;
} else {
el.innerHTML = "";
}
if (okay == true){
Engine.play("PREP: quincy gun leave 1");
}
<</script>>
<</link>>@@<<speak "lucas.glasses">> When you took blame for what happened at Crekhash, I stood by and watched. Years of your friendship, and when you needed it most, I was no friend at all. <</speak>>
<<speak "lucas.stressed">> Hah! Architect, of course I avoided you. //I hadn't any right to face you!// Was I supposed to act as if nothing happened? That I hadn't //abandoned// my dearest friend? @@.intense;''That I hadn't let them punish two innocent men?''@@ <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think">> Two innocent men? Who else did they-- <</qSpeak>>
<<speak "lucas.annoyed">> @@.yell;You're the other innocent man, idiot!@@ <</speak>>
<</if>>
<<text>>
//What is he talking about?//
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I'm not... innocent. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I'm not innocent, Lucas. <</qSpeak>>
<</if>>
<<speak "lucas.glasses">> Your pledge does not define you, Quintrell. Look at Mr. Beiric! <</speak>>
<<text>>
A bad carpenter is not an attempted assassin, even though he may be punished like one. The Lawyer-Prince should also be able to distinguish that //a murderer// is not the same as //a celebrated attorney//, just because they bear the same pledge.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> Lucas. A man is dead because of me. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Lucas. A man is dead because of me. <</qSpeak>>
<</if>>
<<speak "lucas.glance">> No. <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> But the King's Council-- <</qSpeak>>
<<speak "lucas.glance">> I know what they decided, and I reject their verdict. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> No? *You scoff.* What do you mean, "no?" <</qSpeak>>
<<speak "lucas.smug">> It means "no." I reject that verdict. <</speak>>
<</if>>
<<speak "lucas.glasses">> Your guilt was determined by the very same Council that sent a guiltless man to prison in your stead. <b>Their definition of justice is not the same as mine, and I place no trust in their judgment!</b> <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> Lucas... <</qSpeak>>
<<speak "lucas.glance">> I was there just the same as you. I know what I saw, Quintrell. And I know //you.// <</speak>>
<<else>>
<<text>>
His audacity is enough to make you laugh. A single "heh" escapes your lips.
<</text>>
<<qSpeak "quincy.neutral">> Lucas. You saw what happened. <</qSpeak>>
<<speak "lucas.bigmad">> And that is precisely how I know you to be innocent! <</speak>>
<</if>>
<<speak "lucas.devastated">> I know I haven't the means to convince you<<if setup.hasTrait("guilty")>> of your innocence<</if>>. Not yet. But in time, I hope I will. <</speak>>
<<text>>
Lucas joins you on the dusty floor. His eyes drift over the odds and ends you've packed away - the books, the trophies, the letters - and a remorseful breath whistles through his nose.
<</text>>
<<speak "lucas.stressed">> I won't lie. There was a time I spent pretending. Pretending I hadn't seen what I'd seen, done what I'd done.
``That I hadn't betrayed my only friend. //I spent my final year at VRMA trying to forget we had ever met.// ``@@.intense;For this, you have every right to hate me!@@ <</speak>>
<<text>>
Tight-lipped, he pulls his own conductor's badge from his pocket and looks upon it with conflict in his eyes. It shines a dull red as the dim light catches upon its embossed glyph.
<</text>>
<<speak "lucas.glance">> I couldn't pretend for long. I couldn't even bring myself to finish out my studies at VRMA. My pledge is honorary, sworn a year after I would have graduated. <</speak>>
<<speak "lucas.stressed">> I... I almost didn't take it. I didn't feel I deserved to. Not after allowing yours to be stolen from you. <</speak>>
<<text>>
Averting his eyes, he tucks his conductor's badge back into his pocket.
<</text>>
<<speak "lucas.weary">> You know me, Quintrell. I hate discrepancies. Contradictions. //Hypocrisies.// Running from what I had done to you was never a real option. But on the books, you had run afoul of //Crown law.// <</speak>>
<<speak "lucas.glance">> I couldn't simply //demand// pardon for you and Viscount Kuzghei. Believe me, I tried. *He snorts.* I'm sure it comes as no surprise that my father refused? <</speak>>
<<speak "lucas.thinking">> I needed a better plan. I needed the means to //reason with the system of law itself.// And so, an attorney I became. <</speak>>
<<speak "lucas.glance">> ...Needless to say, every step has taken longer than I anticipated. I only won Kuzghei's freedom, what, a year and a half ago? <</speak>>
<<qSpeak "quincy.lookaway">> That sounds about right. <</qSpeak>>
<<speak "lucas.neutral">> So you heard, then. That's... that's good. I'd hoped the news would've made it to you. <</speak>>
<<qSpeak "quincy.neutral">> Everyone heard. "Laywer-Prince Lucas strikes decisive blow against Crown authority." It was all over the papers. <</qSpeak>>
<<speak "lucas.weary">> Ah. Yes. Right. I forget sometimes. That entire month is a blur for me... <</speak>>
<<speak "lucas.devastated">> Progress is slow, Quintrell, and time passes all too quickly. *Adjusting his spectacles, he heaves a great sigh.* ...I had hoped, when I would next saw you, to have the means to overturn your black pledge. <</speak>>
<<choose "quincy.surprised">>
[[My pledge is my punishment. I won't run from it.|0OPEN: lyman confront explain2][$response to "guilt"]]
[[Is that possible?|0OPEN: lyman confront explain2][$response to "possible"]]
<</choose>><<flag 13>>
<<friend "lucas">>
<<toneGain "lucas">>
<<if hasVisited("0OPEN: lyman confront resent")>>
<<text>>
The heat of your wrath has cooled. You've grievances still, of course, but it is difficult to stay angry after having heard the Prince's side. He was thinking of you, in his own <<if setup.hasTrait("cerebral")>>eclectic<<else>>bizarre and meandering<</if>> way. He is simply... bad at this.
<</text>>
<<else>>
<<text>>
The hurt has dulled back to a wistful ache. You will continue to grieve the years of separation, but it brings you solace to know the Prince //was// thinking of you, in his own <<if setup.hasTrait("cerebral")>>eclectic<<else>>bizarre and meandering<</if>> way. He is simply... bad at this.
<</text>>
<</if>>
<<qSpeak "quincy.tilt">> *From beneath the brim of your hat, you give a sheepish mumble of:* I never stopped thinking of you as my friend, either. <</qSpeak>>
<<speak "lucas.flustered">> . . . <</speak>>
<<text>>
The Prince's eyes grow misty. Neither of you will embarrass him by acknowledging this, and so the two of you sit in awkward silence instead.
``Lucas doesn't shed a tear. In time, his composure returns to him, though his words come thin and brittle when he finally speaks.
<</text>>
<<speak "lucas.glance">> I am most grateful to hear it. *He swallows, attempting to part the emotion from his voice.* <</speak>>
<<speak "lucas.glasses">> When I said there was no one I'd rather have as my Right Hand, I meant every word. Your pledge is irrelevant.
``And when the Fifth Convoy is penned into the annals of history, the world will believe that as well as I do. <</speak>>
@@.next;[[Continue.|0PEN: lyman office end]]@@<<flag 14>>
<<enemy "lucas">>
<<toneLoss "lucas">>
<<text>>
//Of course you never stopped thinking of him as a friend.// But that is neither here nor there.
``Some part of you is touched by his thought, however misguided it might have been. But thoughts are intangible; they exist only inside one's head. Good intent does not resolve four years of abandonment. Try as you might to bite it back, your <<if hasVisited("0OPEN: lyman confront resent")>>frustrations remain<<else>>sorrow remains<</if>>.
<</text>>
<<if hasVisited("0OPEN: lyman confront resent")>>
<<qSpeak "quincy.lookaway">> It's been a long time, Lucas. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...It's been a long time, Lucas. <</qSpeak>>
<</if>>
<<speak "lucas.flustered">> . . . <</speak>>
<<text>>
The Prince recoils. His brow furrows. But... he does not contest this statement.
<</text>>
<<speak "lucas.glance">> I know. To mend this rift will take time. And... should you still hate me when all is said and done, you would be within your right. I shall remain firm in my pursuit of your justice regardless. <</speak>>
<<speak "lucas.glasses">> When I said there was no one I'd rather have as my Right Hand, I meant every word. Your pledge is irrelevant.
``And when the Fifth Convoy is penned into the annals of history, the world will believe that as well as I do. <</speak>>
@@.next;[[Continue.|0PEN: lyman office end]]@@<<switch $response>>
<<case "lie">>
<<qSpeak "quincy.furrow">> I asked you not to be honest. <</qSpeak>>
<<speak "lucas.eyeroll">> UGH. You're impossible. I //am// being honest. If you would just listen...! <</speak>>
<<case "deserve">>
<<qSpeak "quincy.lookaway">> I suppose that would make you the friend I deserve, then. <</qSpeak>>
<<speak "lucas.bigmad">> @@.intense;NO!@@ *He slams his fist on his desk.* You deserve better, damn it, that's the point! <</speak>>
<<case "duh">>
<<qSpeak "quincy.furrow">> That doesn't run contrary to anything I've said. <</qSpeak>>
<<speak "lucas.eyeroll">> //I know.// Just<<if setup.hasTrait("dense")>> be patient and<</if>> let me explain<<if setup.hasTrait("cerebral")>>, you pedant. Allow me to make my points //before// you delve into your rebuttal, hm?<<else>>.<</if>> <</speak>>
<<qSpeak "quincy.furrow">> *Your blood runs hot, but <<if setup.hasTrait("cerebral")>>you are no animal.<<else>>you relent for the time being.<</if>>* Fine. <</qSpeak>>
<<case "thanks">>
<<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
<<speak "lucas.annoyed">> //I'm not done, damn it.// <</speak>>
<</switch>>
<<text>>
With a huff, Lucas pulls himself from his desk. Straightening his necktie and squaring his shoulders, he attempts to explain himself - and his absence - with all the authority he can muster.
<</text>>
<<include "0OPEN: lucas explain bottleneck">><<switch $response>>
<<case "nolie">>
<<qSpeak "quincy.tilt">> You needn't lie for my sake. You're a Prince. I know you've a reputation to protect. <</qSpeak>>
<<speak "lucas.eyeroll">> Damn it, I do not lie! Allow me the chance to explain. @@.surprise;//Please!//@@ <</speak>>
<<case "deserve">>
<<qSpeak "quincy.tilt">> I suppose that would make you the friend I deserve, then. <</qSpeak>>
<<speak "lucas.bigmad">> @@.intense;NO!@@ *He slams his fist on his desk.* You deserve better, damn it, that's the point! And-- and-- <</speak>>
<<case "wat">>
<<qSpeak "quincy.lookaway">> ...I'm not sure I follow. <</qSpeak>>
<<speak "lucas.devastated">> Whatever you imagine my reasoning to be, I promise you have me wrong. //Please - hear me out.// <</speak>>
<<case "thanks">>
<<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
<<speak "lucas.annoyed">> //I'm not done, damn it.// <</speak>>
<</switch>>
<<text>>
The Prince's expression grows troubled and pensive. In spite of his clenched teeth and <<snout "beading sweat" "tucked tail">>, he pulls himself from his desk and faces you.
<</text>>
<<include "0OPEN: lucas explain bottleneck">><<if $response == "guilt">>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I'm not looking to run from my pledge, Lucas. Even if such a thing were possible... This is what I deserve. <</qSpeak>>
<<speak "lucas.glance">> I've already told you that is not what I believe. <</speak>>
<<qSpeak "quincy.lookaway">> You chase an impossible goal under false pretenses. <</qSpeak>>
<<speak "lucas.neutral">> I disagree. Unprecedented and impossible are two entirely different things, as are feelings of guilt and true culpability. <</speak>>
<<speak "lucas.thinking">> You are right about one thing, however... it won't be easy. *He exhales, his frustration audible in his breath.* Our laws say very little about who has final authority over pledges. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'm not looking to run from my pledge, Lucas... even if such a thing were possible. <</qSpeak>>
<<speak "lucas.smug">> You only say that because you believe it //im//possible! <</speak>>
<<qSpeak "quincy.neutral">> It is. <</qSpeak>>
<<speak "lucas.pleased">> I disagree. Unprecedented and impossible are two entirely different things! <</speak>>
<<speak "lucas.thinking">> Will it be easy? Of course not. Our laws say very little about who has final authority over pledges. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.surprised">> Is such a thing possible!? <</qSpeak>>
<<speak "lucas.thinking">> The situation is... complicated to say the least. There's no legal precedent. It's new territory. //Completely uncharted!// <</speak>>
<<speak "lucas.glance">> Worse, our laws say very little about who has final authority over pledges. <</speak>>
<</if>>
<<speak "lucas.eyeroll">> Pledges were originally considered a pact with @@.lilt;"The Architect."@@ Does that mean they are the jurisdiction of the Church of Ceros? One would think, but Gamgam tells me the Church hasn't the leverage to carry this argument through court. <</speak>>
<<speak "lucas.annoyed">> @@.posh;"Maybe 70 years ago,"@@ she says. Tch. <</speak>>
<<speak "lucas.scowl">> Father //tells me// it's not his domain as King-Regent, but I cannot say whether he is to be believed. The man hardly knows a thing about this country he runs, much less its laws. <</speak>>
<<speak "lucas.annoyed">> And who else would wield such power, if not the High Throne? Lord Glenmaer? He's headmaster of the academy, yes, but does that make him authority over the pledges of men? <</speak>>
<<speak "lucas.devastated">> ...The rules are ill-defined, and those who might clarify said rules have never scrutinized them themselves. <</speak>>
<<speak "lucas.glasses">> But that does not mean you haven't hope. Your attorney is on the case. And I will ''always'' believe in your innocence, whatever your own feelings on the matter. <</speak>>
<<speak "lucas.flustered">> And... I've never once stopped thinking of you as my dearest friend. I hope you can bring yourself to still think of me as the same. <</speak>>
<<choose "quincy.lookaway">>
[[Of course. You're my friend too, Lucas.|0OPEN: lucas friend]]
[[It will take more than an explanation to fix things between us.|0OPEN: lucas more]]
<</choose>><<text>>
It is resentment you feel.
``Resentment towards a life changed. A friend who can no longer look you in the eye. A past you who made himself untouchable through his own <<if setup.hasTrait("unguilty")>>foolish<<else>>unforgivable<</if>> deeds.
``It seeps into your skin like bad weather through thin cloth. But this is no numbing rain-chill: it licks at your skin like fire. It provokes.
<</text>>
<<qSpeak "quincy.furrow">> *You are unable to stay your tongue.* ''Lucas.'' <</qSpeak>>
<<speak "lucas.glance">> *The Prince pulls his eyes from an open drawer.* Hm? <</speak>>
<<qSpeak "quincy.furrow">> If we are to move forward, there is something we need to address. <</qSpeak>>
<<speak "lucas.weary">> And that would be...? <</speak>>
<<qSpeak "quincy.furrow">> I need you to be honest. I need you to admit to avoiding me. And I need you to tell me why. <</qSpeak>>
<<text>>
He cringes inward in deep discomfort, stammering as he processes the force of feeling behind your question. Emotions are not something either of you are particularly fond of, much less those emotions of others. In all your years of friendship, neither of you ever quite learned how best to bridge that gulf. Knowing this, you step upon the ledge of this figurative cliff, and outstretch what little understanding you can spare beneath the anger.
<</text>>
<<qSpeak "quincy.lookaway">> To be clear: I know the answer. I want to hear you say it, for my own peace of mind. That is all. <</qSpeak>>
<<speak "lucas.eyeroll">> Quintrell, what in Elysium are you-- <</speak>>
<<qSpeak "quincy.furrow">> Don't. You cannot place all the blame on the Northern post. We've barely spoken in four years, Lucas. ''Four years.'' <</qSpeak>>
<<speak "lucas.annoyed">> Well, you've hardly left the North in four years! <</speak>>
<<qSpeak "quincy.lookaway">> And you've hardly spoken to me on the occasions that I have. <</qSpeak>>
<<speak "lucas.bigmad">> @@.yell;UGH! You have it all wrong!@@ <</speak>>
<<text>>
His voice bounces harshly off the narrow, peeling-paper walls. The Prince's <<snout "face flushes" "ears pin">>. Following a prolonged pause, he sheepishly clears his throat, then attempts once more to explain himself.
<</text>>
<<speak "lucas.glasses">> *He announces:* The fact of the matter is: ''I'' am a terrible friend. <</speak>>
<<choose "quincy.furrow">>
<<trait "guilty" [[I told you to be honest.|0OPEN: lyman confront explain resent]]>><<set $response to "lie">><</trait>>
<<trait "guilty" [[I suppose that makes you the friend I deserve.|0OPEN: lyman confront explain resent]]>><<set $response to "deserve">><</trait>>
<<trait "noguilt" [[Tell me something I don't know.|0OPEN: lyman confront explain resent]]>><<set $response to "duh">><</trait>>
<<trait "noguilt" [[Thank you for admitting it.|0OPEN: lyman confront explain resent]]>><<set $response to "thanks">><</trait>>
<</choose>><<text>>
It is grief you feel.
``Grief for a time long gone. A friendship forever changed. A version of your life you will never again enjoy; a version <<if setup.hasTrait("noguilt")>>you've lost your right<<else>>you no longer deserve<</if>> to live.
``A wave of mournful nostalgia washes over you. Beneath its weight, you sink.
<</text>>
<<qSpeak "quincy.tilt">> *You gasp like a drowning man:* Lucas. <</qSpeak>>
<<speak "lucas.glance">> *The Prince pulls his eyes from an open drawer.* Hm? <</speak>>
<<qSpeak "quincy.lookaway">> When did we stop being friends...? <</qSpeak>>
<<text>>
The Prince's face falls.
<</text>>
<<speak "lucas.surprised">> . . . <</speak>>
<<speak "lucas.glance">> . . . <</speak>>
<<speak "lucas.flustered">> We... we never ceased to be... @@.stutter;ah...@@ <</speak>>
<<text>>
He cringes inward in deep discomfort, stammering as processes the force of feeling behind your question. Emotions are not something either of you are particularly fond of, much less those emotions of others. In all your years of friendship, neither of you ever quite learned how best to bridge that gulf. Knowing this, you step upon the ledge of this figurative cliff, and outstretch what understanding you can.
<</text>>
<<qSpeak "quincy.tilt">> To be clear, I know the answer. I simply... I want to hear it from you. For peace of mind. <</qSpeak>>
<<speak "lucas.flustered">> @@.surprise;I swear, Quintrell, it's not like that!@@ @@.stutter;The Northern post--@@ <</speak>>
<<qSpeak "quincy.tilt">> Is unreliable. I can accept that. But it's been four years, Lucas. I've hardly seen you in //four years.// <</qSpeak>>
<<speak "lucas.flustered">> You've hardly left the North in four years. <</speak>>
<<qSpeak "quincy.lookaway">> And you've hardly spoken to me on the occasions that I have. <</qSpeak>>
<<text>>
The Prince's nervous fidgeting is back in full force. His brows crease and furrow through a staccato rainfall of emotional impulses, rendered fleeting physical freaks.
<</text>>
<<speak "lucas.flustered">> @@.stutter;Now-- now look here...@@ <</speak>>
<<speak "lucas.bigmad">> @@.yell;Now look here!!@@ <</speak>>
<<text>>
His voice bounces harshly off the narrow, peeling-paper walls. The Prince's <<snout "face flushes" "ears pin">>. Following a prolonged pause, he sheepishly clears his throat, then attempts once more to explain himself.
<</text>>
<<speak "lucas.glasses">> *He announces:* The fact of the matter is: ''I'' am a terrible friend. <</speak>>
<<choose "quincy.tilt">>
<<trait "guilty" [[You needn't lie for my sake.|0OPEN: lyman confront explain sad]]>><<set $response to "nolie">><</trait>>
<<trait "guilty" [[I suppose that makes you the friend I deserve.|0OPEN: lyman confront explain sad]]>><<set $response to "deserve">><</trait>>
<<trait "noguilt" [[What are you talking about?|0OPEN: lyman confront explain sad]]>><<set $response to "wat">><</trait>>
<<trait "noguilt" [[Thank you for admitting it.|0OPEN: lyman confront explain sad]]>><<set $response to "thanks">><</trait>>
<</choose>><<img 1 "office_momentos.png" "The top shelf, piled high with assorted momentos." `["modeNeutral"]`>>
<<if setup.hasTrait("dense")>>
<<text>>
What's all this clutter? Is the Prince simply throwing whatever he hasn't room for in one discordant pile on the top shelf? Ridiculous.
``...Or, rather, that's what you think until you take closer look at one of the crinkled letters propped up beside a plain commoner's oath:
<</text>>
<<else>>
<<text>>
The top shelf belongs to a bunch of miscellanea. You nearly dismiss it as more untended nonsense, but a battered letter propped up beside a commoner's oath clarifies its purpose:
<</text>>
<</if>>
<<written>>
<span class='written-to'>
Mr. Andimeur,</span>
``Thanks to you, my husband walks a free man. When the whole world thought him a thief, you and you alone believed in his innocence.
``We've little coin to go around, but I hope you accept my oath as a token of my thanks. I'm sure that strikes you as quaint, for a baker's wife to offer a Prince of Vestur an oath, but that is all I have to give.
``A few of our neighbors still think my husband a villain. We've decided it'd be best to make a clean break of it - move out to Arawynn, to start a new life. My uncle has a shop there, and he has agreed to take us in for the time being.
``We only have the guilder to make the journey because you waived your fees. It is because of you that my children will grow with the love of a father. Should you ever find yourself in the town of Cumberwick, please do let us know.
<span class='written-from'>
Forever in your debt,
<span class='written-from-signature'>
Mrs. Dorlana
</span>
</span>
<</written>>
<<text>>
There are many more like it, strewn about the shelves. //"You've cleared my father's name."// //"I'm free once more."// //"You defended me when no one else would."// Some of them accompanied by the thin mythril oaths of a commoner, others with sentimental trinkets. All profess endless gratitude, and a debt which can never be repaid.
``You take great care to pair each oath with its relevant letter whilst packing. Your discontentment blossoms into a wistful emotion you struggle to name.
<</text>>
@@.next;[[You're almost through.|0OPEN: lyman lucas study momentos quincy]]@@<<text>>
At the back of the shelf, you find it: the straw that breaks the hare's back.
``Amongst Lucas's shelf of memories is something you recognize. You pull it out from the shadow of a particularly adoring letter. It is an innocuous little thing, but the sight of it knocks the wind from your lungs. Cradling it in your hand, you sink to the floor.
<</text>>
<<img 1 "office_charm.png" "The so-called brotherhood charm you wove all those years ago..." `["modeNeutral","img-small"]`>>
<<text>>
There is an old Northern practice from a time long ago, during the nomadic times, before the settled North. They say if an outsider proved himself worthy, a clan-member would give him a woven token, and said token would mark him as a true friend to the clans.
``Northern accounts indicate this practice had more to do with marking reputable traders than it did loyalty, but the lower kingdoms became enamored with embellished tales of Northern "brotherhood charms" nevertheless. Nearly every Midland tale of friendly pre-unification contact told some version of the brother charm myth, and so when the two of you were twelve Lucas became acutely self-conscious of the fact that you had not gifted him such an item.
``Nervous and flighty as he was, the young Prince hadn't the courage to broach the topic with you directly, so the idea came up again and again in increasingly unsubtle ways until even you could intuit the reason for this mysterious fixation.
``And so you set out to right this wrong, not even knowing the practice to be fictitious. You were never one for the arts, but the design of such charms were simple enough that even an artless child such as yourself could figure out how to weave one.
``You were the best of friends once. Why, then, has he spent the last four years avoiding you? It cannot be the stigma of your pledge, for he chose a mentor who shares it. He denies it is the crime you've committed, but the alternatives feel even less plausible and far more painful.
``The name of that horrid, wistful emotion finally surfaces in your mind.
<</text>>
<<choose "quincy.tilt">>
<<link "@@.talk-action;You feel grief.@@" "0OPEN: lyman confront sad">><<set $response to "sad">><</link>>
<<link "@@.talk-action;You feel resentment.@@" "0OPEN: lyman confront resent">><<set $response to "resent">><</link>>
<</choose>><<if $tempQ.office.shelf.length >= 1>>
<<imgLayer 1 "office_shelf.png" "The shelf in Lucas's office." `["modeNeutral"]`>>
<<if !hasVisited("0OPEN: lyman shelf catstuff")>><<print setup.imgLayer(1,"office_shelf_cat.png", false)>><</if>>
<<if !hasVisited("0OPEN: lyman shelf books")>><<print setup.imgLayer(1,"office_shelf_textbooks.png", false)>><</if>>
<<if !hasVisited("0OPEN: lyman shelf pamphlets")>><<print setup.imgLayer(1,"office_shelf_pamphlets.png", false)>><</if>>
<<print setup.imgLayer(1,"office_shelf_hobby.png", false)>>
<<print setup.imgLayer(1,"office_shelf_fencing.png", false)>>
<<print setup.imgLayer(1,"office_shelf_letters.png", false)>>
<<print setup.imgLayer(1,"office_shelf_momentos.png", false)>>
<</imgLayer>>
<<switch $tempQ.office.shelf.length>>
<<case 1>>
<<text>>
Only <<if $tempQ.office.shelf.includes("textbooks")>>that row of books<<elseif $tempQ.office.shelf.includes("pamphlets")>>that bunch of papers<<else>>that bunch of clutter at the bottom<</if>> remains, now. Once you've dealt with that, you can move on to the higher shelves.
<</text>>
<<case 2>>
<<text>>
The bookshelf looks much clearer now that you've cleared <<if !$tempQ.office.shelf.includes("textbooks")>>it of all those duplicate textbooks<<elseif !$tempQ.office.shelf.includes("pamphlets")>><<if setup.hasTrait("cerebral")>>"Prometheus's"<<else>>Prometheus's<</if>> screeds from it<<else>>the cat's nonsense crowding the lower levels<</if>>.
<</text>>
<<case 3>>
<<text>>
The bookshelf before you is piled with //things.// The Prince's meticulous nature is only rivaled by his impatience, and this has always included his dwellings. Every year, he would prink his half of your dormitory into perfect order, and every year, his half of the room would be in chaos by the time winter came.
``At least //some// things never change.
``You decide to begin with the lower shelves.
<</text>>
<<default>>
<<text>>
The lower shelves are now clear.
<</text>>
<</switch>>
<<choose "quincy.think">>
<<if !hasVisited("0OPEN: lyman shelf books")>>
<<link "@@.talk-action;Examine the row of books.@@" "0OPEN: lyman shelf books">><<set $tempQ.office.shelf to $tempQ.office.shelf.filter((entry) => entry != "textbooks")>><</link>>
<</if>>
<<if !hasVisited("0OPEN: lyman shelf pamphlets")>>
<<link "@@.talk-action;Examine the bundles of paper.@@" "0OPEN: lyman shelf pamphlets">><<set $tempQ.office.shelf to $tempQ.office.shelf.filter((entry) => entry != "pamphlets")>><</link>>
<</if>>
<<if !hasVisited("0OPEN: lyman shelf catstuff")>>
<<link "@@.talk-action;Examine the mess on the lowest shelf.@@" "0OPEN: lyman shelf catstuff">><<set $tempQ.office.shelf to $tempQ.office.shelf.filter((entry) => entry != "catstuff")>><</link>>
<</if>>
<</choose>>
<<else>>
<<include "0OPEN: lyman lucas study shelf2">>
<</if>><<imgLayer 1 "office_shelf.png" "The shelf in Lucas's office." `["modeNeutral"]`>>
<<if !hasVisited("0OPEN: lyman shelf hobby")>><<print setup.imgLayer(1,"office_shelf_hobby.png", false)>><</if>>
<<if !hasVisited("0OPEN: lyman shelf awards")>><<print setup.imgLayer(1,"office_shelf_fencing.png", false)>><</if>>
<<if !hasVisited("0OPEN: lyman shelf letters")>><<print setup.imgLayer(1,"office_shelf_letters.png", false)>><</if>>
<<print setup.imgLayer(1,"office_shelf_momentos.png", false)>>
<</imgLayer>>
<<switch $tempQ.office.shelf2.length>>
<<case 1>>
<<text>>
Perhaps you should have stayed behind.
<</text>>
<<case 2>>
<<text>>
It's best you turn your attention elsewhere.
<</text>>
<<case 3>>
<<text>>
You won't have to sit or crouch to clean these shelves. For this, you are thankful.
<</text>>
<<default>>
<<text>>
At least you can take solace in the fact that your work is nearly through.
<</text>>
<</switch>>
<<if $tempQ.office.shelf2.length >= 1>>
<<switch $tempQ.office.shelf2.length>>
<<case 3>>
<<set _quincyPose to "quincy.think">>
<<case 2>>
<<set _quincyPose to "quincy.lookaway">>
<<default>>
<<set _quincyPose to "quincy.tilt">>
<</switch>>
<<choose _quincyPose>>
<<if !hasVisited("0OPEN: lyman shelf hobby")>>
<<link "@@.talk-action;Examine the books.@@" "0OPEN: lyman shelf hobby">><<set $tempQ.office.shelf2 to $tempQ.office.shelf2.filter((entry) => entry != "hobby")>><</link>>
<</if>>
<<if !hasVisited("0OPEN: lyman shelf awards")>>
<<link "@@.talk-action;Examine the awards.@@" "0OPEN: lyman shelf awards">><<set $tempQ.office.shelf2 to $tempQ.office.shelf2.filter((entry) => entry != "awards")>><</link>>
<</if>>
<<if !hasVisited("0OPEN: lyman shelf letters")>>
<<link "@@.talk-action;Examine the envelopes.@@" "0OPEN: lyman shelf letters">><<set $tempQ.office.shelf2 to $tempQ.office.shelf2.filter((entry) => entry != "letters")>><</link>>
<</if>>
<</choose>>
<<else>>
@@.next;[[Only one shelf remains.|0OPEN: lyman lucas study momentos]]@@
<</if>><<chosenTrait>>
<<text>>
Three thoughts to each unending serpent of a sentence. The indulgent asides, the appeals to progress and liberty, and most telling of all: the uncanny ability to drive a connecting pin through the whole lot with a memorable conclusion...
``You'd be a dullard not to realize that "Prometheus" is Lucas Andimeur.
``You look to the Prince. In the same moment, he bumps his head against an open drawer.
<</text>>
<<speak "lucas.annoyed" >> *He emits a concoction of expletives that'd be inappropriate in any company.* <</speak>>
<<text>>
How he has managed to stay atop his work as an attorney, while maintaining such prolific output is a marvel. It also makes you uneasy. The Prince, it seems, has made himself quite busy in your absence.
``Perhaps if you give one of these a more thorough read, you'll better understand where the Prince's mind is these days. Given his distraction, you think it unlikely he would notice if one went missing.
<</text>>
<<choose>>
<<link "@@.talk-action;Take a pamphlet.@@" "0OPEN:lyman pamphlets IS LUCAS take">><</link>>
<<link "@@.talk-action;Leave them be.@@" "0OPEN:lyman pamphlets IS LUCAS notake">><</link>>
<</choose>><<chosenTrait>>
<<text>>
Sentences so long they try to fit three separate thoughts within, the indulgent asides, the appeals to progress and liberty, and worst of all: a woeful inability to make a concise point...
``This man writes //exactly// like Lucas. This Southerner - this "Prometheus" - must be another <<if hasVisited("0OPEN: lymandiscuss pledge after stupid") || hasVisited("0OPEN: lymandiscuss pledge after guilty")>>"visionary"<<else>>visionary<</if>> the Prince idolizes. To acquire such a broad collection of works from a single anonymous pamphleteer is no easy feat.
``You find yourself wondering how long it must have taken to amass such stock. How much... dedication. The idea makes you uneasy, somehow. The Prince, it seems, has kept himself well-occupied in your absence, and you've yet to decide how you should feel about this fact.
``A thud sounds behind you, followed by the Prince's indignant cursing.
``Perhaps if you give one of these a more thorough read, you'll better understand where the Prince's mind is these days. Given his distraction, you think it unlikely he would notice if one went missing.
<</text>>
<<choose>>
<<link "@@.talk-action;Take a pamphlet.@@" "0OPEN:lyman pamphlets IS LUCAS take">><</link>>
<<link "@@.talk-action;Be honest with yourself: you wouldn't read it.@@" "0OPEN:lyman pamphlets IS LUCAS notake">><</link>>
<</choose>><<img 1 "office_fencing.png" "An award for a fencing competition..." `["modeNeutral","img-small"]`>>
<<text>>
Lucas has been a talented fencer for as long as you've known him. You watched the Prince from the stands in many of VRMA's school tourneys. Somehow, it hadn't occurred to you just how far he would take this interest beyond academy walls. He has trophies and ribbons not only from the Midland Fencing League, but the Tri-Kingdom League as well.
``One has to wonder how much traveling he's done for the sake of his sport... and why he never seems to attend any tourneys north of Polaris.
``You try to put such thoughts out of your mind as you pack each trophy, medal, and ribbon.
<</text>>
<<include "0OPEN: lyman lucas study shelf2">><<img 1 "office_textbook.png" "A dense legal tome." `["modeNeutral","img-small"]`>>
<<text>>
Legal textbooks, presumably from Lucas's reading law days. They are packed tightly from end to end, but only a few fit in the row. Each book is monstrously thick. To dislodge one from the shelf takes a surprising amount of force.
``How the Prince amassed three copies of //"ROYAL LAW: A History of v. Crown Cases"// is a mystery to you, but you place the superfluous copies in the discard pile by the fireplace. As you do, you realize your tugging has dislodged a manticore-shaped ornament from a higher shelf.
<</text>>
<<itemImg "manticoreSpear" "A figure of a manticore, clutching a spear in its jaws.">>
<<text>>
It looks like it might be a touch too fragile to pack into a crate, with the length of the spear it clutches and the thinness of its wings.
<</text>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;Pack it anyway.@@" "0OPEN: lyman shelf manti notake">><</link>>
<<link "@@.talk-action;Take it, for its own protection.@@" "0OPEN: lyman shelf manti take">><<set $response to "protect">><</link>>
<<link "@@.talk-action;Take it, for the sake of taking it.@@" "0OPEN: lyman shelf manti take">><<set $response to "kelpto">><</link>>
<</choose>><<text>>
It would be safer to transport it yourself, rather than let the delicate statue knock about in a crate filled with heavy books. <<if $response == "klepto">>At least, that's how you justify it to yourself.<<else>>You can return it later.<</if>>
<</text>>
<<itemAdd "manticoreSpear">>
<<if $response == "klepto">>
<<once>>
<<set $cFlags.quincy.klepto++>>
<</once>>
<</if>>
<<include "0OPEN: lyman lucas study shelf">><<text>>
The material doesn't look too valuable. If it breaks, replacing or repairing it shouldn't be an issue. You tuck the little manticore statue into the crate carefully... that should do, shouldn't it?
<</text>>
<<include "0OPEN: lyman lucas study shelf">><<img 1 "office_catstuff.png" "A scrap found in the cat's nest." `["modeNeutral","img-small"]`>>
<<text>>
<<if setup.hasTrait("dense")>>At first you are unsure what to make of the lower shelf. //What use does Lucas have for yarn and bird feathers,// you ask yourself... then it occurs to you that this nest of garbage probably belongs to the resident cat.<<else>>Unspooled yarn, bird feathers... it seems that the resident cat has made a nest of the lower shelf.<</if>>
For all Lucas's claims that the beast was unwelcome, he has allowed her to make quite the home here. He's made no effort to clear out the bits and bobs the cat has dragged in, and even allowed her to claim an old shirt of his. It's flecked with banded gray hairs<<snout "" " too long and too plush to be his own">>.
``You turn to ask Lucas whether the cat's things should be left or removed, but he has busied himself reorganizing a stack of court documents he's dropped. You decide to place the cat's things in its own pile for now.
<</text>>
<<include "0OPEN: lyman lucas study shelf">><<img 1 "office_hobby.png" "One of the Prince's various books of personal interest..." `["modeNeutral","img-small"]`>>
<<text>>
More books, unrelated to law this time. Much of it is familiar - the same sort of <<if setup.hasTrait("cerebral")>>incendiary philosophy books<<else>>opaque "philosophy" tomes<</if>> and red meur theory texts he populated your dormitory shelves with.
``You recognize the torn corners of //"Men and Manticores"// from your youth. When you were boys, you agreed to read it on the condition that he read your copy of //"The Untouched's Guide to Respecting Hares."// Flipping the old book open, the water stains and blurred inks on the thirty-seventh page confirms it is indeed the same copy:
<</text>>
<<written "print">>
@@.headline;A FACE IN COMMON@@
``When manticores are born, they imprint on their mothers, who they learn to recognize by face. They develop strong bonds @@.inkblur;within their family groups and fight@@ fiercely to protect those they consider a part of their pride. Were this not the case, the Andimeurs could have never tamed them, and the Midland as we know it might never have come to pass. Luckily, the manticore venom's lethality and the wickedness of its flame were matched by the bea@@.inkblur;st's loyalty.@@
``It was said by King Oscar, ta@@.inkblur;mer of@@ Bertram - the last manti@@.inkblur;core to ever li@@ve - that "a hand-reared manticore is as biddable and eager to please as the most faithful hound."
<</written>>
<<itemAdd "manticoreHunt">>
<<text>>
The other titles upon the shelf are not only unfamiliar, but disturbingly unlike something Lucas Andimeur might read.
``A full collection of etiquette manuals? //"Speaking With Tact"?// //"Proper Address of a Lady"?// //"Respecting Your Enemy: How the Thinking Man Mediates Conflict"?//
``These odd inclusions are not ill-chosen gifts kept out of obligation, either. A few still have bookmarks pressed between the pages. You can only conclude that the Prince ''chose'' to read //"The Art of Courtship: a Gentleman's Guide to a Woman's Heart"// of his own accord.
``Your unease grows.
<</text>>
<<include "0OPEN: lyman lucas study shelf2">><<img 1 "office_letter.png" "A thick envelope..." `["modeNeutral","img-small"]`>>
<<text>>
The Society of Letters spans the peninsula, connecting intellectual men and women with peers throughout the entire Tri-Kingdom. Somehow - atop //everything else// he has been up to - the Prince is seemingly a prolific contributor to the Society. A number of torn envelopes and half-written letters lay in an unkempt pile.
``<<if $tempQ.office.shelf2.length == 3>>You<<else>>Against your better judgment, you<</if>> feel a flicker of curiosity. Lucas is preoccupied with assessing the quality of his seal stamps. For whatever reason, he has five. You doubt he would notice if you took a minute to take a closer look.
<</text>>
<<choose "quincy.think">>
<<link "@@.talk-action;You shouldn't pry. Leave them be.@@" "0OPEN: lyman shelf letters nosnoop">><</link>>
<<link "@@.talk-action;Give in to curiosity.@@" "0OPEN: lyman shelf letters snoop">><</link>>
<</choose>><<text>>
The idea of sorting through such a tangle seems invasive, and - more pressingly - impossible. You opt instead to heap the envelopes into their own crate and leave the mess for Lucas to handle, should he ever get around to it.
``Though you chose reason, you feel unreasonable. As you ponder how often these letters are lost in transport, you hear a soft clatter as a small something tumbles into the crate along with.
<</text>>
<<itemImg "kohltube" "A decorated tube for carrying cosmetics...">>
<<text>>
A tube for carrying cosmetics. Looking inside, it's empty save for a few flecks of black powder remaining within the grooves. You wouldn't know the specifics.
``You're uncertain as to where this came from. You didn't see it among the envelopes, and it certainly doesn't belong to Lucas. The pink and yellow peaches painted along the exterior are far too delicate for his masculinity to endure.
``You would guess this belongs to a woman. Beyond that, you've no idea.
<</text>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;This isn't yours and you have no need for it. Leave it be.@@" "0OPEN: lyman shelf letters snoop notake">><</link>>
<<link "@@.talk-action;It doesn't belong to Lucas. It's free to take.@@" "0OPEN: lyman shelf letters snoop take">><</link>>
<</choose>><<once>>
<<if !$cFlags.quincy.hasOwnProperty("letterOpener")>>
<<set $cFlags.quincy.letterOpener = 0>>
<</if>>
<<set $cFlags.quincy.letterOpener++>>
<</once>>
<<text>>
You are overwhelmed by the sheer quantity of words. <<if setup.hasTrait("cerebral")>>These letters are a furious exchange of ideas amongst men (and the occasional woman) with no sense of brevity.<<else>>//Architect.// It's as if someone tried to translate VRMA's debate society onto paper.<</if>> Even when they //agree// with one another, it is framed and justified as though it were conflict instead. They argue about everything: current events, science, parties, foreign system of governments, pride, etiquette, and //how arguments should be conducted.//
``Catherine Glenmaer has written <<if setup.hasTrait("cerebral")>>an enthusiastic<<else>>some unfathomable<</if>> multi-page analysis on why a Nobleman must remain dutiful to Vestur even as the Tri-Kingdom loses faith in his divine appointment. Lucas's response, in progress, is already twice its length.
<</text>>
<<qSpeak "quincy.lookaway">> *<<if setup.hasTrait("cerebral")>>You find yourself feeling... excluded.<<else>>You wince. A terrible waste of time for all involved.<</if>>* <</qSpeak>>
<<text>>
The Prince's groan of annoyance reminds you that you shouldn't dawdle. You quickly heap the letters into a crate so that you might pretend you weren't reading them. As you do, a small something clinks into the crate along with.
<</text>>
<<itemImg "kohltube" "A decorated tube for carrying cosmetics..." >>
<<text>>
A tube for carrying cosmetics. Looking inside, it's empty save for a few flecks of black powder remaining within the grooves. You wouldn't know the specifics.
``You're uncertain as to where this came from. You didn't see it when you were pawing through the envelopes. It certainly doesn't belong to Lucas. The pink and yellow peaches painted along the exterior are far too delicate for his masculinity to endure.
``You would guess this belongs to a woman. Beyond that, you've no idea.
<</text>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;This isn't yours and you have no need for it. Leave it be.@@" "0OPEN: lyman shelf letters snoop notake">><</link>>
<<link "@@.talk-action;It doesn't belong to Lucas. It's free to take.@@" "0OPEN: lyman shelf letters snoop take">><</link>>
<</choose>><<text>>
You leave the cosmetics where they fell. You've no need for an empty tube of powders, and quite frankly, it's strange the thought even crossed your mind.
``<<if hasVisited("lyman shelf letters snoop")>>Still, a persistent sense of unreasonableness lingers.<<else>>You wonder why its presence troubles you so.<</if>>
<</text>>
<<include "0OPEN: lyman lucas study shelf2">><<text>>
When you are certain Lucas is occupied once more, you pocket the container as quickly and quietly as possible.
``You're not certain why you feel the need to take an empty tube of women's cosmetics, but you do. <<if hasVisited("lyman shelf letters snoop")>>You know yourself to have no reasonable excuse.<<else>>Something about it begs further questioning.<</if>>
<</text>>
<<itemAdd "kohltube">>
<<once>>
<<set $cFlags.quincy.klepto++>>
<</once>>
<<include "0OPEN: lyman lucas study shelf2">><<itemImg "fairsex" "A pamphlet of some sort.">>
<<text>>
Curious. This shelf is stocked corner-to-corner with bundles of paper, each bound with care in green silk ferrit.
``You pull one out from the row, and then another, finding they all bear, in newsletter type, the same anonymous author: "Prometheus." <<if hasVisited("PREP: Party Letter Insert")>>Curious. Did you not hear that name at the Archduke's party? That was the author of those shredded pamphlets you found, was it not? It's a Southern name, so perhaps you shouldn't be surprised.<<else>>A Southern name.<</if>>
``But why so many?
<</text>>
@@.next;[[Curious, you unfurl one and read it.|0OPEN: lyman shelf pamphlets 2]]@@<<written "print">>
@@.headline;THE UNFAIR SEX@@
``The Nobility has long enjoyed a quasi-equal status between the sexes. The Architect (if you are so inclined to indulge in that mass mania - see my pamphlet on religious hysteria) chose to bestow the gift upon man and woman alike. Ostensibly, a Viscount and a Viscountess have the same base duty and profession: to serve the common folk with their abilities. For once, there is a benefit to be had in being a Cerostian Kingdom: no fusty men of yesteryear may impose limitations on glove-bearers of the fair sex without tacitly saying the Architect (and our Founding Kings) made some deleterious error.
``Vestur enjoyed unprecedented levels of prosperity under our last two Queens. Though Queen Celia had her detractors (unfairly, in this author's opinion), most men agree Vestur may never again enjoy a ruler as dedicated, intelligent, and even-handed as the late Queen Amalthea.
``And so, by logic, any rational man should then be outraged at the present laws preventing women of the third estate from attending the professions of commoner medicine and law...
<</written>>
<<text>>
It continues on like that for some time. You fear it would take hours to read it in its entirety - it's at least three octavos long, and the print miniscule.
<</text>>
@@.next;[[Read another.|0OPEN: lyman shelf pamphlets 3]]@@<<written "print">>
@@.headline;REX NON IUDUX@@
``To wield meur is a responsibility. Every VRMA student learns that red misconduction has consequences: singed hair tips, a charred sleeve, or perhaps a small fire. We come to handle it with care. Even further, the consequence of white conduction gone awry is the harm or death of the patient. So great is our caution, that the prospective white practitioner spends the whole of his long years at VRMA honing his abilities with the <i>hope</i> of being admitted to the Holy College of Divine Healing, where he will spend years more honing his art.
``Law is little different. Like the white practitioner, lives and livelihoods depend upon the attorney's skilled "conduction" of wit, argument, and justice. A common man will spend years apprenticing under a veteran attorney before he ever represents a single client.
``It is only reasonable that the severity of the position be reflected in the rigor of the requisite training and education. It is the mark of a progressing society, of a kingdom who cares for the safety of its subjects.
``And so, one is left to wonder: why is it that Kings, Archdukes and Lords - without a single day of legal training - are still not only allowed, but <b>required</b> to sit as judge in the high courts?
<</written>>
<<text>>
...Oh.
``The realization strikes:
<</text>>
<<choose "quincy.think">>
<<chooseTrait "cerebral" [[*Prometheus is Lucas.*|0OPEN: lyman pamphlets IS LUCAS]]>><</chooseTrait>>
<<chooseTrait "dense" [[*Lucas idolizes Prometheus.*|0OPEN: lyman pamphlets NOT LUCAS]]>><</chooseTrait>>
<</choose>><<speak "beiric.neutral" >> Lucas. <</speak>>
<<speak "lucas.surprised" >> Right! The crux of my visit. <</speak>>
<<text>>
His mentor's voice jostles Lucas free from thoughts of Mrs. Balthyra and her unfortunate son. He goes over his lapels twice more to ensure they are in order before reaching into his pocket.
<</text>>
<<speak "lucas.glance" >> *He extends a wax-sealed envelope in his trembling hand.* Mr. Beiric. I need to inform you that -- <</speak>>
<<speak "beiric.neutral" >> I know why you're here, Lucas. <</speak>>
<<text>>
Mr. Beiric takes the envelope anyway, tossing it into an already-overflowing receiving tray on his desk.
<</text>>
<<speak "lucas.glance" >> I've come to clear my office. The space is again yours and my rent is paid in full; I won't be needing it for the foreseeable future.
``In the envelope I've already set forth plans for all my clients. Recommendations for alternate representation - attorneys you should direct them to, and where you can find my writings on each case. As for Mrs. Balthyra, I will-- <</speak>>
<<speak "beiric.neutral" >> You're surprisingly business as usual, given the circumstances. <</speak>>
<<speak "lucas.flustered" >> I'm squirish when it comes to goodbyes. <</speak>>
<<speak "beiric.smile" >> *His lips upturn, crinkling his eyes' edges. It only enhances the paternal nature of his countenance.* Then let's put it off a little longer. You haven't introduced me to your Right Hand.
``You are the "Quintrell Barghur" I've heard so much of, yes?
<</speak>>
<<text>>
He stands from his desk and... extends a naked hand. His fingers are calloused at the tips and his knuckles cracked; dried ink streaks the<<snout "" " fur along the" >> side of his palm.
<</text>>
<<choose>>
<<link "@@.talk-action;Shake his hand.@@" "0OPEN: lymandiscuss meet beiric">><<set $response to "shake">><</link>>
<<link "@@.talk-action;Frown. This isn't proper etiquette between men of your respective classes.@@" "0OPEN: lymandiscuss meet beiric">><<set $response to "frown">><</link>>
<</choose>><<once>><<set $tempQ.office to {}>><<set $party to ["lucas"]>><</once>>
<<displayTask "11-convoy" "office">>
<<locationBoardSetup `[
{img:"clock.png",text:"A grandfather clock ticks in steady rhythm over the sound of tense conversation."},
{img:"yucky-door.png",text:"The ceiling extends only a few inches above your head. Though the age of the building is to its credit, you can't help but worry about the integrity of the mildewed ceiling above."},
{img:"old-books.png",text:"The narrow walls grow ever narrower inside, constricted by tightly-packed shelves crammed with books and boxes. You are forced to wedge your crates into your chest in order to proceed."}
]`>>
<<location "andimeur" `["Gryphon's Quill Kingdom Law","Diadem"]`>>
<<locationDesc>>
<<processTxt>>
This morning's task was billed as one so short, you'd be done before afternoon tea: to clean out Lucas's desk at the law office. //"I could do it myself, but I would prefer the company,"// the Prince had said. And so, you helped him load a series of carrying crates into the cart of a rented nag, and the two of you set off.
``//"Gryphon's Quill Kingdom Law"// is a firm headed by one Mr. Beiric. For the past three years, he has served as Lucas's mentor in matters of law. Lucas insists the man is famous in his own right, though his exact accomplishments are lost in the river of adulation that pours continually from the Prince's mouth. He goes on, from the time you leave Diadem Castle's gates to when you pull up to the narrow Mane Quarter rowhouse.
``Balancing a stack of empty crates in one arm, Lucas assures you the office should be fairly peaceful at this hour; Mr. Beiric doesn't accept clients until after noon. But as he fusses the handle of the door open, he reveals a scene that is anything but.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|0OPEN: lymandiscuss open]]@@<<text>>
Carved in crude block letters and without title nor presentation, the wood plaque affixed to the door reads "ANDIMEUR". Lucas shoulders the door open, wood crates in tow. The frame is hardly wider than he. You are forced to wedge yourself into the room sideways.
``Your first impression is that of papers everywhere. Legal parchment upon the window's sill, tattered note scraps flowing out of drawers, stacks half as tall as a man upon the floor. Most of the room is taken up by a careworn barrister's desk which faces away from the single small, high window.
``Beside you, a pair of wood chairs have been sidelined against the wall. Lucas has to move a stack of papers off these, too, so he may set his crates down. The seat matching the desk is at least upholstered, but is no less shabby than its surroundings. The only trinket that hints a Prince of Vestur works in such a lowly office is an expensive silver inkwell. Beside it lays a swan feather quill, which might've been similarly indulgent if not for the fat gray tabby tearing the plumes out with her trunk.
<</text>>
<<img 1 "cat.png" "A gray tabby, pulling a feather apart with her trunk." `["modeNeutral"]`>>
<<speak "lucas.annoyed" >> @@.surprise;Boots!@@ You //know// you're not to come in here. There are no mice for you among my papers! //Shoo!// <</speak>>
<<text>>
The cat leaves in no sort of hurry. She takes the time to yawn and stretch before down plopping from the desk on her own schedule. Her belly sways as she makes a leisurely exit. Lucas closes the door after her tail.
``Muttering to himself about the //"impossible beast,"// the Prince takes a seat and begins to sort through the mess. Some papers he stacks neatly on his desk, and others he places by the unlit coal fire in the corner, presumably to be burned.
<</text>>
<<speak "lucas.neutral" >> The bookshelf by the door. *He points with his chin.* Start there. Toss duplicates, and anything unimportant. <</speak>>
<<if hasVisited("0OPEN: lymandiscuss pledge after stupid") || hasVisited("0OPEN: lymandiscuss pledge after guilty")>>
<<qSpeak "quincy.lookaway" >> What exactly constitutes something unimportant? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> What exactly constitutes something unimportant? <</qSpeak>>
<</if>>
<<speak "lucas.neutral" >> *His head dips out of sight, pulling things out of the bottom drawers of his desk. Seems he didn't hear you.* <</speak>>
@@.next;[[Take a look at the bookshelf.|0OPEN: lyman lucas study shelf]]@@
<<once>>
<<set $tempQ.office.shelf to ["textbooks","pamphlets","catstuff"]>>
<<set $tempQ.office.shelf2 to ["letters","awards","hobby"]>>
<</once>><<switch $response>>
<<case "shake">>
<<text>>
Despite your lingering questions, you take the attorney's hand. He has a weak grip. Mr. Beiric clasps his other hand over your own, his grin ear-to-ear as the attorney's arms give a weak and mirthful flailing.
<</text>>
<<speak "beiric.smile" >> Lucas always spoke very highly of you. How nice to finally meet you in the flesh! <</speak>>
<<qSpeak "quincy.neutral" >> I... am interested to meet you, too. <</qSpeak>>
<<text>>
After all, what sort of common man would be bold enough to accept a Prince's apprenticeship? The question preoccupies you so deeply that you forget to let go of his hand, and Mr. Beiric is forced to worm his fingers from your grip.
<</text>>
<<speak "beiric.neutral" >> Quite the intense stare you have, Duke Barghur. <</speak>>
<<qSpeak "quincy.neutral" >> It's just... you are quite casual. For a commoner. <</qSpeak>>
<<speak "beiric.smile" >> Oh, I'm no commoner. Are you not aware? <</speak>>
<<case "frown">>
<<toneLoss "lucas">>
<<text>>
You stare at his hand, your brows furrowing. This is against the usual protocol of meetings with commoners. Typically, they bow. Then you reply //"that isn't necessary"// or something of the sort, and conversation flows from there.
``The attorney does not offer this behavior.
<</text>>
<<speak "lucas.scowl" >> You needn't be rude. <</speak>>
<<qSpeak "quincy.neutral" >> I believe it is customary for commoners to bow...? <</qSpeak>>
<<speak "lucas.scowl" >> . . . <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> I don't demand one. It's just unusual to-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> It's not a request. It's just breaking the social protocol. <</qSpeak>>
<</if>>
<<speak "beiric.smile" >> Ah, but I'm no commoner. *He waggles a finger, the smile not leaving his face. The attorney is completely unbothered by the dismissed gesture.* Are you not aware? <</speak>>
<</switch>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> Apologies. Your bare hands - I just assumed... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Apologies. You are bare-handed and untitled. I assumed. <</qSpeak>>
<</if>>
<<speak "beiric.neutral" >> Worry not. The assumption is fair! <</speak>>
<<text>>
Mr. Beiric chuckles. Reaching into his vest pocket, he pulls out an all-too-familiar object and dangles it in front of you with an easy smile.
<</text>>
<<img 1 "office_blackpledge.png" "A black conductor's badge." `["modeNeutral","img-small"]`>>
<<text>>
''It's a black conductor's badge.''
``The mark of a Noble who has been forbidden from conducting by the Crown. //The burden of a man <<if setup.hasTrait("guilty")>>who has done something terrible<<else>>deemed unfit to conduct<</if>>.//
<</text>>
<<choose "quincy.surprised">>
<<trait "guilty" [[*It's too uncomfortable to look at. Look away.*|0OPEN: lymandiscuss pledge guilty]]>><</trait>>
<<trait "noguilt" [[What did you do to earn that?|0OPEN: lymandiscuss pledge unguilty]]>><</trait>>
[[I didn't know anyone else had a black pledge.|0OPEN: lymandiscuss pledge dunno]]
<</choose>><<text>>
From behind an oak desk, a man you can only assume to be Mr. Beiric shrinks deeper into his chair. He fidgets with the sleeves of his patched jacket, adjusts his glasses, and runs his fingers through his threadbare <<snout "head" "mane">>, but cannot seem to get a word in edgewise on the woman who leans over his desk, holding him hostage.
<</text>>
<<speak "midlandcommoner_f1.neutral" "Commoner Woman" >> @@.intense;It's true!@@ The papers confirmed so just yesterday! ``@@.yell;What am I to do now?@@ <</speak>>
<<speak "midlandcommoner_f1.neutral" "Commoner Woman" >> Beiric, my son faces ''twenty years!'' He needed a miracle in the first place, and now the closest thing to one is-- <</speak>>
<<speak "beiric.nervous" >> Mrs. Balthyra, I promise I will find you alternative representation. I just need to send a few pigeons! I beg for your patience. This just all happened so fast-- <</speak>>
<<text>>
You look down towards Lucas, who has been stuck in a state of hesitation, one foot through the door frame. He nudges the door the rest of the way open and drops his tower of crates in an alcove between shelves.
<</text>>
<<speak "midlandcommoner_f1.neutral" "Mrs. Balthyra" >> Mr. Andimeur, sir! I was just hoping to find you here! I urgently need a word with you! <</speak>>
<<text>>
Regardless of how much or how little care you have for the practice of proper Noble address, hearing the Andimeur name paired with a commoner's honorific is enough to loose your jaw in shock. The woman lifts her skirts and rushes Lucas, shoes clicking on the hardwood like the hooves of a bull. Your first instinct is to shield him, but you've no room to maneuver in these narrow halls.
``But there is no need; the Prince steps forward to meet the commoner. Even as she grasps his lapels, his demeanor remains pacific - a distinct contrast to his nervous episode in the council chambers.
<</text>>
<<speak "beiric.nervous" >> Mrs. Balthyra, please! *He stands.*<</speak>>
<<speak "lucas.glance" >> *He raises a hand, staying both you and the harried attorney.* It's quite alright, Beiric. <</speak>>
<<speak "lucas.neutral" >> Mrs. Balthyra... *He makes no attempt to remove her.* I am deeply sorry. You've every right to anger; I have failed in my duty to you as your son's defense. *He merely folds his hands gently behind his back.* <</speak>>
<<speak "midlandcommoner_f1.neutral" "Mrs. Balthyra" >> Oh-- *She seems to remember herself, letting go of his lapels immediately and moving to smooth her hair.* No. You haven't-- you're brilliant-- the best even-- //that's the problem.// @@.stutter;I don't know what my son will do without you. How is it you must go away when his court date is in two fortnights?@@ <</speak>>
<<text>>
Her eyes glisten, threatening tears, and Lucas immediately produces a handkerchief. He holds it out to her between his thumb and forefinger.
<</text>>
<<speak "lucas.neutral" >> I understand. But you mustn't blame Mr. Beiric. He hasn't any more control over this Convoy business than you. If you truly trust in my prowess as your defense attorney... <</speak>>
<<speak "lucas.glasses" >> Then just as well trust that my pen will not rest until I've secured for you the most venerable barrister I can find. I am dismissed as your attorney, but not from my promise that your son will walk a free man. <</speak>>
<<speak "midlandcommoner_f1.neutral" "Mrs. Balthyra" >> Mr. Andimeur... <</speak>>
<<text>>
In a moment, Mrs. Balthyra slides from incensed rage to tears of gratitude. The Prince speaks gently. The rapier edge of his voice has been completely excised. And once she is finally back in her right mind, he offers his arm -- //does not even grimace or flinch when she takes it// -- and walks her to the door, bidding her adieu.
``Lucas locks it behind her. He preens like a cat setting its fur right after a petting; the Prince is sure to straighten the sleeve which the woman touched, but his expression remains unbothered.
<</text>>
<<speak "lucas.glasses" >> Another task to add to my pre-Convoy preparations. It never ends. <</speak>>
<<speak "beiric.neutral" >> Couldn't've come at a better time. She's been kicking my door in every morning since rumors of the Convoy got out. <</speak>>
<<choose "quincy.surprised">>
[[Who was that?|0OPEN: lymandiscuss open 2][$response to "who"]]
[[You... handled that well.|0OPEN: lymandiscuss open 2][$response to "goodJob"]]
[[You can't just let people put their hands on you, Lucas. You're Convoy Prince.|0OPEN: lymandiscuss open 2][$response to "dangerous"]]
<</choose>><<switch $response>>
<<case "who">>
<<qSpeak "quincy.surprised" >> Who was that? <</qSpeak>>
<<speak "lucas.neutral" >> *He speaks calmly as he re-stacks the crates he had abandoned in the commotion.* One of my clients - Mrs. Balthyra. Her only son is being tried in a high court.
``Poor idiot missed a nail in a stable beam. It collapsed and broke the leg of some Viscount's prized stallion. <</speak>>
<<speak "lucas.scowl" >> Of //course//, this Viscount insists being a poor carpenter is legally tantamount to attempted murder - after all, he //could have// been in the stable at the time of the collapse. <</speak>>
<<speak "lucas.glasses" >> ...So you can empathize with the state she is in, I'm sure. <</speak>>
<<text>>
He speaks as though his cool handling of Mrs. Balthyra's outburst were as natural as a bird having feathers, but this levelheadedness is new to you. The Lucas //you// recall was a schoolboy who nearly jumped from his skin whenever a classmate so much as hiccoughed within earshot. And unlike his speeches in Council - this is not a performance.
``Still, you tip your hat and nod.
<</text>>
<<case "goodJob">>
<<qSpeak "quincy.surprised" >> You... handled that well. <</qSpeak>>
<<speak "lucas.surprised" >> Pardon? *He was busy re-stacking the crates he had abandoned in the corner.* I handled the situation as I always do. <</speak>>
<<speak "lucas.neutral" >> The woman's only son is to be tried in high court because he missed a nail in a stable beam. It crumbled with a Viscount's prized sheen stallion inside. His only crime is being a poor carpenter, and yet he stands accused for //attempted murder//, since the Viscount //could// have been inside at the time of the collapse. <</speak>>
<<speak "lucas.glasses" >> Any good man - much less attorney - would extend the woman some grace. She must be experiencing the worst crisis in her simple life. <</speak>>
<<text>>
He speaks as though his cool handling of Mrs. Balthyra's outburst were as natural as a bird having feathers, but this levelheadedness is new to you. The Lucas //you// recall was a schoolboy who nearly jumped from his skin whenever a classmate so much as hiccoughed within earshot. And unlike his speeches in Council - this is not a performance.
<</text>>
<<qSpeak "quincy.neutral" >> But... you hate being touched. <</qSpeak>>
<<speak "lucas.smug" >> As do I copying out court transcripts. But every job has its drudgery. Surely there's something you hated about inspection? <</speak>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.neutral" >> Everything. <</qSpeak>>
<<speak "lucas.laugh" >> Well, there you go. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<speak "lucas.laugh" >> I suppose I shouldn't speak so broadly, then. <</speak>>
<</if>>
<<case "dangerous">>
<<toneLoss "lucas">>
<<qSpeak "quincy.surprised" >> She took hold of you, Lucas. That could've been a dangerous situation. <</qSpeak>>
<<speak "lucas.scowl" >> She is a terrified mother, whose son faces a lifetime of prison, if not the gibbet. And for what? <</speak>>
<<speak "lucas.neutral" >> //A missed nail in a stable beam.// It collapsed and broke the leg of some Viscount's prized sheen stallion. His only crime is being a poor carpenter, but he is being tried in a high court for attempted murder - as the Viscount //could have// been in the stable at the time of the collapse. <</speak>>
<<qSpeak "quincy.neutral" >> Even so, you are Convoy Prince now. Precaution must be taken. <</qSpeak>>
<<speak "lucas.annoyed" >> I am just as much her legal counsel as I am Convoy Prince. Part of your duty is to fuss over my well-being, yes, but it is mine to fuss over my clients'. <</speak>>
<<speak "lucas.glasses" >> What mother wouldn't be inconsolable in Mrs. Balthyra's stead? //Have some empathy.// <</speak>>
<<text>>
You fall silent, frowning. This topic is best left be.
<</text>>
<</switch>>
@@.next;[[Mr. Beiric gives a stilted cough beyond his desk.|0OPEN: lymandiscuss beiric]]@@<<speak "beiric.neutral">> My Noble parentage mattered little. My commoner mother raised me alone in poverty. Every bit of guilder I earned went towards our debts. <<if hasVisited("0OPEN: lymandiscuss pledge after unguilty")>>Why, I hadn't even any //dignity.// I had already pawned that seasons ago!<<else>>Really, what had I to lose? My dignity? Why, I had pawned that seasons ago.<</if>> *He chuckles.* <</speak>>
<<if hasVisited("0OPEN: lymandiscuss pledge after stupid")>>
<<speak "lucas.glasses">> Don't disparage yourself, sir. It takes mettle to stand up for what is right. <</speak>>
<<else>>
<<speak "lucas.glasses">> Even so, it takes mettle to stand up for what is right. <</speak>>
<</if>>
<<speak "beiric.smile">> Yes, but it takes humility to have good humor about it. Now, run along - I've work to do and I'm told you have, too. <</speak>>
<<text>>
He waves you and Lucas away and returns his attention to the spilling stacks of papers and envelopes upon his desk. The Prince bites his lip and hovers with uncertainty, as if worried this may be their final goodbye. <<if hasVisited("0OPEN: lymandiscuss pledge after stupid") || hasVisited("0OPEN: lymandiscuss pledge after guilty")>>You are relieved when he finally<<else>>With reluctance, he<</if>> dips his head and agrees.
<</text>>
<<speak "lucas.flustered">> Of course, sir. And thank you. <</speak>>
<<speak "beiric.smile">> Any time, Mr. Andimeur. <</speak>>
@@.next;[[Continue.|0OPEN: lymandiscuss lucas study]]@@<<text>>
The entire situation is so foreign and preposterous that you haven't words. Your throat tightens and your fists clench of their own accord. Mr. Beiric does not appear to notice, for he continues his absurd story as if nothing were wrong. Lucas watches with nothing short of worship on his face. Your skin crawls.
<</text>>
<<speak "beiric.smile">> There was one thing the King's Council failed to understand about me. Something a Nobleman cannot begin to imagine: my name meant nothing. <</speak>>
<<include "0OPEN: lymandiscuss pledge after bottleneck">><<toneGain "lucas">>
<<text>>
For a moment you're unsure what to think. You cannot fathom what saintly nature would compel a man to take such a burden on purpose. He's a better man than you, that's for certain.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> You... you gave up everything for this. You traded your good name for bastards you'd never know. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> You traded your good name so that bastards might be treated fairly. <</qSpeak>>
<</if>>
<<speak "beiric.smile">> You flatter me. //What good name?// It wasn't much of a trade! Why, I'd have been a fool //not// to accept. <</speak>>
<<include "0OPEN: lymandiscuss pledge after bottleneck">><<toneLoss "lucas">>
<<text>>
This is the man who Lucas looks upon with aspiration? Your very sense of reason recoils.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> *You scoff.* You burned your own reputation to prove a point. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> *You scoff.* You burned your own reputation to prove a point. <</qSpeak>>
<</if>>
<<speak "beiric.smile">> Oh, it wasn't much kindling to begin with, don't you worry. <</speak>>
<<include "0OPEN: lymandiscuss pledge after bottleneck">><<toneGain "lucas">>
<<text>>
For a moment you're unsure what to think. Eventually, you conclude that this man is so mad that it demands your respect.
<</text>>
<<qSpeak "quincy.think">> You called their bluff. <</qSpeak>>
<<speak "beiric.smile">> You could say that. In truth, I hadn't a reputation to lose to begin with. <</speak>>
<<include "0OPEN: lymandiscuss pledge after bottleneck">><<speak "beiric.smile">> See, <b>I'm</b> the bastard who made sure other half-Noble bastards can attend VRMA! *He puffs out his chest, pocketing his wretched badge with pride.* A landmark case, if I may boast. <</speak>>
<<speak "lucas.smug">> By all means, boast! <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> But how does that warrant a black pledge...? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> But how does that warrant a black pledge? <</qSpeak>>
<</if>>
<</if>>
<<speak "beiric.neutral">> <<if !setup.hasTrait("guilty")>>Well! <</if>>As you might imagine, the prospect of bastards attending VRMA was not a popular idea among the Nobility.
``Men did not want their little //mistakes// coming back to haunt them or beg for gloves, nor were their wives keen on being reminded of their husband's wandering eyes. <</speak>>
<<speak "beiric.neutral">> They did everything in their power to stop me. //Oh, the threats I received!// *He chuckles fondly, as if this were some nostalgic summer long past that he yearned to recapture.* But I was young and determined to gain entrance. I'd picked this battle, and I was determined to see it through. On the day of the ruling, the King's Council finally got sick of me - called me in before the King's verdict. <</speak>>
<<speak "beiric.smile">> But... there was a catch. <</speak>>
<<speak "beiric.neutral">> I was given two options. I //could// walk away. They would throw out the entire case and pretend it never happened. //Or...// they would cede to my point and follow it to its "logical conclusion." <</speak>>
<<speak "beiric.neutral">> I was told that if I were eligible to attend VRMA as a bastard, that meant - retroactively - that I had spent my entire school years //absent.// Therefore, I was technically guilty of something they called "criminal truancy" and had earned a black pledge. Utter nonsense! <</speak>>
<<speak "beiric.smile">> They never expected me to agree to such terms. <</speak>>
<<text>>
Of course they didn't. The mere idea is mad.
<</text>>
<<choose>>
<<trait "noguilt" [[You called their bluff.|0OPEN: lymandiscuss pledge after unguilty]]>><</trait>>
<<trait "guilty" [[*You've nothing polite to say. Say nothing.*|0OPEN: lymandiscuss pledge after guilty]]>><</trait>>
[[That was selfless of you.|0OPEN: lymandiscuss pledge after selfless]]
[[That was stupid of you.|0OPEN: lymandiscuss pledge after stupid]]
<</choose>><<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> I... I wasn't aware anyone else bore a black pledge. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> ...I wasn't aware anyone else bore a black pledge. <</qSpeak>>
<</if>>
<<speak "beiric.smile">> I believe it's just the two of us. If there are more, well, they haven't exactly made themselves known, hmm? <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I don't understand. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> I don't understand. <</qSpeak>>
<</if>>
<<include "0OPEN: lymandiscuss pledge bottleneck">><<text>>
The sight of the glossy black emblem paired with the glint of Mr. Beiric's utterly shameless grin is unsettling to behold. As the badge sways back and forth upon its chain, you feel lightheaded.
``You avert your eyes.
<</text>>
<<speak "beiric.neutral">> No need for shame, Duke Barghur. You're among a peer... of sorts. Though I'm certain our "crimes" differ. <</speak>>
<<include "0OPEN: lymandiscuss pledge bottleneck">><<text>>
There is something fascinating about the sight of this glossy badge of shame swaying back and forth beside the grinning face of a man unwilling to feel its stigma. Perhaps you overstep, but curiosity compels you to ask:
<</text>>
<<qSpeak "quincy.surprised">> How did you get that? <</qSpeak>>
<<speak "beiric.smile">> Funny story, that one. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.surprised">> Is it? *This situation grows more compelling by the minute.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> Is it? *This situation grows more perplexing by the minute.* <</qSpeak>>
<</if>>
<<include "0OPEN: lymandiscuss pledge bottleneck">><<if visited("0OPEN: lymandiscuss IS LUCAS")>>
<<text>>
On second thought, perhaps it's best not to dwell. And besides: one assumedly keeps an anonymous pen name with the express purpose of remaining anonymous.
``Besides, you've yet to finish //"Advanced Hare Grooming Techniques."// The next chapter details whether metal or wood curry combs are ultimately more effective, and you'd rather read that than retread what you already know with //"Prayers Unanswered: Vestur's Belief In An Absent 'God.'"//
<</text>>
<<else>>
<<text>>
...On second thought, you've yet to finish //"Advanced Hare Grooming Techniques."// The next chapter details whether metal or wood curry combs are ultimately more effective, and you'd rather read that than retread what you already know with //"Prayers Unanswered: Vestur's Belief In An Absent 'God.'"//
<</text>>
<</if>>
<<include "0OPEN: lyman lucas study shelf">><<text>>
You take the bound papers of <b>"The Unfair Sex"</b> and, rolling them quietly so as not to alert Lucas, slip the entire pamphlet into your pocket.
<</text>>
<<itemAdd "fairsex">>
<<include "0OPEN: lyman lucas study shelf">><<if hasVisited("0OPEN: lucas friend")>>
<<once>>
<<set $cast.lucas.relationship.trust++>>
<<set $cast.lucas.relationship.rapport.pos++>>
<<set $cast.lucas.relationship.rapport.count++>>
<</once>>
<<img 1 "office_friends.png" "Lucas and Quincy sit together on the floor of the Prince's office, willing to move forward.">>
<<else>>
<<once>>
<<set $cast.lucas.relationship.distrust++>>
<<set $cast.lucas.relationship.rapport.neg++>>
<<set $cast.lucas.relationship.rapport.count++>>
<</once>>
<<img 1 "office_nofriends.png" "Lucas and Quincy sit together on the floor of the Prince's office, struggling to move forward.">>
<</if>>
<<text>>
"Your pledge is irrelevant," he says. A statement which, though intended to be reassuring, will haunt your sleepless nights.
``Any arguments about the correlation between a black pledge and the bearer's morality is irrelevant. You are barred from conduction so long as it stands.
``''The man who has been chosen to protect the Convoy Prince has no means with which to do so.''
<</text>>
<<removeTask "11-convoy" "office">>
<<addTask "11-convoy-gun" "start">>
<<once>>
<<run $campTopics.push("office")>>
<</once>>
<<addCodex "beiric">>
<<addCodex "cat">>
@@.next;[[Return to Diadem.|PREP: Camp]]@@<<once>>
<<set $campData.name to "Castle Guest Wing">>
<<set $campData.loc to "diadem">>
<<set $campData.img to "diadem-bed">>
<</once>>
<<set $party to []>>
<<set _locs to {
diadem:"PREP: Diadem Hub",
camp:"PREP: Camp"
}>>
<<if setup.hasTask("11-convoy-party", "start")>>
<<set _locs["alnilam"] to "PREP: Party Letter Insert">>
<</if>>
<<if setup.hasTask("11-convoy-gun", "start")>>
<<set _locs["vrma"] to "PREP: PA Open">>
<</if>>
<<drawMap _locs>><<set _locs to {}>>
<<if setup.hasTask("11-convoy-vicky", "start")>>
<<set _locs["dalcona"] to "PREP: Vicky Choose Party">>
<<elseif setup.hasTask("11-convoy-vicky", "vicky2")>>
<<set _locs["meirawoods"] to "PREP: Vicky Search Loc 3">>
<<elseif setup.hasTask("11-convoy-vicky", "vicky3")>>
<<set _locs["wolfsay"] to "PREP: Vicky Search Loc 4">>
<<elseif setup.hasTask("11-convoy-vicky", "vicky4")>>
<<set _locs["valdale"] to "PREP: Vicky Search Loc 5">>
<<else>>
<<set _locs["stockbury"] to "PREP: Vicky Search Loc 6">>
<</if>>
<<drawMap _locs>><<locationBoardSetup `[
{img:"city-mid3.png"},
{img:"city-mid2.png"},
{img:"city-mid4.png"}
]`>>
<<location "andimeur" `["Diadem", "Andimeur Sovereignty"]`>>
<<locLinkStub "diadem">><<text>>
//"Diadem: the city atop a hill which shines like Elysium itself."//
``...Or at least, that's the descriptor you'd always heard. You would beg to differ. Ten times larger than your own Kingdom's capital and twenty times as crowded, Diadem feels more to you a city of stratification.
``Built during the Unification War, Diadem's layout is uniquely defensive. Its three quarters exist in concentric rings separated by walls, with gleaming Diadem Castle and the marble-floored Horn District securely in the middle, and the poorly Tail District outside the city walls, free to spill into the farmland beyond. The ever-busy Mane Quarter sits between the two, where anyone may trade in goods.
<</text>><</locLinkStub>>
<<set _sublocations to {
castle:{link:"PREP: Camp",img:"diademcastle",text:"Diadem Castle"},
castlestore:{hidden:true},
castlearmory:{hidden:true},
castlebarracks:{hidden:true},
basilica:{link:"PREP: Blessing Loc",img:"church-alistair-interior2",text:"Saint Alistair's Basilica",disabled:true}
}>>
<<if setup.hasTask("11-convoy","ceremony") && setup.flag("51a") && setup.flag("52a") && setup.flag("53a") && $camp.includes("kaitos") && $camp.includes("elijah") && $camp.includes("vicky") && hasVisited("0OPEN: lymandiscuss loc") && hasVisited("PREP: GetGun")>>
<<set _sublocations["basilica"].objective to ["11-convoy","ceremony"]>>
<<run delete _sublocations.basilica.disabled>>
<</if>>
<<if setup.hasTask("11-convoy","vicky")>>
<<set _sublocations["castlebarracks"] to {link:"PREP: Vicky Search Loc 1",img:"guardhouse",text:"Castle Barracks",objective:["11-convoy","vicky"]}>>
<</if>>
<<if setup.hasTask("11-convoy-gun","gun")>>
<<set _sublocations["castlesarmory"] to {link:"PREP: GetGun",img:"weapons",text:"Castle Armory",objective:["11-convoy-gun","gun"]}>>
<</if>>
<<if setup.hasTask("11-convoy","storage") && setup.flag("51a")>>
<<set _sublocations["castlestore"] to {link:"PREP: Basement Start",img:"boxes",text:"Castle Storeroom",objective:["11-convoy","storage"]}>>
<</if>>
<<set _sublocations2 to {
clinic:{link:"PREP: Elijah Party Select",img:"oscar-clinic",text:"Prince Oscar's Clinic",disabled:true},
office:{link:"0OPEN: lymandiscuss loc",img:"clock",text:"Gryphon's Quill Kingdom Law",disabled:true},
coffee:{link:"PREP: Scribe Search Loc",img:"newspaper-teaset",text:"Morning Sting Coffeehouse",disabled:true}
}>>
<<if setup.hasTask("11-convoy","elijah")>>
<<set _sublocations2["clinic"].objective to ["11-convoy","elijah"]>>
<<run delete _sublocations2["clinic"].disabled>>
<</if>>
<<if setup.hasTask("11-convoy","office")>>
<<set _sublocations2["office"].objective to ["11-convoy","office"]>>
<<run delete _sublocations2["office"].disabled>>
<</if>>
<<if setup.hasTask("11-convoy-party","left3")>>
<<set _sublocations2["coffee"].objective to ["11-convoy-party","left3"]>>
<<run delete _sublocations2["coffee"].disabled>>
<</if>>
<<set _sublocations3 to {}>>
<<set _sublocheader to {title:"Horn Quarter",text:"Diadem's most affluent district, home only to those of great status.",img:"city-mid3"}>>
<<print setup.locLinks(_sublocations,_sublocheader)>>
<<set _sublocheader2 to {title:"Mane Quarter",text:"The city's bustling commerce district. They say it never quiets, even at night.",img:"city-mid2"}>>
<<print setup.locLinks(_sublocations2,_sublocheader2)>>
<<set _sublocheader3 to {title:"Tail Quarter",text:"The outskirts of Diadem, home to common laborers and the financially unfortunate.",img:"city-mid4"}>>
<<print setup.locLinks(_sublocations3,_sublocheader3)>>
@@.next;[[Return to your travels.|PREP: Preparations Map]]@@<<episodeEnd "End of Episode II" "Thank you for your patience! The next episode is now available.">>
@@.next;<<link "Continue." "S1E3: levelup">><</link>>@@<<silently>>
<<once>>
<<itemClearTrash>>
<<set $actTracker.episode++>>
<<run setup.updateCodexLock()>>
<<if !setup.hasTrait("redmeur") && !setup.hasTrait("yellowmeur") && !setup.hasTrait("greenmeur") && !setup.hasTrait("bluemeur")>>
<<if $cFlags.quincy.meur == undefined>>
<<traitAdd "bluemeur">>
<<else>>
<<switch $cFlags.quincy.meur>>
<<case "red">>
<<traitAdd "redmeur">>
<<case "yellow">>
<<traitAdd "yellowmeur">>
<<case "green">>
<<traitAdd "greenmeur">>
<<default>>
<<traitAdd "bluemeur">>
<</switch>>
<</if>>
<</if>>
<<if hasVisited("PREP: Camp Kaitos - StillGuilty")>>
<<set $cFlags.kaitos.stillGuilty to true>>
<</if>>
<<set $cast.kaitos.port to setup.portraits.kaitos.neutral>>
<</once>>
<<itemRemove "horseLips">>
<<itemRemove "manticoreSpear">>
<<itemRemove "manticoreHunt">>
<<itemRemove "whitehangover">>
<<itemRemove "uniStory">>
<<itemRemove "sphinxSound">>
<<itemRemove "manticoreBrew">>
<</silently>>
<<titlecard>>
<<clearStoryTasks>>
@@.next;<<link "Continue." "S1E2: E2 Start2">><</link>>@@<<set $tempQ to {open:{}}>>
<<locationBoardSetup `[
{img:"rabbit-trophy.png"},
{img:"tavern.png"},
{img:"mugs.png"}
]`>>
<<location "andimeur" `["Hoof and Antler Bar","Mane Quarter"]`>>
<<addTask "12-tomorbe">>
<<timebreak "morning" "The following morning...">>
<<text>>
You awake bleary-eyed to the buzz of voices and clatter of hooves beneath your window. The Convoy had entered the Hoof and Antler //quietly//, as nothing more than a small group of men and their mounts, but in the light of morning its looming banner poles and manicured horses on the street below look nothing short of a parade. And, as all good parades do, it has drawn a crowd of onlookers.
``You look at yourself. You look at Lucas. Neither of you are in any shape to be seen. For you, it is a simple matter of <<snout "dabbing the sweat from your body" "smoothing your ruffled pelt">> and trimming your mustache to alignment. The Prince's situation, however, is far more dire. He lies on the floor, limbs curled like a stillborn hare kit. Though the presence of pillows and sheets leads you to believe this sleeping arrangement was a personal choice, he awakes blind and disoriented.
<</text>>
<<speak "lucas.weary">> *Groping about the floor for his glasses, he rasps:* //Elysium.// What //happened// last night? <</speak>>
<<if setup.flag(211) || setup.flag(221)>>
<<qSpeak "quincy.neutral">> We had a debate. You lost. <</qSpeak>>
<<speak "lucas.thinking">> That doesn't sound like me... what was the topic? <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> We had a debate. You won. <</qSpeak>>
<<speak "lucas.thinking">> Yes, that sounds like me. Remind me of the topic? <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> Nonsense. *You summarize.* Now come, we've a long road ahead of us. <</qSpeak>>
@@.next;[[Continue.|S1E2: Start Brekkie]]@@<<text>>
The Prince does not locate his spectacles without your help. Somehow, they had managed to find their way beneath a bed on the opposite side of the room. Once he is sighted and preened, the two of you hobble down the stairs of the inn towards its dining area, and seat yourselves in the revelrous wreckage of the night prior.
``You are becoming accustomed to the Midland breakfast. Sopping breads drenched in fruit jam hold no appeal, but a good plate of sausage and orc belly is effective at staving off hunger until midday. You are the last to rise and the last to eat, so you and Lucas must bolt your meals.
``Dazed and crawsick, the Prince struggles to keep pace. He is accustomed to leisure travel; the importance of eating while he can feels of less importance than his nausea. It takes prodding to convince him otherwise.
<</text>>
@@.next;[[Continue.|S1E2: E2 Into Coach]]@@<<text>>
With D'Angelo's aid, you help Lucas into the coach without incident. Once seated safely, the Prince folds himself against a corner and falls unconscious once more. How he sleeps through the carriage's rattling descent down Diadem's hill, you do not know, but you are glad for it. Any rest he can steal is a gift — the North has few roads, and fewer still are fit for travel by carriage. Once you reach Morbre, you are unlikely to travel in such comfort again.
``Best enjoy luxury while you can. You settle into a thick novel.
<</text>>
@@.next;[[Continue.|S1E2: Coach Convo]]@@<<speak "kaitos.thinking">> *A voice whispers in your ears, urgent and secretive.* @@.whisper;Fourteen.@@ <</speak>>
<<qSpeak "quincy.think">> @@.whisper;Fourteen?@@ <</qSpeak>>
<<text>>
You strain, trying to recall what - if anything - this number is meant to mean to you. You suspect it has something to do with the night prior...
``...Ah. That's right. Kaitos's... "experiment." He was keeping a tally of which men had groped that old painting.
<</text>>
<<if hasVisited("0open: drank kaitos companion")>>
<<speak "kaitos.casual.thinkinghard">> *He nods.* @@.whisper;And one more.@@ <</speak>>
<<qSpeak "quincy.think">> @@.whisper;Hm...@@ <</qSpeak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway">> @@.whisper;Is that not fifteen?@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> @@.whisper;Who...?@@ <</qSpeak>>
<</if>>
<<speak "kaitos.look">> *He casts a glance towards Lucas.* @@.whisper;Mm?@@ <</speak>>
<<qSpeak "quincy.surprised">> @@.whisper;...Oh.@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> @@.whisper;...I see.@@ <</qSpeak>>
<<speak "kaitos.look">> *He nods.* <</speak>>
<</if>><<timebreak "day">>
<<text>>
The journey from Morbre to Diadem and back is always long, but seldom is it //so tiring//. You are not sure why you are so exhausted: travelling in the Convoy spares you the stagecoaches with their tardy drivers, busy stations, and declining schedules as you trundle further North. You are spared the pointless delays and the prattling of strange Nobles.
``Perhaps it is the prattling of //familiar// Nobles that is to blame.
``With nothing to occupy his restless brain, Lucas has taken to workshopping his next move aloud. <<if setup.hasRep("ambition")>>Theoretically, this would not be a problem - you were keen to discuss these matters right alongside with him at first. But he has been stuck on the same handful of topics for days now,<<else>>This would not usually be a problem... save for the fact that he has been stuck on the same handful of topics for days now,<</if>> treading and retreading the same paths to the same conclusions.
<</text>>
<<speak "lucas.thinking">> ...And as I've said, that's why it is of utmost importance we make a good impression on our Man of the Third Estate. <</speak>>
<<speak "dangelo.eyeroll">> Yeah, yeah. Kiss up to the commoner — we get it. <</speak>>
<<speak "lucas.eyeroll">> //Elysium!// *He exclaims.* Wanting to be in a man's good graces does not constitute //"kissing up,"// Barghur! There is a difference. <</speak>>
<<speak "lucas.stressed">> The Man of the Third Estate represents the common people. We //must// assure him that he has our //absolute respect//. If we cannot convince their one representative of that, how can we assure the entire Third Estate they have it as well? <</speak>>
<<speak "dangelo.silly">> You're overthinking. Commoners aren't that hard to talk to. You could practice with Vick! <</speak>>
<<speak "vicky.incredulous">> Pfft! Yeah! <</speak>>
<<speak "lucas.annoyed">> Respectfully, I don't think Miss Wylvire is especially //representative// of the common man. <</speak>>
<<speak "dangelo.unsure">> No. But it's not like your Man of the Third Estate will be, either. <</speak>>
<<text>>
Lucas freezes. A look of realization comes over him: a realization that some element of this process has escaped his scrutiny.
<</text>>
<<speak "lucas.neutral">> ...What do you mean? That is his role, is it not? The Man of the Third Estate is picked by the common people to represent them. <</speak>>
<<speak "dangelo.smilenervous">> Luke, which people do you think are doing the picking? All of them? <</speak>>
<<speak "lucas.thinking">> Of course not! *He snaps.* Such a thing is impossible. They must send an envoy to an affected area, take recommendations of character from the locals-- <</speak>>
<<speak "dangelo.neutral">> Nope. <</speak>>
<<speak "lucas.scowl">> @@.intense;What do you mean, "nope!?"@@ <</speak>>
<<speak "dangelo.unsure">> Look, man, there have been two Men of the Third Estate in all of history. The first was picked by a Prince, the second was picked by another Prince's favorite soldier. <</speak>>
<<speak "dangelo.eyeroll">> You really think my dad's just gonna send some guys out into the tundra and hope they come back with a literate, honorable man to counsel the Prince? Nah. He probably asked one of his old King's Army buddies to conduct the search, and that guy will probably come back with his favorite servant's cousin or something. <</speak>>
<<choose "quincy.think">>
[[I suppose they have to narrow the search somehow...|S1E2: Coach Convo3][$response to "sup"]]
[[So the Man of the Third Estate is ultimately chosen by Noble favor.|S1E2: Coach Convo3][$response to "favor"]]
<</choose>><<if $response == "sup">>
<<qSpeak "quincy.think">> I suppose they must narrow the search somehow... <</qSpeak>>
<<speak "lucas.annoyed">> And //I// suppose //I// should have known they would narrow it in such a biased manner. <</speak>>
<<speak "elijah.bashful">> Your Highness... must you read injustice into the smallest detail? <</speak>>
<<else>>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.think">> ...So the Man of the Third Estate is ultimately chosen by Noble favor, then. <</qSpeak>>
<<speak "elijah.bashful">> Why, Your Grace, you make it sound so underhanded! <</speak>>
<</if>>
<<speak "elijah.think">> The search must start somewhere, and it stands to reason that any man who is to serve as the Convoy Prince's council //must// be a chivalrous man of known repute. <</speak>>
<<text>>
The Prince clutches his own dreads. A tortured sound rises from his throat.
<</text>>
<<speak "lucas.scowl">> So I should expect a //sycophant,// then! <</speak>>
<<speak "elijah.confused">> I never said that... <</speak>>
<<speak "lucas.annoyed">> If I cannot presume an honest, //people-chosen// Man of the Third Estate, then I must burn it all down! Reconstruct my plans from their very foundation! <</speak>>
@@.next;
[[And so, he returns to his ramblings, angrier than before...|S1E2: Barghur Sov]]
@@<<locationBoardSetup `[
{img:"land/wilderness_north.png"},
{img:"land/landslide_north.png"},
{img:"land/rubble_foundation.png"}
]`>>
<<location "barghur" `["Barghur Sovereignty","Northern Kingdom"]`>>
<<timebreak "morning">>
<<text>>
The morning lightens the back of your eyelids from black to red, teasing you gently from a listless sleep. D'Angelo's panicked voice, on the other hand, wrenches you from it. He shoves you back from the window your head was pressed against.
<</text>>
<<speak "dangelo.surprised">> ''@@.stutter;Shit.@@'' <</speak>>
<<text>>
Your eyes focus to find D'Angelo's face pressed against the coach window. You had drifted off to the swaying of your carriage rounding the hills of the Boreal South, and so it comes as a great shock to awaken to a strange landscape you cannot recognize. Had your driver taken a wrong turn whilst you were asleep?
``A bleary-eyed glance at the mountains tells you this //should// be western Barghur, but the pitted earth and jagged slopes are unlike the low cliffs and gradual hills of home. As twilight gives way to morning and your surroundings become clear, however, a cold realization dawns upon you.
<</text>>
@@.next;<<link "This <i>is</i> western Barghur." "S1E2: E2 Start3.2">><</link>>@@<<text>>
``''This was the land surrounding the Naktoga mines.''
<</text>>
<<img 2 "open_bargdestruction.png" "The eroded hills of Barghur." `["modeNeutral"]`>>
<<text>>
//But how?//
``You were there. You saw the ground give out beneath your feet. Battered and burnt, you scaled the slope of the pit and clambered back onto solid ground. You and your brother passed the still-fresh wreckage on your way to Diadem. //It did not look like this.//
``But then... the tunnels of the mine dove deep, didn't they? They snaked throughout the lowlands, beneath all those low cliffs and gradual hills...
<</text>>
<<speak "lucas.surprised">> Is this... //Lazarus's doing?// *The Prince breathes, awoken by D'Angelo's cursing.* <</speak>>
<<qSpeak "quincy.harrowed">> *You nod. Words escape you.* <</qSpeak>>
<<speak "lucas.stressed">> I had no idea the attack on Naktoga was of this scale... <</speak>>
<<text>>
A rattled voice eeks from the opposite side of the coach.
<</text>>
<<speak "kaitos.frighten">> It wasn't. <</speak>>
<<qSpeak "quincy.harrowed">> The... the attack on the central mine must have eroded the entire hillside. It... wasn't just the initial collapse. It's //been collapsing.// <</qSpeak>>
<<speak "elijah.frown">> Tsk. What senseless destruction... <</speak>>
<<text>>
A disturbed silence falls over the cabin. As you skirt along the perimeter of sunken earth, D'Angelo pulls his face from the window, his face grim<<snout "" " and his mane on end">>.
<</text>>
<<speak "dangelo.neutralserious">> We can't let this happen again. <</speak>>
@@.next;[[Continue.|S1E2: E2 Start4]]@@<<locationBoardSetup `[
{img:"morbre.png"},
{img:"place/morbre_pipes.png"},
{img:"object/stone_wall.png"}
]`>>
<<location "barghur" `["Morbre","Barghur Sovereignty"]`>>
<<lastLoc "morbre">>
<<timebreak "morning">>
<<text>>
To see Morbre standing intact and untouched by the yawning gulf beside it is a welcome sight - at least to you.
``It is an ugly city, or so you are told. Northern countrymen and foreign dignitaries alike are unanimous in their agreement. But, to a man born and raised in Morbre, dingy walls and billowing steam are signs of high comfort in the settled North.
``If one wishes for a city to stay warm year round, it must be warmed by red meur. If a city is to be warmed by red meur, the heat must travel from relic to destination via pipe, and those pipes must vent somewhere. And, if one is to live in a city whose ground is snaked by these pipes, one must accept the fact that the surrounding mud never freezes nor dries. It is a city of sludge by the grace of its design.
``You are not always so happy to return. Morbre's beaten gates and high walls have been both prison and home to you in equal part. Right now, however, you'd like nothing more than to feel protected by those "unsightly" fortifications.
<</text>>
@@.next;[[Continue.|S1E2: E2 Start4.2]]@@<<locationBoardSetup `[
{img:"morbre-barghurestate.png"},
{img:"place/morbre_pipes.png"},
{img:"place/barghur_grounds.png"}
]`>>
<<location "barghur" `["Barghur Estate Grounds","Morbre"]`>>
<<text>>
Alas, while the walls of Morbre have long kept its people safe from hares and invasion, it does not protect you from what lies within. As the town gate screeches its way open for your coach, you are disappointed - but unsurprised - to find a crowd much like the one you left in Diadem. //Cheering. Gawking. Celebrating.//
``Mercifully, Morbre's population is a quarter as large, and perhaps an eighth as inclined toward cheer. The onlookers are neither numerous nor motivated enough to hound you like the inescapable swarms of the Midland capital, and so they leave their merriment behind and return to their work once you've traveled the length of the city's main road. From there, the Convoy Guard - including Victoria - turns back to take advantage of the city's inns and taverns, while your coach hooks down the more affluent Noble's quarter, towards home.
``Aside from the posted guards who beckon you through the estate gate, the grounds are quiet. You are early. There are no waiting servants who would surely be sent to greet you. And so, you and your companions disembark from the carriage and walk the cobbled path at a leisurely pace. Few words are exchanged along the way. The pensive air from before lingers.
<</text>>
@@.next;[[A woman's fearful scream shakes you from your troubled thoughts.|S1E2: E2 Start5]]@@<<speak "maidNorth.neutral" "Woman" `["shadow"]` >> @@.yell-loud;AIYEEEEEEK!!@@ <</speak>>
<<text>>
That scream sounded from nearby. You and your companions freeze. //It sounded as though it came from elsewhere on the grounds.//
<</text>>
<<speak "lucas.surprised">> @@.surprise;Architect!@@ //What was that!?// <</speak>>
<<speak "elijah.frown">> Someone is in trouble. Perhaps we should-- <</speak>>
<<text>>
Before Elijah can finish, however, you hear Kaitos's high pitched shriek behind you. Clawing at D'Angelo's sleeve, he thrusts out an arm and gasps:
<</text>>
<<speak "kaitos.frighten">> @@.yell-loud;THERE!!@@ <</speak>>
<<speak "dangelo.surprised">> @@.intense;Woah!@@ //That's// not supposed to-- <</speak>>
@@.next;[[You turn.|S1E2: E2 Start6]]@@<<set _licDesc to ""+$licorice+" bounds forward, having broken free from her stable.">>
<<imgLayer 2 "2_licoricereuniterun.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer(2,"2_licoricereuniterun_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_licoricereuniterun_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_licoricereuniterun_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_licoricereuniterun_lines.png",false)>>
<</imgLayer>>
<<qSpeak "quincy.surprised">> @@.surprise;$licorice!@@ <</qSpeak>>
<<text>>
Bounding across the grounds in joyous leaps is a familiar blur of <<print setup.licoriceColor()>>. Her halter dangles behind her like a streamer. Half of a splintered post flails at the end - she must be so eager to greet you that waiting to be untied was unbearable, and so she tore it in two!
``Unable to bear it yourself any longer, you run to greet her.
<</text>>
@@.next;[[Embrace her.|S1E2: E2 Start7]]@@<<text>>
She hardly slows, choosing to barrel her head right into your chest. She nestles into the crook of your arm as you embrace her massive skull. Your chest aches and your eyes sting, and for the first time in weeks, you feel at ease.
<</text>>
<<set _licDesc to "Quincy and "+$licorice+" reunite at last.">>
<<imgLayer 2 "2_licoricereunite.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer(2,"2_licoricereunite_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_licoricereunite_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_licoricereunite_lines.png",false)>>
<<print setup.imgLayer(2,"2_licoricereunite_quincy.png")>>
<</imgLayer>>
<<qSpeak "quincy.tear">> I am so, so sorry. I swear, I never meant to leave you so long, girl. <</qSpeak>>
<<speak "licorice.neutral">> *She wriggles from your grasp, but not because she is angry - she does so in order to better snuffle at your ears.* <</speak>>
<<text>>
For a brief moment, you forget you're with company. Only when you hear D'Angelo's great sigh of relief and Lucas's frazzled muttering that you recall you've brought guests to your home.
<</text>>
<<qSpeak "quincy.pleased">> There is no need to be afraid. *You assure them, patting her snout.* Asenath, Elijah - this is $licorice-- <</qSpeak>>
@@.next;[[Continue.|S1E2: E2 Start8]]@@<<img 2 "2_licoricereaction.png" "Quincy's companions do not find the reunion so touching. Worse, his father watches from the window." `["img-max"]`>>
<<addCamp "licorice">>
<<addCodex "naktogascar">>
@@.next;[[Continue.|S1E2: E2 Dadtalk]]@@<<text>>
That night, you lay in bed, lapsing in and out of fitful sleep.
``You are disappointed to find little comfort in the familiarity of your room. It is just as you left it. Exactly to your preferences. Yet, you rest no easier under your own wool blankets than you did under Diadem Castle's silk sheets or the roofs of strange inns.
``You do not feel like a man sleeping in his own bed. You feel a passing traveler, peering at Morbre from afar through the dirty window of his coach. Soon, you will once again be on the road, and even this view will pass.
<</text>>
<<timebreak "early">>
<<text>>
Early in the morning — just before the first light of dawn — thoughts of the tunsukh rouse you from your fragmented sleep. Rather than ruminate on whether or not you'd <<if setup.hasRep("orthodox")>>sullied relations with the Convoy's Man of the Third Estate<<else>>made a mistake in standing against your father<</if>>, you decide to take this time as an opportunity to bid farewell to the Sovereignty in your own way...
<</text>>
@@.next;[[Continue.|S1E2: Bunny Run Opening Loc]]@@<<locationBoardSetup `[
{img:"stable.png"},
{img:"tack.png"},
{img:"pitchfork.png"}
]`>>
<<location "barghur" `["$licorice's Stable","Barghur Estate"]`>>
<<text>>
The purple shadows of morning render the landscape in silhouette. You walk in the dark. You know the path so well that you could walk it blind. The crunch of frass and hay, the impolite squelch of mud under your boot. They greet you like a friend after almost a month of trodding across polished Midland marble.
``<<print $licorice>>'s stable is as it ever was. Nobody trims the waist-high cotton grass. Only the stablehand who nervously tosses $licorice her breakfast disturbs the woodworm-eaten structure. The familiar, whining creak of the stable's door sets you at ease. At last, you //come home.//
$licorice must have sensed your approach, for she is already awake and standing with full attention in her stall. She greets you with a friendly squint, <<if $lStats.base == 9>>her body all but invisible<<else>>the <<print setup.licoriceColor()>> gloss of her pelt just barely visible<</if>> in the low light.
<</text>>
<<qSpeak "quincy.neutral" >> Come, sweet girl. Let's go for a run. <</qSpeak>>
<<speak "licorice.neutral" >> ...!!! <</speak>>
<<text>>
At the word "run", she trots a little circle in her stall, flicking her tufty tail. Reflexively, your lips pull into a smile. Convoy business has kept you from the saddle since you returned, and your companion has been all the more ornery for it.
``If only you could convey to her how you've watched for her frolicking form whenever the estate windows allowed for a view of her paddock. The fact your duties have kept you from riding since your return home has been a biting fly to you both.
<</text>>
<<qSpeak "quincy.neutral" >> Halt. //Still//, girl. <</qSpeak>>
<<speak "licorice.neutral" >> *She once again tosses her head, sending the untightened browband of her bridle sliding down her ears.* <</speak>>
<<qSpeak "quincy.smile" >> . . . <</qSpeak>>
<<text>>
Twelve minutes of tacking later, and it's as if she's the one with the reins and you with the bridle as she trots into the paddock faster than you can lead her. But when it comes time to mount, she stands with perfect patience as you thread your boot into the stirrup and haul yourself into the saddle.
``You feel whole again.
<</text>>
@@.next;[[Continue.|S1E2: Bunny Run Street]]@@<<locationBoardSetup `[
{img:"land/taiga1.png",text:"$licorice has been afforded too few choices as of late, and you too many. Her gait transforms from trot, to canter, to bounding leap. You let her reins slack and allow yourself to play the passenger as she flies across the clear-cut hills and towards the pines north of the city."},
{img:"object/plants_boreal.png",text:"The smell of pine and damp earth slowly comes to replace the stink of man that wreathes Morbre. In the trees, birds stake their territory in song, and a warm breeze rustles through the needles. The forest's comforts are a balm."},
{img:"forest4.png",text:"As she tears up the steep forest hills, leaping from one stone to the next, you feel blissfully absolved of your humanity."}
]`>>
<<location "barghur" `["Taiga","Barghur Sovereignty"]`>>
<<locationDesc>>
<<processTxt>>
Few rise with the sun in these lengthening spring days, and so you and $licorice find yourselves nearly alone in the city. The fancy of dashing through the copper pipe-lined streets is a temptation to you both, but convention and training restrains your command of the reins and $licorice's paws.
``Still, she picks up into a brisk trot as you approach the guardhouse gate. The morning watch, accustomed to a decade of your comings and goings, hardly raise their heads as you bound past the gate into the farmland and wood beyond.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|S1E2: Bunny Run Hill]]@@<<timebreak "sunrise">>
<<passiveGate 1 `["hare",12]`>>
<<text>>
At the apex of the hill, $licorice slows to a halt, sending small stones tumbling down to the forest below. The breeze sends waves rippling through the rolling ocean of conifers before you. To the east, the sun has breached the mountains, sending rays of morning light across the sleepy taiga.
<</text>>
<<set _licDesc to "Quincy, riding "+$licorice+", overlooks the Barghur wilds from atop the hill.">>
<<imgLayer 2 "2_licoricehilltop.png" _licDesc `["modeNeutral","img-max"]`>>
<<print setup.imgLayer(2,"2_licoricehilltop_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_licoricehilltop_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_licoricehilltop_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_licoricehilltop_lines.png",false)>>
<<print setup.imgLayer(2,"2_licoricehilltop_quincy.png")>>
<</imgLayer>>
<<text>>
$licorice turns her head from side to side, surveying the land with one bright, bird-like eye. Her ears swivel forward and back as she pads back and forth, gripped with an excitable indecision.
``To the left, the hill falls into hardened cliffs, whereas to the right, it slopes gently into the valley below. <<if !setup.gatePass(1)>>Her massive eyes roll back, seeking your guidance.<</if>>
<</text>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
Her massive eyes roll back, seeking your guidance. Her muzzle points in the direction of the steep path. You know all that restrains her from flying down the rocks is consideration for your poor behind.
``Lovely, considerate girl.
<</text>>
<<choose>>
[[Go ahead. Have your fun.|S1E2: Bunny Run Left][$response to "steep"]]
[[We shouldn't overexert ourselves before the journey ahead. Let's take the smooth path.|S1E2: Bunny Run Right]]
<</choose>>
<<else>>
<<choose>>
[[Let's head down the steep path.|S1E2: Bunny Run Left][$response to "steep"]]
[[Let's take the smooth path.|S1E2: Bunny Run Right]]
[[Pick whichever you'd like best, girl.|S1E2: Bunny Run Left][$response to "choose"]]
<</choose>>
<</if>><<if $response == "choose">>
<<qSpeak "quincy.smile" >> You pick, sweet girl. Wherever you want to take me. <</qSpeak>>
<<speak "licorice.neutral" >> ...!! *Her ears give a mischievous wiggle.* <</speak>>
<<else>>
<<if setup.gatePass(1)>>
<<qSpeak "quincy.smile" >> Have your fun, sweet girl. Leap to your heart's content. <</qSpeak>>
<<speak "licorice.neutral" >> ...!! *Her ears wiggle with excitement.* <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> Let's enjoy ourselves. Let's take the left path... if you're up for it. <</qSpeak>>
<<speak "licorice.neutral" >> ...!! *Her ears wiggle with excitement.* <</speak>>
<</if>>
<</if>>
<<text>>
$licorice needs no further coaxing. As soon as permission is granted, she is in flight. She skips effortlessly from one rock to the other like a stone across a pond. When all four of her feet are off the ground, you are free and weightless as a hawk soaring on summer thermals.
``Your rear will surely pay the price of those rocky landings, but in the moment it is a price you are willing to pay.
<</text>>
<<set _licDesc to ""+$licorice+" bounds down the hill, Quincy on her back.">>
<<imgLayer 2 "2_licoricedownhill.png" _licDesc `["modeNeutral","img-max"]`>>
<<print setup.imgLayer(2,"2_licoricedownhill_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_licoricedownhill_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_licoricedownhill_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_licoricedownhill_lines.png",false)>>
<<print setup.imgLayer(2,"2_licoricedownhill_quincy.png")>>
<</imgLayer>>
@@.next;[[Continue.|S1E2: Bunny Run Ravine]]@@<<qSpeak "quincy.neutral" >> We have a long journey ahead today. Let's not waste our energy yet, hm? *You scratch behind her ear, where the fur is softest.* <</qSpeak>>
<<speak "licorice.closedEye" >> *She leans into your hand, eyes squinting pleasurably closed for a moment.* <</speak>>
<<text>>
$licorice would run until her legs all but detached from her body if you let her. Spirited girl. All kits need guidance as to their limits... sometimes even those which have grown into lovely young women.
``She takes a few wistful steps toward the gentle sloping descent, ears still angled toward the right path. Then, you feel her haunches tense.
<</text>>
<<set _tempLicName to $licorice.slice(0,Math.round($licorice.length * 0.5))>>
<<qSpeak "quincy.surprised" >> @@.surprise;//<<print _tempLicName>>--//@@ <</qSpeak>>
<<text>>
Before her name can clear your mouth, she launches down the steep right path.
`` $licorice skips effortlessly from one rock to the other like a stone across a pond, and between the painful thumps when she lands, you are weightless in the saddle. Your indignation vanishes like frost in the morning sun. Your stomach feels like it might fall though your throat, but only in the most pleasingly exhilarating way.
`` You //laugh,// lost in the strange sensation. Sometimes, hares know better than men.
<</text>>
<<set _licDesc to ""+$licorice+" bounds down the hill, Quincy on her back.">>
<<imgLayer 2 "2_licoricedownhill.png" _licDesc `["modeNeutral","img-max"]`>>
<<print setup.imgLayer(2,"2_licoricedownhill_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_licoricedownhill_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_licoricedownhill_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_licoricedownhill_lines.png",false)>>
<<print setup.imgLayer(2,"2_licoricedownhill_quincy.png")>>
<</imgLayer>>
@@.next;[[Continue.|S1E2: Bunny Run Ravine]]@@<<set _licDesc to ""+$licorice+" continues to sprint down the hills.">>
<<imgLayer 2 "2_forestrun1.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer(2,"2_forestrun1_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_forestrun1_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_forestrun1_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_forestrun1_lines.png",false)>>
<</imgLayer>>
@@.next;[[Continue.|S1E2: Bunny Run Ravine 2]]@@<<set _licDesc to ""+$licorice+" relishes her sprint - but then she senses something...">>
<<imgLayer 2 "2_forestrun2.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer(2,"2_forestrun2_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_forestrun2_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_forestrun2_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_forestrun2_lines.png",false)>>
<</imgLayer>>
@@.next;[[Continue.|S1E2: Bunny Run Font]]@@<<img 2 "2_forestrun3.png" "Traces of blue meur shimmers in the trees..." `["modeNeutral"]`>>
<<text>>
$licorice's spirited sprint slows, and her paws come to a stop. Her ears angle forward, vibrating at the base. You needn't wonder why: the ephemeral shimmer of meur dances before your eyes, like a trick of the light. You know her destination before it ever comes into sight.
<</text>>
@@.next;[[Continue.|S1E2: Bunny Run Font 2]]@@<<text>>
Before you is a lake. It is clear as a mirror, making a shimmering duplicate of the cedars and early morning sky. A spring sends ripples forth from its center.
<</text>>
<<img 2 "2_meurfont.png" "An unnatural lake has formed in the middle of the woods. Tree tops poke through the water's surface." `["modeNeutral"]`>>
<<text>>
You dismount $licorice, remove your boots, and wade to the water's source. It comes scarcely up to your waist. Even if you hadn't known these woods, the cotton grass waving at the bottom of the pool and the trees breaching its surface would have been evidence enough of its newness.
``$licorice follows behind you. Curious dace dart over to inspect her feet. She tilts her head to inspect them back. Then, at once, her pupils go wide and she flies into a playful frenzy, splashing about in the water like a kit as she tries to catch the little fish with her oversized head. They elude her thrashing with ease.
``It is a profoundly silly sight. And yet, in the morning sun, the droplets that catch on her fur sparkle like stars against her dark coat. As you untie the cork stopper from your waterskin and kneel at the pool's source, you murmur:
<</text>>
<<qSpeak "quincy.pleased">> How can you be so beautiful and so //silly// all at once? <</qSpeak>>
<<text>>
Here in the Sovereignty, where the summers are warm and the springs long, meur fonts such as these are small and of little consequence. But, to those who live in the far reaches of the North, where nothing grows and the earth never thaws, even the smallest font is a blessing from the Old Gods. The meur which seeps through the ice brings reprieve, transforming tundra to lush rainforest, dry valley to inland sea, and frigid ice to soothing hot springs.
``The hares have always known this. It is why they seek meur. They travel without end from font to font, enjoying the fleeting spoils of each - and their human companions follow.
``...Suddenly, there is a crash of water. You find yourself half-soaked, your hat's brim flopping like a dead fish. You push it out of your eyes to see your daughter prancing about, her tail wiggling with mischief as she rears up and readies another splash assault. You smile.
``So very //silly.//
<</text>>
<<choose>>
<<link "@@.talk-action;Splash her back.@@" "S1E2: Bunny Run Font 3">>
<<set $response to "splash">><</link>>
[[Tsk tsk, young lady. What did I tell you about splashing?|S1E2: Bunny Run Font 3][$response to "nosplash"]]
<</choose>><<if $response == "splash">>
<<text>>
Reasoning you are already wet, you slap your arm across the water, sending a spray of water back at $licorice.
<</text>>
<<qSpeak "quincy.pleased" >> Let that be a lesson to you, young lady. <</qSpeak>>
<<text>>
It is not. She brings her paws down, splashing you again.
<</text>>
<<speak "licorice.closedEye" >> !!! <</speak>>
<<qSpeak "quincy.smile" >> This is how you repay me, after all the trouble I've put into raising you? <</qSpeak>>
<<text>>
You send another splash her way. Unfortunately, the water a human arm can move pales in comparison to the oceanic waves a hare commands. Your doe slams her huge, beautiful body into the water, rendering you completely soaked through. Before you've the chance to surrender, she plucks your hat from your head and scurries away, forcing you to chase her through the font.
``It will be a moist ride home. At least the weather has warmed.
``Abruptly, $licorice stops in her tracks. You nearly run into her backside. Your hat drops from her jaws, and so you seize the opportunity to reclaim it while she is distracted.
<</text>>
<<qSpeak "quincy.neutral" >> ...What's got your attention, hm? You see a squirrel? <</qSpeak>>
<<text>>
You place a hand against her shoulder and find it completely tense. Following her line of sight, you realize that ''the two of you are not alone.''
<</text>>
<<else>>
<<qSpeak "quincy.smile" >> Tsk. What have I told you about splashing, young lady? <</qSpeak>>
<<text>>
You give her a long, hard look in the eye. There is no remorse to be found in its <<print setup.licoriceEye()>> depths. She stares back, innocent and lovely as the day you brought her home. She has learned so much and so little since then.
``With a chuckle, you scratch behind her ears. In return, she presses her shoulder against you with enough affection to nearly knock you off your feet. You reach for her to return the gesture, only for her to stiffen and cringe back.
``Every muscle in her body is tense. Her eyes stare wide into the brush behind you.
``''The two of you are not alone.''
<</text>>
<</if>>
<<img 2 "2_fontnotalone.png" "The imposing form of a hare lurks beyond the brush." `["modeNeutral"]`>>
@@.next;[[Continue.|S1E2: Bunny reunion 1]]@@<<text>>
Your hand darts to pull $gun around to the front of your body. $licorice is just as quick, shooting like a black bullet across the needle-scattered ground at the strange buck. He meets her challenge, now racing full-tilt towards your baby girl.
``You turn the Duruger's breech plug and crunch a cartridge paper between your teeth. Your blood thrums in your ears. The two hares are nearly upon each other when they brake at the last moment, careening in a wide arc like a pair of dueling hawks.
``$licorice gives a leap, her body wriggling in the air with unrestrained delight. You lower your gun. //They're playing.//
``His midnight blue fur shining in the sun-spotted clearing, you find the buck to be no stranger to you at all.
<</text>>
<<set _licDesc to ""+$licorice+" and "+$salmiak+" splash in the shallows of the lake together.">>
<<imgLayer 2 "2_bunnyplay.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer(2,"2_bunnyplay_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_bunnyplay_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_bunnyplay_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_bunnyplay_lines.png",false)>>
<</imgLayer>>
<<text>>
It's <<print $salmiak>>.
``He has filled out from the rangy adolescent you last saw many summers ago. $licorice has wholly forgotten <<if $response == "splash">>her game with you<<else>>the prospect of ear scratches<</if>> in favor of running circles around her brother. His newfound muscles ripple under-fur as he shadowboxes his svelte littermate.
``<<if setup.hasTrait("dense")>>
But why is he here?
<<else>>
If $salmiak is here, then his bonded person can't be far.
<</if>>
<</text>>
<<speak "imani.neutral" >> You've wasted that cartridge with your spittle. <</speak>>
<<text>>
From the shadows of a spruce steps a figure. The sunlight finds her <<snout "scarred cheekbones" "white face">> and throws her silhouette into a ray-scattered relief. The hem of her skirt is crusted in dirt; her riding boots caked in mud and small stones. One hand rests on the strap of her own Duruger.
``You spit the untorn bullet cartridge out of your hands, displeased to find that the paper has been indeed been turned into mush by your own saliva. You pocket it. An unpleasant aftertaste of black powder lingers in your mouth.
<</text>>
<<speak "imani.neutral" >> You used to come here when your father upset you. <</speak>>
<<if setup.hasRep("orthodox")>>
<<qSpeak "quincy.lookaway" >> Hm. I suppose I did. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Hm. I suppose that hasn't changed... <</qSpeak>>
<</if>>
<<if $response == "splash">>
<<speak "imani.tilt" >> ...Why are you //wet?// <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> My daughter started a splash fight. I demanded satisfaction. <</qSpeak>>
<<speak "imani.smirk" >> A duel could not be avoided?<</speak>>
<<qSpeak "quincy.neutral" >> I am afraid not. *You wring some of the excess water from your cape.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Never mind that. <</qSpeak>>
<<speak "imani.lookaway" >> Hm. <</speak>>
<</if>>
<</if>>
<<speak "imani.neutral" >> <<if $response == "splash">>Well, I'm glad to have found you. <</if>>I've been hoping to speak with you. <</speak>>
<<speak "imani.tilt">> Just you. <</speak>>
<<passiveCheck 0 `["dec",setup.DCKey["hard"]]`>>
<<choose>>
<<trait "dense" [[Why?|S1E2: Imani Talk 1]]>><<set $response to "why">><</trait>>
[[I was hoping to speak with you as well. It's been too long.|S1E2: Imani Talk 1][$response to "speak"]]
[[You want to discuss the tunsukh.|S1E2: Imani Talk 1][$response to "dinner"]]
<</choose>><<switch $response>>
<<case "why">>
<<qSpeak "quincy.neutral" >> Why? <</qSpeak>>
<<speak "imani.laugh" >> *She snorts, growing a new wrinkle in her brow.* <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> ...I don't understand what's funny. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Why do you laugh? <</qSpeak>>
<</if>>
<<speak "imani.smirk" >> Because little has changed about you, Quintrell. <</speak>>
<<speak "imani.neutral" >> <b>Do you not grasp what you've //become?//</b> <</speak>>
<<text>>
//"What you've become?"// The phrase is gray and unsettling. The <<if setup.hasRep("orthodox")>>disbelief in<<else>>rise of<</if>> her voice does nothing to absolve its vagueness.
<</text>>
<<qSpeak "quincy.eyebrow" >> No. <</qSpeak>>
<<speak "imani.neutral" >> ...I cannot blame you. A man cannot see his own face from where he stands. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> He can if he stands before a mirror. <</qSpeak>>
<<speak "imani.laugh" >> *This catches her off guard, and she laughs.* Ahah! <</speak>>
<<speak "imani.smirk" >> Allow me to be your eyes for a moment, Your Grace. <</speak>>
<<else>>
<<speak "imani.neutral" >> Allow me to be your eyes for a moment, Your Grace. <</speak>>
<</if>>
<<case "speak">>
<<qSpeak "quincy.surprised" >> And I you. It's been so long - you left so suddenly-- <</qSpeak>>
<<speak "imani.tilt" >> I know. I apologize. <</speak>>
<<speak "imani.lookaway" >> I've often wondered what my life might have been like, had I stayed. <</speak>>
<<text>>
A Northern Jay sounds its harsh screech from some treetop. You can just catch its snow gray-and-white wings against the pale sun.
<</text>>
<<speak "imani.tilt" >> Alas... duty comes first, Your Grace. I'm afraid reminiscing will have to wait. <</speak>>
<<case "dinner">>
<<text>>
As were you hoping to speak to Imani. Last you spoke, <<snout "you were just starting to sprout hairs on your chin." "your left ear still had yet to fully stand up.">> You can only imagine where life has taken her since.
``...If only she were here to reminisce.
<</text>>
<<qSpeak "quincy.neutral" >> You wish to discuss the tunsukh. <</qSpeak>>
<<speak "imani.neutral" >> Yes. <</speak>>
<<if setup.hasTrait("dispersal")>>
<<qSpeak "quincy.lookaway" >> <<if setup.hasRep("ambition")>>Duty comes first.<<else>>Your duty comes before catching up with old friends.<</if>> I understand. <</qSpeak>>
<<speak "imani.lookaway" >> I am afraid so, Your Grace. <</speak>>
<<else>>
<<text>>
Your <<snout "shoulders go slack." "ears lose their prick.">>
<</text>>
<<qSpeak "quincy.lookaway" >> I figured. <</qSpeak>>
<<speak "imani.lookaway" >> I have been chosen to represent the people, Your Grace. Surely, you understand. <</speak>>
<</if>>
<</switch>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway" >> You needn't call me that. <</qSpeak>>
<<speak "imani.lookaway" >> Apologies, Quintrell. A force of habit. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> You haven't called me "Your Grace" in over a decade. <</qSpeak>>
<<speak "imani.surprised" >> I suppose I haven't. <</speak>>
<<qSpeak "quincy.neutral" >> It's strange. Stop it. <</qSpeak>>
<<speak "imani.laugh" >> I was seeing the gloves before the man. My apologies, Quintrell. <</speak>>
<</if>>
<<text>>
<<if setup.hasTrait("packbonded")>>With a dip of the head<<else>>She laughs, but it fades as quickly as it came. With a wistful eye<</if>>, she takes her seat beside you on the gnarl of a jutting root. The forest is quiet save for the rush of wind through the pines, the lapping of the font lake, the drum of $licorice and $salmiak's feet as they play like a pair of kits.
<</text>>
<<speak "imani.tilt" >> ...It feels a divine strike of luck, that you should be Right Hand and His Highness be Convoy Prince. <</speak>>
<<skillCheck>>
<<if setup.checkPass()>>
<<text>>
You wait for an accompanying laugh or sneer. There is none. Her words come quiet, almost as you remember them, defanged of the effront with which she bit your father.
<</text>>
<<else>>
<<text>>
You wait for an accompanying laugh or sneer. There is none. Her face is undisturbed.
<</text>>
<</if>>
<<choose "quincy.surprised">>
<<ideal "ambition" [[Wait - so you see it too?|S1E2: Imani Talk2]]>><<set $response to "ambition">><</ideal>>
<<ideal "apathy" [[I don't know what you're talking about. This is a disaster.|S1E2: Imani Talk2]]>><<set $response to "survive">><</ideal>>
[[How do you mean?|S1E2: Imani Talk2][$response to "how"]]
<<if !setup.checkPass()>>
<<special "hunch" [[Don't lie to me.|S1E2: Imani Talk2]]>>
<</if>>
<</choose>><<set _qMood to false>>
<<if $response != "ambition" && $response != "survive" && $response != "how">>
<<set $response to "lie">>
<</if>>
<<switch $response>>
<<case "ambition">>
<<toneGain "imani" "insight">>
<<toneGain "imani" "insight">>
<<set _qMood to true>>
<<qSpeak "quincy.surprised" >> Then - you see it too? The potential this Convoy holds? <</qSpeak>>
<<speak "imani.smirk" >> One would be a fool to ignore it. <</speak>>
<<case "survive">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Lucky for //whom//? Not I. Nor is it lucky for anyone involved. This Convoy has been an endless disaster every step of the way. <</qSpeak>>
<<qSpeak "quincy.furrow" >> Only Lucas would say anything to the contrary. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> How could you possibly say that? The past few weeks have been an unmitigated disaster. <</qSpeak>>
<</if>>
<<speak "imani.smirk" >> <<if setup.hasTrait("shameless")>>Then perhaps he sees something you do not. Recall that<<else>>Disastrous in your Diadem palaver, perhaps. But<</if>> the tastes of the Second Estate rarely align with the needs of the Third. <</speak>>
<<case "how">>
<<qSpeak "quincy.neutral" >> How do you mean? <</qSpeak>>
<<case "lie">>
<<if setup.hasRep("ambition")>>
<<set _qMood to true>>
<<qSpeak "quincy.neutral" >> You needn't flatter by lying, Imani. Nobody approves of this Convoy. Not yet. <</qSpeak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.chuckle" >> *You snort.* You needn't lie, Imani. <</qSpeak>>
<<qSpeak "quincy.neutral" >> //Nobody approves of this Convoy.// Nobody besides, perhaps, Lucas. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Don't lie to me, Imani. //No one// approves of this Convoy. <</qSpeak>>
<</if>>
<</if>>
<<speak "imani.neutral" >> I do not lie. Raise your ear to the north winds. You'll find it carries the support of the people. //Your people.// <</speak>>
<</switch>>
<<text>>
She hisses through her teeth. She cannot hide the impassioned waver which rises in her voice.
<</text>>
<<speak "imani.tilt" >> The North carries grave wounds, Quintrell. Our hope has been stretched so far and thin it spans generations. Time and time again, we've seen that the suffering of the common man does not inspire change - only platitudes from the rich who starve us. <</speak>>
<<speak "imani.furrow">> Lazarus understands this. That is why he burned Naktoga Mine to the ground. <</speak>>
<<speak "imani.orate" >> @@.intense;In that act, a coin of fate was flipped!@@ ``On its face, the King's Army comes with a flaming sword for Lazarus's head; on its tail, //deliverance!// <</speak>>
<<speak "imani.surprised">> And - //just this once// - that coin fell in our favor. <</speak>>
<<speak "imani.smirk" >> Not only were we given a Convoy, but one headed by the //Silver Prince// - the man who takes it upon himself to free a Northern Viscount from unjust incarceration - ''who crosses blade with his fellow glove in pursuit of a right and fair world!'' <</speak>>
<<speak "imani.laugh" >> And at his Right, the //haretouched Duke of the North,// who in his banishment from the court fights for the safety of common laborers! <</speak>>
<<speak "imani.smirk" >> //Quintrell!// The North couldn't have ''prayed'' for a pair of Nobles so sympathetic to our plight. To <<if setup.hasRep("rebel")>>Amalugh's children<<else>>the people of the North<</if>>, your appointment is the blessing we have waited //decades// for. <</speak>>
<<text>>
The fervor of her speech leaves you reeling. <<if setup.hasRep("rebel")>><<if setup.hasRep("ambition")>>The idea that you've supporters already leaves you giddy and daunted in equal measures.<<else>>She speaks as though you have //disciples.// Do you have disciples? The idea makes you queasy.<</if>><<else>>How is it that you have such mythology already? <<if setup.hasTrait("cerebral")>>Do the Brothers of the Barehand hope to write your story before you have the chance?<<else>>You've yet to //do anything.//<</if>><</if>>
<</text>>
<<if setup.hasRep("rebel")>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.surprised" >> I... didn't realize. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> I... had no idea. *You slur, lightheaded.* I... <</qSpeak>>
<</if>>
<<speak "imani.smirk" >> That is precisely why I tell you now. <</speak>>
<<else>>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.lookaway" >> Imani... <</qSpeak>>
<<speak "imani.tilt">> I know. I understand your apprehension. Please... hear me out. <</speak>>
<<else>>
<<qSpeak "quincy.surprised" >> Imani. I don't understand... <</qSpeak>>
<<speak "imani.lookaway" >> I know. That is precisely why I tell you now. <</speak>>
<</if>>
<</if>>
<<text>>
Her eyes burn into yours. Like the trick words and eloquence, their intensity is new - sharp and unblinking, like the stare of a hunting owl.
<</text>>
<<if setup.hasRep("rebel")>>
<<speak "imani.neutral" >> Of course... There are Brothers who have lost faith in the idea that any Nobleman could have a human heart beating in his chest as well. When I accepted Lazarus's proposal that I go in his stead, I had friends who wept. They believed I was heading to my death. <</speak>>
<<speak "imani.smirk" >> I cannot know what lies in the heart of every Noble in Vestur. But I do know at least //one// to be a decent man. <</speak>>
<<speak "imani.neutral" >> So long as I can hold faith in my friend... I can hold faith that there is good in the Second Estate still. Men and women who will work alongside us for a better Vestur. <</speak>>
<<else>>
<<speak "imani.neutral" >> There are men amongst the Brothers who have lost faith in the idea that any Nobleman could have a human heart beating in his chest. When I accepted Lazarus's proposal that I go in his stead, friends wept. They believed I was heading to my death. <</speak>>
<<speak "imani.lookaway" >> I cannot know what lies in the heart of every Noble in Vestur. But I do know at least one to be a decent man... <</speak>>
<<speak "imani.tilt" >> So long as I can hold faith in my friend... I can hold faith that there is good in the Second Estate still. Men and women who will stop at nothing for a better Vestur. Like His Highness, Mr. Andimeur. <</speak>>
<</if>>
<<speak "imani.bow" >> You are a //symbol,// Quintrell. To the people of the North. //To myself.// <<if setup.hasRep("rebel")>>Never forget that.<<else>>Please... understand what you mean to us.<</if>> <</speak>>
<<choose>>
<<decide "a" [[I understand the weight of my selection.|S1E2: Imani Talk 3]] "Accept Burden">><<set $response to "a">><</decide>>
<<decide "b" [[I'm not a symbol.|S1E2: Imani Talk 3]] "Plead Humanity">><<set $response to "b">><</decide>>
<<ideal "cunning" [[*Give an ambiguous response.*|S1E2: Imani Talk 3]]>><<set $response to "cunning">><</ideal>>
<</choose>><<flag 120>>
<<switch $response>>
<<case "a">>
<<toneGain "imani" "insight">>
<<if setup.hasRep("rebel")>>
<<toneGain "imani" "insight">>
<</if>>
<<include "S1E2: Bunny End Symbol">>
<<case "b">>
<<toneGain "imani" "insight">>
<<include "S1E2: Bunny End NoSymbol">>
<<case "cunning">>
<<if setup.hasRep("orthodox")>>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<</if>>
<<include "S1E2: Bunny End Cunning">>
<</switch>>
<<set _licDesc to ""+$licorice+" and "+$salmiak+" gaze out at the lake.">>
<<imgLayer 2 "2_bunnyrunnyend.png" _licDesc `["modeNeutral","img-max"]`>>
<<print setup.imgLayer(2,"2_bunnyrunnyend_base.png",false,"body")>>
<<print setup.imgLayer(2,"2_bunnyrunnyend_sheen.png",false,"sheen")>>
<<print setup.imgLayer(2,"2_bunnyrunnyend_eye.png",false,"eye")>>
<<print setup.imgLayer(2,"2_bunnyrunnyend_lines.png",false)>>
<</imgLayer>>
@@.next;[[Continue.|S1E2: Bunny End Transtion]]@@<<set $cFlags.imani.symbol to true>>
<<if setup.hasRep("rebel")>>
<<if setup.hasRep("ambition")>>
<<text>>
It is clear that your people have placed a great deal of trust in you. The idea is foreign, and your head spins still. However unlikely, //you// are the North's hope, and you must act in turn.
<</text>>
<<else>>
<<text>>
She places a great deal of trust in you. Or rather, the //idea// of you. Whatever doubts you have in the //reality// of that idea, such faith is a rarity which should not be dismissed and cannot be taken for granted.
``The idea of your significance strikes you as foreign still. Your stomach remains uneasy and your head light, but you cannot simply watch your hares in dumb silence. And so, you look her in the eye and blurt a graceless few words of reassurance:
<</text>>
<</if>>
<<else>>
<<text>>
//"Please understand,"// she says, as though you were unaware of <<if setup.hasRep("ambition")>>the power you wield<<else>>this burden placed upon you<</if>>. Perhaps you are not the figure she'd hoped for - //Architect knows she wouldn't be the first to be disappointed// - but you cannot allow her to believe your ignorance.
<</text>>
<</if>>
<<if setup.hasRep("ambition")>>
<<if setup.hasRep("rebel")>>
<<qSpeak "quincy.pleased">> You needn't worry. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I know well the meaning I hold, Imani. <</qSpeak>>
<</if>>
<<qSpeak "quincy.think">> <<if setup.hasTrait("dense")>>I was born a Barghur and charged with the part of Right Hand -<<else>>I am a son of the Northern throne, Right Hand to the first Convoy in a hundred years. I am a man of symbols by way of birth and fate both, and<</if>> I will do all I can to carry these honors with the respect they deserve. <</qSpeak>>
<<else>>
<<if setup.hasRep("rebel")>>
<<qSpeak "quincy.lookaway" >> I couldn't if I tried. <</qSpeak>>
<<text>>
A poor choice of words. Her brow creases. You swallow, and attempt to explain.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway">> I've never been one for politics. But<<if setup.hasTrait("dense")>>, thick as I am,<</if>> I understand that is what is needed of me. What I must become. <</qSpeak>>
<</if>>
<<qSpeak "quincy.think" >> <<if setup.hasTrait("dense")>>I am a Barghur.<<else>>I am a man of symbols by way of birth and accident both.<</if>> Even if Lucas had never made me Right Hand, the luxury of simply being a man was never going to be mine to have. <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral">> <<if setup.hasTrait("guilty")>>Whatever my life is worth, I owe it to <<if setup.hasRep("rebel")>>my people<<else>>my kingdom<</if>>. I always will.<<else>>I am beholden to <<if setup.hasRep("rebel")>>my people<<else>>my kingdom<</if>>. I always will be.<</if>> <</qSpeak>>
<<if setup.hasRep("rebel")>>
<<text>>
Imani's gaze lingers as she considers your words. Though her eyes remain unreadable, the corner of her mouth tugs into something almost like a smile.
<</text>>
<<if setup.hasRep("ambition")>>
<<speak "imani.think" >> I see my trust was not misplaced. Thank you, Quintrell. <</speak>>
<<else>>
<<speak "imani.think" >> I see my trust was not misplaced. <</speak>>
<<speak "imani.tilt">> To put one's own life aside for the sake of the greater good... I know well it is a painful and difficult thing to do. Thank you, Quintrell. For your loyalty, for your sacrifice. <</speak>>
<</if>>
<<else>>
<<text>>
Imani breaks her gaze to consider your words. Her eyes drop to her boots, drifting across the forest floor until they come to rest on <<print $licorice>> and <<print $salmiak>>. Having tired of their games, the twins have settled into a restful heap.
<</text>>
<<if setup.hasRep("ambition")>>
<<speak "imani.neutral" >> ...Good. It is a relief to hear, in your own words. <</speak>>
<<else>>
<<speak "imani.neutral">> To put one's own life aside for the sake of the greater good... it is a noble thing to do. Thank you, Quintrell. <</speak>>
<</if>>
<</if>>
<<speak "imani.bow">> Change is coming to the North. I am grateful it is brought in your gloves, and not another's. <</speak>><<set $cFlags.imani.symbol to false>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral" >> I am but a man, Imani. A man in power, but a man all the same. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> I am only a man, Imani. <</qSpeak>>
<</if>>
<<if setup.hasRep("rebel")>>
<<text>>
For a moment, Imani is at a loss. She stares at you wide-eyed, <<snout "jaw clenched" "fur rising">> as she tries to reconcile your words with the image she had crafted in her mind.
<</text>>
<<speak "imani.surprised" >> Quintrell... *She says, breathless.* The North //needs you.// It needs men of the glove who are willing to speak against out...! <</speak>>
<<qSpeak "quincy.think" >> And that is what I am, Imani. A man of the glove, speaking. <</qSpeak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.tilt" >> To stake all hope on a lone icon... <<if setup.hasTrait("dense")>>it is too //literary// for my tastes. Something out of a book. This is the real world. I am thick-headed, and I am flawed.<<else>>it weakens a cause. I am flawed. Pretending otherwise will only lead to disappointment.<</if>> <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> //I never wanted this.// My assignment was an offhand comment by Lucas. A freak of time and place. <</qSpeak>>
<<text>>
//A freak of your friend's caprice.//
<</text>>
<<qSpeak "quincy.lookaway" >> I am not looking for glory<<if !setup.hasTrait("dense")>> in the annals of history<</if>>. I am merely trying to survive. <</qSpeak>>
<</if>>
<<text>>
You look sidelong at your former valet. She loops one of her dreads around her hand, ponderously rubbing the hair between her thumb and forefinger. Her face is closed. A window gone dark for the evening.
<</text>>
<<if setup.hasRep("ambition")>>
<<speak "imani.think">> So you are flawed. So was every great man before you. <</speak>>
<<qSpeak "quincy.lookaway">> Imani-- <</qSpeak>>
<</if>>
<<else>>
<<text>>
Imani lowers her gaze.
<</text>>
<<speak "imani.tilt" >> Quintrell... <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> Don't misunderstand me. I am loyal to my kingdom. I will serve my people. But I will do so as a man. <</qSpeak>>
<<qSpeak "quincy.think">> To stake all hope on a lone icon... <<if setup.hasTrait("dense")>>it is too //literary// for my tastes. Something out of a book. This is the real world. I am thick-headed, and I am flawed.<<else>>it simply isn't realistic. Drama befitting a tale. Life is more complicated than that, I'm afraid.<</if>> <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> //I never wanted this.// My assignment was an offhand comment by Lucas. A freak of time and place. <</qSpeak>>
<<text>>
//A freak of your friend's caprice.//
<</text>>
<<qSpeak "quincy.lookaway">> I will do what I must, but I cannot promise anything more than that. I cannot //be// more. <</qSpeak>>
<</if>>
<<text>>
You look sidelong at your former valet. She loops one of her dreads around her hand, ponderously rubbing the hair between her thumb and forefinger. Her face is closed. A window gone dark for the evening.
<</text>>
<</if>>
<<speak "imani.think">> I am not looking to make you something you are not. I mean only to remind you of what you //are.// <</speak>>
<<speak "imani.bow">> Your tale is fated for the tapestry of Northern history, Quintrell. You'd do well to act as you'd like to be portrayed. <</speak>><<set $cFlags.imani.symbol to null>>
<<text>>
Her eyes bore into your own, <<if setup.hasTrait("cleithro")>>dark as a mineshaft. You fear you stand too close to an abyss.<<else>>dark as a moonless night sky on the open tundra. You fear that without cover, you make yourself easy prey.<</if>>
``Intuition tells you there is meaning in Imani's words that you are not privy to. An //implication// of some kind. An unsaid <<if setup.hasRep("rebel")>>request for commitment<<else>>plea to trade your principles for hers<</if>>, or something else of that sort. The inflection of her voice urges you to agree, but it is that same pressure which makes you hesitate.
``All you know for certain is that you must tread carefully. To sign a deed unread is as foolish as burning a deed unread. And so, you speak around her talk of symbols and <<if setup.hasRep("rebel")>>remembrance<<else>>understanding<</if>>.
<</text>>
<<qSpeak "quincy.think" >> The plight of the North is why our Convoy was called. We've all a duty to its people. <</qSpeak>>
<<if setup.hasRep("rebel")>>
<<text>>
She blinks at last, freeing you from her stare. A smile passes her lips.
<</text>>
<<speak "imani.smirk" >> But not every man of the Convoy is a son of the Northern throne. <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "imani.laugh">> *She gives a huff of amusement, almost a laugh.* <</speak>>
<<speak "imani.bow">> It seems that change is finally coming to the North. I am grateful it is brought in your gloves, Quintrell, and not another's. <</speak>>
<<else>>
<<text>>
She frees you from her stare, dropping her gaze to the forest floor.
<</text>>
<<speak "imani.think">> ...Hm. <</speak>>
<<text>>
You worry she will ply you with further inquiry, but she does not, nor does she say anything else. Your conversation falls dead where it stands.
<</text>>
<<speak "imani.tilt">> . . . <</speak>>
<</if>><<addCodex "salmiak">>
<<addCodex "meurfont">>
@@.next;[[Continue.|S1E2: Pre Setting Out]]@@<<locationBoardSetup `[
{img:"forest2.png",text:"In spite of the sinister name, you would be hard pressed to find a safer wood to tread in the North."},
{img:"land/taiga3.png",text:"The last of its demons were slain in the Great Hunt, leaving man as the forest's master. By his glove, trees grow tall in plotted divisions, game grows fat and plentiful, and wolves are culled on sight."},
{img:"object/plants_boreal.png",text:"The dirt road beneath your feet has been beaten by countless hooves. Abruptly, you find yourself crossing paths with lumber wagons and drowsy commoners on their return home."}
]`>>
<<location "kagthur" `["Demons' Grove","Kagthur Lordship"]`>>
<<lastLoc "demonsgrove">>
<<timebreak "sunset">>
<<locationDesc>>
<<processTxt>>
Most of the Kagthur Lordship is barren, and so the cluster of forests at its southmost point are precious. The largest and most famous of these woods, of course, is //Demons' Grove.//
<</processTxt>>
<<locationDetails>>
<<processTxt>>
The Convoy is forced to stray from the path to find privacy. The even spacing of the trees requires you to venture deep into the woods to find the seclusion you seek.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E2: First Camp Lead In 2]]@@<<set $campData.name to "Camp">>
<<run delete $campData.loc>>
<<text>>
You cannot see the sun from where you stand, but you know from the dimming light that it has begun its descent behind the western mountains.
``The Prince's Convoy has been marching for a good ten hours now. Whilst you are tired, your work as inspector has <<if setup.hasTrait("cleithro")>>numbed<<else>>acclimated<</if>> you to dull, lengthy travel, and so it does not weigh on you as much as it could. Your poor $licorice, however, must be feeling the consequences of your dawn sprint... her ears dip lower than usual.
<</text>>
<<speak "licorice.closedEye">> . . . <</speak>>
<<qSpeak "quincy.tilt">> @@.whisper;There, there, girl... We'll be stopping soon.@@ <</qSpeak>>
<<text>>
Imani and $salmiak must be well acclimated - maybe even more so than you and your daughter - for the buck remains bright-eyed and alert. You cannot say the same for any of the horse riders. When D'Angelo's fjord trots to a stop, and the Guard-Captain dismounts, the sighs of relief are a chorus.
<</text>>
<<speak "dangelo.unsure">> Well, that's about it for what //my// butt can handle for one day! @@.lilt;Whew!@@ <</speak>>
<<speak "dangelo.neutral">> C'mon, men. @@.singsong;Let's pitch some tents!@@ <</speak>>
@@.next;[[Continue.|S1E2: First Camp Lead In 3]]@@<<text>>
After such a ride, the men are quite eager to follow their Guard-Captain's orders. The sooner camp is set, the sooner they rest. With surprising swiftness and coordination, the Convoy's horses are hitched and the guardsmen promptly set to work unpacking. Likewise, Imani begins clearing the ground for her own accommodations, and you unburden $licorice.
``Whilst unfastening the final strap of your doe's tack, you hear D'Angelo's chirp behind you:
<</text>>
<<speak "dangelo.laugh">> @@.lilt;What're you guys standing around for?@@ ``C'mon! Get moving! <</speak>>
<<text>>
You needn't turn to see who he addresses. He speaks to the three inexperienced Nobles who linger purposelessly beside their still-saddled horses.
<</text>>
<<speak "elijah.confused">> ...Pardon? <</speak>>
<<speak "dangelo.neutral">> You guys're gonna be setting your own tents tonight. <</speak>>
<<speak "kaitos.doleful">> Whuh? <</speak>>
<<speak "lucas.scowl">> Why? <</speak>>
<<speak "dangelo.silly">> 'Cause it'll be good for you! <</speak>>
<<choose>>
[[He's right, Lucas.|S1E2: First Camp Lead In 4][$response to "y"]]
[[That seems quite unnecessary, D'Angelo.|S1E2: First Camp Lead In 4][$response to "n"]]
<</choose>><<text>>
You turn to offer your unsolicited opinion.
<</text>>
<<if $response == "y">>
<<toneGain "dangelo">>
<<toneGain "vicky">>
<<toneLoss "lucas">>
<<toneLoss "elijah">>
<<qSpeak "quincy.neutral">> He's right, you know. <</qSpeak>>
<<speak "lucas.scowl">> I quite disagree. A Prince's Convoy has guardsmen for a reason. <</speak>>
<<speak "dangelo.eyeroll">> Hey now, don't throw a fit. I'm not gonna make you do it every time. This isn't the army! Not really, anyway. <</speak>>
<<speak "dangelo.unsure">> It's just - it's good to play a part in this stuff, y'know? Just to see how bad it is. That way you'll know how to do it when you gotta and appreciate it when you don't have to. <</speak>>
<<else>>
<<toneLoss "dangelo">>
<<toneLoss "vicky">>
<<toneGain "lucas">>
<<toneGain "elijah">>
<<qSpeak "quincy.think">> I know you're concerned, D'Angelo, but it seems quite unnecessary to make the Convoy Prince labor when he has a whole host of guards to do such things for him. <</qSpeak>>
<<speak "lucas.neutral">> *Lucas hesitates. His jaw tenses.* Pardon. Concerned about //what?// <</speak>>
<<speak "dangelo.smilestress">> Haha, nothing, just - it's good to play a part in this stuff, y'know? Just to see how bad it is, and so you can do it if you have to, and appreciate when you don't. <</speak>>
<<speak "dangelo.silly">> It's how we do it in the army. Even gloves gotta know how to pitch a tent. <</speak>>
<<speak "lucas.eyeroll">> Well, //this isn't the army.// <</speak>>
<</if>>
<<speak "dangelo.unsure">> <<if $response == "y">>'Sides, aren't you<<else>>Well, technically speaking... and hey, aren't you<</if>> the one always going on about making stuff more equal? <</speak>>
<<speak "dangelo.neutral">> What better chance are you gonna get than roughin' it up with your men, eh? @@.lilt;Eh?@@ <</speak>>
<<text>>
He gives Lucas a playful nudge of the elbow, but Lucas remains sour-faced and unmoved.
<</text>>
<<speak "dangelo.silly">> *Seeing as his first tactic failed, your brother shifts strategy. Lowering his voice, he taunts:* @@.whisper;Or are you guys gonna stand by and let a bunch of //ladies// outman you?@@ <</speak>>
<<speak "lucas.weary">> What? I... <</speak>>
<<text>>
With a cautious, fearful eye, the Prince looks to the Convoy's women.
``He sees Imani, with her hide tracker's tent. Her hand is practiced, and her setup all but finished.
``He sees Victoria, sweating and grunting as she labors shoulder-to-shoulder with the other guardsmen.
``It does not take long for Lucas's humiliation to catch up with him, nor Elijah's. The only gloved man who does not seem immediately disturbed by the threat of emasculation is Kaitos, and that is likely because he has stopped listening in favor of playing with the edge of his cloak.
<</text>>
<<speak "lucas.flustered">> Fine. *He snaps.* Just-- just tell me what to do! <</speak>>
@@.next;[[Continue.|S1E2: First Camp Lead In 5]]@@<<locationBoardSetup `[
{img:"forest2.png"},
{img:"camp-generic.png"},
{img:"land/taiga3.png"}
]`>>
<<location "kagthur" `["Camp","Demons' Grove"]`>>
<<timebreak "sunset">>
<<text>>
For all D'Angelo's talk of self-reliance and practicality, the tent intended for the Convoy Prince is preposterous. A tent of this size and embellishment could not be raised by one man alone. Perhaps with grit, it might be raised by //two men// of adequate strength... but you've no idea whether //you and Lucas// meet that qualifier, given the Prince's constitution.
``Thankfully, D'Angelo does not abandon you to find out. He borrows another guard, and you pitch the monstrous thing with four.
``It takes effort to raise the poles, and patience not to lose your temper maneuvering around its cumbersome banners and other decorative nonsense. But, it is over and done in less time and with less strain than you might have feared.
``Alas, what is a brief bit of exertion for you is miserable toil for Lucas. As soon as the work is done, the Prince's strength gives out, and he curls inward where he stands like a dead spider. Taking him by the shoulder, you help him to a fallen log by the edge of camp so that he might sit and rest while the guardsmen prepare the interior of the tent.
<</text>>
<<speak "lucas.weary">> That was terrible. *He huffs, clutching his aching shoulder.* <</speak>>
<<qSpeak "quincy.neutral">> But it is done. <</qSpeak>>
<<speak "lucas.glance">> Yes... <</speak>>
<<text>>
In his fatigue, he cannot be bothered to search his person for his handkerchief. He wipes the sweat from his brow with his sleeve, head hanging and eyes pointed to the ground.
<</text>>
<<speak "lucas.weary">> I hate to admit it... but I think your brother may be right. A day of travel by horse, a bit of setup... and I am spent. @@.stutter;I am sorely unfit for the road.@@ <</speak>>
<<choose>>
[[It will get easier.|S1E2: First Camp Lead In 6][$response to "ez"]]
[[You'll toughen up.|S1E2: First Camp Lead In 6][$response to "tuff"]]
<</choose>><<if $response == "ez">>
<<qSpeak "quincy.neutral">> It will get easier. *You assure him.* <</qSpeak>>
<<speak "lucas.glance">> Don't lie to me, Quintrell. I know the roads will only get //worse// from here on. <</speak>>
<<qSpeak "quincy.neutral">> You know what I meant. <</qSpeak>>
<<speak "lucas.weary">> ...I do. *He sighs.* I am just being difficult. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> You'll harden to it in time. <</qSpeak>>
<<speak "lucas.weary">> @@.stutter;I haven't another choice, have I?@@ <</speak>>
<</if>>
<<text>>
His posture is withered,<<snout "" " his tail limp,">> his lips dry. You surmise he has not kept up with his needs during your travels. <<if setup.flag(14)>>Unfit for the road indeed.<<else>>He hasn't developed the sense for it.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> You'll feel better after we've eaten. <</qSpeak>>
<<speak "lucas.weary">> @@.stutter;And when will that be?@@ <</speak>>
<<text>>
Looking across camp, it is difficult to say. A fire has been built, but you've yet to see any sign of cookware emerge from the saddlebags and packs strewn about.
<</text>>
<<qSpeak "quincy.think">> Hm. I'll ask D'Angelo. <</qSpeak>>
@@.next;[[Search camp for your brother.|S1E2: First Camp]]@@<<locationBoardSetup `[
{img:"barghur-crest.png",text:""},
{img:"morbre-barghurestate.png",text:""},
{img:"cigar.png",text:""}
]`>>
<<location "barghur" `["Barghur Estate", "Morbre"]`>>
<<set $tempQ.open.dadMad to 0>>
<<speak "deion.bigmad">> @@.yell;<<if $rumor.calypso>>PETTICOAT PENSIONER?<<else>>STOKING RIVALRY WITH THE BOREALS?<</if>> <<if $rumor.faith>>TEMPLAR OF THE NORTH?<<else>>BLASPHEMER?<</if>> SHOE BUCKLER?@@ ``@@.yell-loud;RIGHT HAND? PRINCE'S CONVOY? <span class='intense'>//YOU!?//</span>@@ <</speak>>
<<text>>
Your father did not send a single pigeon during your absence. Some unreasonable part of you had hoped he simply did not know of your new position and the blunders associated — //that he never would// — but the more honest part of you knew such anger could only be released in the flesh. He gnashes his cigar between his teeth as if he means to swallow it.
<<if setup.hasRep("ambition")>>You steel yourself and affirm:<<else>>Cornered, you are forced to admit:<</if>>
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<elseif setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt">> Yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Yes. <</qSpeak>>
<</if>>
<<text>>
This one word is like a bullet through his chest.
<</text>>
<<speak "deion.annoyed">> @@.yell;Architect above!@@ //Have you any idea what you've done, boy!?// <</speak>>
<<text>>
With this cry, he slumps in his seat and buries his face in his hands. The ashy end of his cigar, still clenched in his teeth, leaves a gray streak across the polished <<if setup.hasTrait("cleithro")>>mahogany<<else>>surface<</if>> of his desk.
<</text>>
<<speak "deion.tired">> @@.intense;//This is it!//@@ ``This is it for honor of the Barghur name. Our last chance to win back some respect, plunged into Hell! <</speak>>
<<choose "quincy.lookaway">>
<<ideal "ambition" [[*Assert your authority as Right Hand.*|S1E2: Dadtalk 1 Ambition]]>><</ideal>>
<<ideal "apathy" [[*Deny culpability.*|S1E2: Dadtalk 1 Survival]]>><</ideal>>
<<check `["etiq",setup.DCKey["medium"]]` [[*Attempt to ground him.*|S1E2: Dadtalk 1 Etiq]]>><</check>>
<<check `["emp",setup.DCKey["hard"]]` [[*Attempt to reassure him.*|S1E2: Dadtalk 1 Emp]]>><</check>>
<</choose>><<once>><<set $tempQ.open.dadMad++>><</once>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Perhaps in your eyes. Me? I see this as a valuable opportunity. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> You're wrong. This... this is my chance. <</qSpeak>>
<</if>>
<<text>>
The audacity of your words pulls him from the throes of despair and back into the realm of anger. Peeling his face from his hands, he snaps upright, brandishing his cigar like a highwayman brandishes a knife.
<</text>>
<<speak "deion.angry">> @@.yell;<<if setup.hasTrait("shameless")>>OPPORTUNITY!?<<else>>YOUR CHANCE!?<</if>>@@ ``Damn it boy, this isn't the time for you to play pretend! The North needs a Prince's Convoy - a REAL one! Not a holiday for totty-headed second sons! <</speak>>
<<speak "deion.annoyed">> @@.intense;WHOSE FAULT IS THIS?!@@ <</speak>>
<<include "S1E2: Dadtalk Fault">><<if setup.checkPass()>>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> I understand the circumstances are not ideal. However. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I understand the circumstances are... not ideal. However... <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral">> A Prince's Convoy was called. D'Angelo will be there to advise me. It was not what you expected - but what we can work with what we have. <<if !setup.hasRep("ambition")>>*At least, you hope you can.*<</if>> <</qSpeak>>
<<skillCheck>>
<<text>>
Your father lifts his face from his hands. He squints at you, wanting to agree, but hesitant to admit that his youngest son //could// be correct.
<</text>>
<<speak "deion.annoyed">> I know that. *Or so he claims. You remain skeptical.* Still leaves us with a Hell of a mess. Who decided this, anyway? <</speak>>
<<else>>
<<once>><<set $tempQ.open.dadMad++>><</once>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> The North asked for a Prince's Convoy. This is a Prince's Convoy. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> The North asked for a Prince's Convoy. This is a Prince's Convoy. <</qSpeak>>
<</if>>
<<speak "deion.annoyed">> *He looks up from his slump with a wary eye. He gives a wordless grunt as he considers the truth of your statement.* <</speak>>
<<qSpeak "quincy.neutral">> The important thing is that we address their grievances and do so promptly. <</qSpeak>>
<<speak "deion.tired">> Hrmph... well, I suppose... <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.pleased">> Lucas and I will do every bit as well as Prince Oscar and D'Angelo would have. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> In the end, does it truly matter who stands at the helm? Whether it's Prince Oscar or Prince Lucas? D'Angelo or I? <</qSpeak>>
<</if>>
<<skillCheck>>
<<text>>
Your father's face sours.
<</text>>
<<speak "deion.annoyed">> Shut your jaw, boy. Just tell me who's at fault here. Why the Hell is this //Lucas's// Convoy, and not his brother's? <</speak>>
<</if>>
<<include "S1E2: Dadtalk Fault">><<if setup.checkPass()>>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<text>>
Past experience tells you that asking your father to //"calm down"// only accomplishes the opposite. He finds such direct communication insulting from his own son, especially when that son is you. But, //on occasion,// you've successfully talked him through a mood of his by alluding to a related fact instead:
<</text>>
<<qSpeak "quincy.lookaway">> Father. The Convoy Prince is a guest in your home. Your voice carries. <</qSpeak>>
<<skillCheck>>
<<text>>
Your father's nostrils flare, and for a moment you fear you've misjudged. He opens his mouth and brandishes a finger in your direction, only to think better and withdraw it. Pulling the cigar from his mouth, he mutters - still angry, but much quieter now:
<</text>>
<<speak "deion.tired">> This... parade of second sons is not what the North asked for. <</speak>>
<<qSpeak "quincy.lookaway">> I am aware. <</qSpeak>>
<<speak "deion.annoyed">> Who... who did this? Tell me - who's fault is this? <</speak>>
<<else>>
<<once>><<set $tempQ.open.dadMad++>><</once>>
<<text>>
He's being ridiculous. Acting like a child - though you know better than to say that. You must start small if you hope to get through to him. Small, and //inoffensive.// Lowering your voice, you confront him as gently as you possibly can.
<</text>>
<<qSpeak "quincy.lookaway">> Calm down. <</qSpeak>>
<<skillCheck>>
<<text>>
Alas, he will not so much as stomach the suggestion. The furious clenching of his jaw cleaves his cigar in twain, leaving him sputtering and coughing as he attempts to vacate its contents from his mouth. When that fit is through, he slams his fists on his desk and barks:
<</text>>
<<set $tempQ.open.cigarEat to true>>
<<speak "deion.angry">> @@.yell-loud;DON'T TELL ME TO CALM DOWN, BOY!!@@ <</speak>>
<<speak "deion.annoyed">> The people've been hounding me for a CONVOY - @@.intense;a REAL one!@@ Not a parade for totty-headed second sons! Who thought THIS would do!? <</speak>>
<</if>>
<<include "S1E2: Dadtalk Fault">><<once>><<set $tempQ.open.dadMad++>><</once>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I am no more happy with the situation than you. This... situation... it was not my doing. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Father. I swear this was not my doing. I had no choice. <</qSpeak>>
<</if>>
<<text>>
In theory, this should absolve you of guilt. Of course, in practice, it does little to spare you from your father's anger. Peeling his face from his hands, he looks up, his teeth boring into his cigar like a threat:
<</text>>
<<speak "deion.angry">> @@.yell;THEN WHO'S DAMN FAULT IS IT!?@@ <</speak>>
<<speak "deion.annoyed">> The people've been hounding me for a CONVOY - @@.intense;a REAL one!@@ Not a parade for totty-headed second sons! Who thought THIS would do!? <</speak>>
<<include "S1E2: Dadtalk Fault">><<choose>>
[[The King-Regent.|S1E2: Dadtalk Fault2][$response to "king"]]
[[The High Sybil.|S1E2: Dadtalk Fault2][$response to "ancha"]]
[[Lord Daeynor.|S1E2: Dadtalk Fault2][$response to "daeynor"]]
[[It doesn't matter now.|S1E2: Dadtalk Fault2][$response to "doesnt"]]
<</choose>><<switch $response>>
<<case "doesnt">>
<<once>><<set $tempQ.open.dadMad++>><</once>>
<<qSpeak "quincy.lookaway">> Irrelevant. <</qSpeak>>
<<speak "deion.annoyed">> *He scoffs.* 'Course it's relevant. I need to know who left the North to die. <</speak>>
<<qSpeak "quincy.think">> What would it change? Neither Lucas's selection nor mine can be undone<<if setup.hasRep("ambition")>>.<<else>>... as much as I wish otherwise.<</if>> <</qSpeak>>
<<speak "deion.tired">> Hmph. You're right. We were alone from the start. Tri-Kingdom brotherhood! Hah! <</speak>>
<<speak "deion.annoyed">> You give all you can and get knifed in the back as thanks. Dunno why those Barehanders expected any better. <</speak>>
<<case "king">>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<qSpeak "quincy.neutral">> It was the King-Regent's decision. <</qSpeak>>
<<speak "deion.tired">> Of course. Midlanders. <</speak>>
<<speak "deion.annoyed">> Always taking the manticore's share and leaving us the scraps. That's Tri-Kingdom brotherhood for you, son. <</speak>>
<<case "ancha">>
<<qSpeak "quincy.think">> Well... the King-Regent named Lucas as Convoy Prince, but he was urged at the behest of the High Sybil... <</qSpeak>>
<<speak "deion.annoyed">> *He snorts.* Sybils. They think they know everything. <</speak>>
<<qSpeak "quincy.lookaway">> Ah, well... perhaps she //could// know something we don't...? <</qSpeak>>
<<speak "deion.annoyed">> Or //maybe// she just doesn't give a damn. The Church looks north and they see nothing but heretics. I don't trust a holywoman to give a hare's ass about the North any more than I trust the South or the Midland. <</speak>>
<<case "daeynor">>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<qSpeak "quincy.tilt">> Well... I imagine none of this ever would have happened if Lord Daeynor hadn't made an attempt on Prince Oscar's life-- <</qSpeak>>
<<speak "deion.annoyed">> ''Typical Midlanders.'' *He snaps.* The North could burn to the ground and they'd still be killing each other over which brother marries which cousin. <</speak>>
<</switch>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;Remain silent.@@" "S1E2: Dadtalk Allies">><<set $response to "silent">><</link>>
[[Those are our allies, father.|S1E2: Dadtalk Allies][$response to "allies"]]
[[It seems we can only rely on ourselves.|S1E2: Dadtalk Allies][$response to "ours"]]
<</choose>><<switch $response>>
<<case "silent">>
<<text>>
It's a complicated situation, and you don't much feel like taking sides or guessing about whether your father seeks to argue or commiserate. You hold your tongue and keep your thoughts to yourself.
<</text>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<text>>
Of course, he doesn't tolerate your silence either.
<</text>>
<<speak "deion.annoyed">> And //you.// *He huffs, eyes narrowed.* Don't think you're blameless here, either. <</speak>>
<<case "allies">>
<<text>>
With the North as it is, it seems unwise to disparage your kingdom's closest allies - especially with a Prince of the Midland downstairs in your parlor.
<</text>>
<<qSpeak "quincy.lookaway">> Those are our allies, father. <</qSpeak>>
<<speak "deion.annoyed">> So they say when we're around to hear. <</speak>>
<<speak "deion.angry">> You think proper allies would humiliate us like this? Give us YOU for a Right Hand? <</speak>>
<<case "ours">>
<<qSpeak "quincy.tilt">> It seems we can only rely on ourselves. <</qSpeak>>
<<text>>
You were agreeing with him, of course - and yet your father's lip curls regardless.
<</text>>
<<speak "deion.angry">> "We!?" *He snorts.* Who'd be fool enough to rely on you? <</speak>>
<</switch>>
<<if setup.hasRep("ambition")>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I am doing what I can-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I am doing what I can-- <</qSpeak>>
<</if>>
<<speak "deion.angry">> *His hand rises to silence you.* You've been making a mess is what you've been doing. <</speak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I never asked for-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I never asked for-- <</qSpeak>>
<</if>>
<<speak "deion.angry">> *His hand rises to silence you.* No excuses, boy. <</speak>>
<</if>>
<<speak "deion.annoyed">> Right Hand for barely a month, and you've already dirtied the Barghur name thrice over! <</speak>>
<<if $tempQ.open.cigarEat>>
<<text>>
He pulls another cigar from his desk and lights it anew. It takes everything in you not to cough as he breathes a fresh plume of smoke into the room.
<</text>>
<<else>>
<<text>>
He draws a breath from his cigar. It takes everything in you not to cough as he breathes a fresh plume of smoke into the room.
<</text>>
<</if>>
<<speak "deion.tired">> I mean... //Architect,// Quintrell, <<if $rumor.calypso>>Lady Nephthei?<<else>>pissing off the Boreals?<</if>> <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> It's not what-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I never-- <</qSpeak>>
<</if>>
<<speak "deion.annoyed">> Ah! *His hand rises again.* <<if setup.hasRep("ambition")>>No excuses!<<else>>I said no excuses!<</if>> <</speak>>
<<if $rumor.calypso>>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<speak "deion.neutral">> Look, son... I'm not made of stone. We've all been guilty of looking a little too long at those huge-- er-- *He stammers. He cannot finish his sentiment without incriminating himself further.* <</speak>>
<<speak "deion.annoyed">> B-but getting handsy is a step too far! She's powerful, Quintrell. You piss her off and the North will have no end of troubles! <</speak>>
<<text>>
So even your father believes the rumors. Your father, who knows perfectly well how little interest you take in rakish affairs! //Does he truly have so little faith in your character?// Is he //so willing// to believe the worst about his own son?
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I never touched Lady Nephthei. A leaf was caught in her braid. I was attempting to be a gentleman. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> // I never touched her!// A leaf was caught in her braid! I thought I was behaving as a gentleman would! <</qSpeak>>
<</if>>
<<speak "deion.annoyed">> A likely story. And I suppose you want me to believe you didn't tell the crowd you were <<if $rumor.faith>>North sect<<else>>a faithless heretic<</if>>, either? <</speak>>
<<if setup.hasRep("earnest")>>
<<once>><<set $tempQ.open.dadMad++>><</once>>
<<qSpeak "quincy.furrow">> I was being honest. Was I to lie instead? <</qSpeak>>
<<speak "deion.angry">> @@.yell;YES, DAMN IT!@@ <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> That was an accident. <</qSpeak>>
<<speak "deion.neutral">> Well, your little "accident" has got the North basilica thinking you're going to... going to... <</speak>>
<<qSpeak "quincy.harrowed">> Going to what? <</qSpeak>>
<<text>>
In all the criticism, you hadn't heard anything about how North Cerostians themselves felt about your... "declaration of faith."
<</text>>
<<speak "deion.angry">> I don't know! Bring glory to the North sect! Represent them! Bring them dignity! <</speak>>
<<speak "deion.annoyed">> And guess who's gonna have to deal with them too, when you fuck it up? <</speak>>
<</if>>
<<else>>
<<once>><<set $tempQ.open.dadMad++>><</once>>
<<speak "deion.tired">> Look, son. I don't like the Boreals any more than you do. Southerners getting rich playing pretend in the mountains... *He scoffs.* But you're not supposed to //say it!// <</speak>>
<<speak "deion.annoyed">> Some thoughts stay up here. *He taps his skull with a finger.* The Boreal South's got the money and power to make our lives Hell. You piss them off and all of the North will pay the price! <</speak>>
<<text>>
Of course he believes the rumors. Why wouldn't he take the opportunity to believe the worst about his own youngest son?
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I never spoke against the Boreal South. All of this has been a preposterous misunderstanding! <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> I never spoke against the Boreal South...! This was all a horrible misunderstanding! <</qSpeak>>
<</if>>
<<speak "deion.neutral">> Good, sounds convincing. Now, you practice that answer for next time someone's listening. <</speak>>
<<speak "deion.annoyed">> Oh, and while you're at it, why don't you practice these words too: ``@@.lilt;"I'm a Holy Cerostian and I bask in the Architect's light."@@ <</speak>>
<<if setup.hasRep("earnest")>>
<<once>><<set $tempQ.open.dadMad++>><</once>>
<<qSpeak "quincy.neutral">> Why bother? Everyone knows that isn't true. <</qSpeak>>
<<speak "deion.angry">> Yeah! They do! Because you're so stinking "honest" you just had to tell a damn reporter all about it! <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> Why bother? They'll never believe me now. <</qSpeak>>
<<speak "deion.angry">> Fake an epiphany! I don't care. I just want the North sect to stop treating my son like a saint-to-be! <</speak>>
<<qSpeak "quincy.surprised">> Pardon? <</qSpeak>>
<<text>>
In all the criticism, you hadn't heard anything about how North Cerostians themselves felt about your... "declaration of faith."
<</text>>
<<speak "deion.angry">> You heard me! They think you're going to bring glory to the North sect! Represent them! Bring them dignity! <</speak>>
<<speak "deion.annoyed">> And guess who's gonna have to deal with them when you fuck it up? <</speak>>
<</if>>
<</if>>
<<text>>
With a great and labored sigh, your father slumps back in his seat once more.
<</text>>
<<speak "deion.tired">> //Architect. Why can't you be more like D'Angelo?// <</speak>>
<<choose>>
<<gate `["etiq",10]` [[I need your counsel right now, not your criticism.|S1E2: Dadtalk End]] "hide">><<set $response to "council">><</gate>>
[[I'm sorry.|S1E2: Dadtalk End][$response to "sorry"]]
<<link "@@.talk-action;Say nothing.@@" "S1E2: Dadtalk End">><<set $response to "silent">><</link>>
[[I'm sorry I'm not my brother.|S1E2: Dadtalk End][$response to "dangelo"]]
[[I won't sit and listen to you berate me.|S1E2: Dadtalk End][$response to "wont"]]
<</choose>><<switch $response>>
<<case "council">>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<qSpeak "quincy.furrow">> Father. If I am <<if setup.hasTrait("ambition")>>to be Right Hand<<else>>survive this<</if>>, I need your counsel. Not your ire. <</qSpeak>>
<<speak "deion.annoyed">> ...Fine. You want my counsel? I'll give you counsel. <</speak>>
<<case "sorry">>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<qSpeak "quincy.lookaway">> ...I'm sorry. <</qSpeak>>
<<text>>
An awkward silence follows. Unsure how to approach your apology, your father doesn't.
<</text>>
<<speak "deion.tired">> ...Quintrell, listen. <</speak>>
<<case "silent">>
<<text>>
Attempts to explain yourself have been fruitless. He has already decided you are to blame in all of this. You see no reason to push the matter. And so, you clench your jaw and say nothing.
<</text>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "deion.angry">> . . . <</speak>>
<<speak "deion.tired">> ...Look, Quintrell. <</speak>>
<<case "dangelo">>
<<once>><<set $tempQ.open.dadMad-->><</once>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> Sorry you've two sons, father. I can't be D'Angelo. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I'm sorry. I can't be like him. I've... I've tried. <</qSpeak>>
<</if>>
<<speak "deion.annoyed">> I don't need you to be D'Angelo, I just need you to be not-- <</speak>>
<<speak "deion.tired">> *He realizes he cannot think of a phrasing which absolves him. He is left without words.* <</speak>>
<<speak "deion.neutral">> Son. You listen to me. <</speak>>
<<case "wont">>
<<once>><<set $tempQ.open.dadMad to 3>><</once>>
<<text>>
This conversation has accomplished nothing. And judging from past experience, there's no chance that it ever will.
``You are the Right Hand of the Fifth Prince's Convoy. Why are you being scolded like a child? You've real work to do.
<</text>>
<<speak "deion.annoyed">> And where the Hell do you think you're going? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I'm not going to sit here and listen to you berate me. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I'm not going to sit here and listen to you berate me. <</qSpeak>>
<</if>>
<<speak "deion.angry">> @@.yell;AHAHA!!@@ @@.intense;Of COURSE not!@@ <</speak>>
<<text>>
You shift your seat back, intending to leave - only for your father to grab hold of your wrist. You freeze. He hasn't attempted to restrain you since you were a boy.
<</text>>
<<speak "deion.angry">> If you listened to me now, it'd be the first time in your whole damn life you've listened to ANYBODY except little glass-eyes! Talking to you is like talking to an earless hare. Don't matter what you say or how nice you say it, you still get bit. <</speak>>
<<speak "deion.annoyed">> But I do it anyway. //Because I'm your father.// It's my duty, just like it's my duty to take care of this wasteland of a kingdom! <</speak>>
<</switch>>
<<set _deionReact to "deion.tired">>
<<if $tempQ.open.dadMad > 3>>
<<img 2 "2_dadconvo_c.png" "Furious, Archduke Barghur snaps at Quincy. The two are cast in stark contrast in front of a window.">>
<<speak "deion.angry">> This Convoy is the most important thing our family has done in 100 years. 100 damn years. <</speak>>
<<elseif $tempQ.open.dadMad <= -1>>
<<img 2 "2_dadconvo_a.png" "Exhausted, Archduke Barghur pleads with Quincy. The two are cast in stark contrast in front of a window.">>
<<speak "deion.tired">> This Convoy is the most important thing our family has done in 100 years. There's a lot of pressure. And it's not just on you. <</speak>>
<<set _deionReact to "deion.neutral">>
<<else>>
<<img 2 "2_dadconvo_b.png" "Tense, Archduke Barghur scolds Quincy. The two are cast in stark contrast in front of a window.">>
<<speak "deion.annoyed">> This Convoy is the most important thing our family has done in 100 years. <</speak>>
<</if>>
<<speak _deionReact >> Just this morning, I received word back from Reginald. He says the people have made their selection. Your //Man of the Third Estate// is on his way as we speak. <</speak>>
<<speak "deion.annoyed">> Tradition says we're to greet him with a tunsukh. Make him feel an honored guest. Let him win. Show the North we're //gracious, humble rulers.// ``The Barehanders've got their eyes on us. If this doesn't go right with them, nothing will. <</speak>>
<<if $tempQ.open.dadMad > 3>>
<<speak "deion.bigmad">> So help me if you fuck this up, I'll make you wish you were never born. <</speak>>
<<elseif $tempQ.open.dadMad <= -1>>
<<speak "deion.tired">> The North needs you to get your act together, son. This has to go well. //It has to.// <</speak>>
<<else>>
<<speak "deion.angry">> This //has to go right.// <</speak>>
<</if>>
<<flag 18>>
<<removeTask "12-tomorbe">>
<<addTask "12-woman-estate" "start">>
@@.next;[[Continue.|S1E2: tunsukh begin]]@@<<locationBoardSetup `[
{img:"place/convoy_tent.png",text:"Gables and trim have no purpose here. A marquee tent such as this belongs at a Midland fair, not the wilderness of the North. But you are tired, and it is spring. For now, it will do."},
{img:"object/trunk.png",text:"It is astonishing that so much furniture can be packed upon the back of a horse. //A washbasin, a writing desk - the portable kind meant to be used over a bed - a silver trunk that folds out into a shaving table...// There is more than enough to trip over."},
{img:"object/convoy_fancycot.png",text:"And, in the center of it all lies the Prince's cot, cushioned with a down mattress and blessed with real pillows."}
]`>>
<<location "kagthur" `["Your Tent","Demons' Grove"]`>>
<<set $tempQ.end to {}>>
<<timebreak "night">>
<<locationDesc>>
<<processTxt>>
Upon finishing your helping of rabbit, weariness sets upon you in full force. //You have been up since before the rise of the sun; traveled for hours; set the Prince's tent; hunted game and hauled your kill back to camp.// Quite simply, you have overexerted yourself.
``You do not wait for anyone's permission. You grab your rickety cot and retreat to your tent. Or rather - the Convoy Prince's tent. No one bothered to enforce it at the castle or at your family estate, but in the field you are to sleep beneath the same canvas for his protection.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
You are left to wonder where it is that you are meant to sleep yourself.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E2: onebed 1]]@@<<speak "lucas.surprised">> @@.yell;ACK!@@ <</speak>>
<<text>>
The Prince was in the midst of disrobing. He balances ungainly on one leg, breeches hanging off the other. He stands stiff, <<snout "" " tail tucked and ">>shaking under your gaze.
<</text>>
<<speak "lucas.flustered" >> @@.intense;Quintrell!@@ *He barks, snatching the breeches to cover his legs.* You might at least call before you enter a man's tent, lest you find him in a state of undress! <</speak>>
<<text>>
<<if setup.hasTrait("shameless")>>
Midlanders have a fascinating idea of "undress." With his shirt falling to his knees, legs covered by stockings, and hands begloved, he is every bit as covered as he was all day. Still, you turn your head, just as you always have. This allows you to take stock of the mess he has made.
<<else>>
With his shirt falling to his knees and his hands begloved, he shows nothing intimate. Nevertheless, you avert your eyes for the sake of his Midland standard of modesty. They fall upon the mess he has made of the tent instead.
<</if>>
``There are papers mingled in his sheets. One shoe lies atop the mattress, the other turned on its side beneath the cot. That reddish powder he complained about on the ride over has fallen out of his bag and scattered its dust about...
<</text>>
<<speak "lucas.flustered" >> //@@.stutter;What are you doing here?@@// *He whines, clutching the fabric of his breeches with such intensity that you would think he were worried they might escape.* Leave, if it is not urgent! <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> ...I am Right Hand. *You state, your voice flat.* We are to share a tent. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> ...I am Right Hand. *You apologize.* We are to share a tent. <</qSpeak>>
<</if>>
<<text>>
With a sigh, you shove a trunk aside. Taking your cot from beneath your arm, you begin the process of straightening its stubborn wooden hinges. <<if setup.hasTrait("shameless")>>However scandalized the Prince may be, this is the tent you have been assigned, and you are exhausted.<<else>>You feel for the Prince's sense of modesty, truly - but you are exhausted.<</if>>
<</text>>
<<speak "lucas.surprised" >> @@.intense;Preposterous!@@ <</speak>>
<<qSpeak "quincy.neutral" >> *You pause, your cot half-unfolded.* We have shared before. <</qSpeak>>
<<speak "lucas.eyeroll" >> Yes - for trips into the field at VRMA! And once or twice when we hadn't any choice! <</speak>>
<<text>>
Lucas shimmies under his wool blanket, sending even more of his things to the ground. He reaches for the writing desk and yanks it across the canvassed floor.
<</text>>
<<speak "lucas.scowl" >> Unforeseen situations! Emergencies. <</speak>>
<<text>>
You kneel to place your haversack beneath your cot. Whilst on the ground, you notice that an ink bottle has escaped Lucas's nest. Luckily, the cork was on tight enough to not spill into the oilcloth below.
<</text>>
<<if !setup.flag(14)>>
<<qSpeak "quincy.neutral" >> You should keep track of your belongings. We set out at first light tomorrow. Packing is swifter if you do not dump things onto the floor. *You place the wayward bottle safely upon his writing desk.* <</qSpeak>>
<<speak "lucas.scowl" >> @@.surprise;Tch!@@ I am not so disorganized! I'll have you know I was in the midst of //sorting// when you came in. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> We'll be setting out at first light tomorrow. *You place the wayward bottle back upon his writing desk.* You will find it easier to re-pack if you un-pack more carefully. <</qSpeak>>
<<speak "lucas.eyeroll" >> @@.surprise;Tch!@@ I was in the midst of //sorting// when you came in. <</speak>>
<</if>>
<<text>>
He uncaps the ink bottle with a sniff and recombines his papers into a tidier stack. The Society of Letters has been eager for his attention since he was named Convoy Prince; he peruses their inquiries like a man peruses a shelf for the right novel.
<</text>>
<<speak "lucas.neutral" >> I just don't understand. We've what, twenty-nine horses? Surely we can carry another tent. <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway" >> My duties as Right Hand do not stop when the sun sets. If I am to protect your person, I must be... adjacent to your person. If someone meant to do you harm-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I'm supposed to be your protector, aren't I? How would I protect you if I were sound asleep in another tent? If someone meant to do you harm-- <</qSpeak>>
<</if>>
<<speak "lucas.laugh" >> @@.surprise;A-ha!@@ Oh, I so wish someone would //try.// *He crumples a letter and sets it aflame. Replying mustn't have interested him.* <</speak>>
<<qSpeak "quincy.lookaway" >> *Reflexively, you look towards the ceiling to make sure it is not singed.* <</qSpeak>>
<<speak "lucas.smirk" >> I've never //turned a man to ash// before, but there's a first time for everything. <</speak>>
<<speak "lucas.neutral" >> *He shakes the burnt remains of the letter off his glove and onto the floor.* But really - what an inconvenience. <</speak>>
<<choose>>
[[It's a practical measure.|S1E2: onebed practical]]
[[I'm glad to share, actually.|S1E2: onebed mate]]
[[I don't like it either.|S1E2: onebed nolike]]
<</choose>><<text>>
Lucas turns to his desk whilst you change into your night clothes. He doesn't dare look back until your rustling stops, and your <<snout "bare legs" "white-furred legs">> are tucked beneath the cover of your sheets.
<</text>>
<<qSpeak "quincy.neutral" >> It's practical. <</qSpeak>>
<<speak "lucas.eyeroll" >> There is nothing practical about being //bereft of privacy.// <</speak>>
<<choose>>
<<specialC "hunch" [[If you must be in close quarters, it's best with someone you trust.|S1E2: onebed practical end]]>><<set $response to "pleasant">><</specialC>>
[[I've a job to do, Lucas. I'm your protector.|S1E2: onebed practical end][$response to "protect"]]
[[A tent is heavy. We need to travel light.|S1E2: onebed practical end][$response to "light"]]
<</choose>><<switch $response>>
<<case "pleasant">>
<<set $tempQ.end.goodDays to true>>
<<set $tempQ.end.lucas to "r">>
<<qSpeak "quincy.neutral" >> If you must be in close quarters with another, it's best if it is someone you trust. <</qSpeak>>
<<if setup.flag(14)>>
<<speak "lucas.weary">> *The scratching of his quill pauses.* <</speak>>
<<else>>
<<speak "lucas.surprised" >> *The scratching of his quill pauses.* <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> It's comfortable. It reminds me of our boyhood. <</qSpeak>>
<<speak "lucas.glance" >> ...It does, yes. <</speak>>
<<case "protect">>
<<set $tempQ.end.lucas to true>>
<<include "S1E2: onebed protect answer">>
<<case "light">>
<<set $tempQ.end.lucas to true>>
<<qSpeak "quincy.neutral" >> Because it's very practical for weight management. Every pound sheared in equipment is one pound more of food that can be carried. For another tent, the oilcloth alone would be twenty pounds, without factoring in poles and stakes... <</qSpeak>>
<<qSpeak "quincy.think" >> We needn't bring any more cots or tents than we have to. The guards are already six to a tent. <</qSpeak>>
<<speak "lucas.weary" >> //Six?// *He cringes.* ...I suppose I make a fool of myself whinging. <</speak>>
<</switch>>
<<text>>
The scuffing of his quill ceases. Reading his own writing back to himself, the Prince shakes his head<<switch $tempQ.end.lucas>>
<<case "r">> and gives a sharp snort<<case true>> and chuckles<<case false>>. A curt sigh passes his nose<</switch>>.
<</text>>
<<include "S1E2: onebed bottleneck">><<toneGain "lucas">>
<<friend "lucas">>
<<text>>
Lucas turns to his desk whilst you change into your night clothes. He doesn't dare look back until your rustling stops, and your <<snout "bare legs" "white-furred legs">> are tucked beneath the cover of your sheets.
<</text>>
<<qSpeak "quincy.neutral" >> Actually, I am glad we're sharing a tent. <</qSpeak>>
<<speak "lucas.surprised" >> *<<snout "His head whips all the way around." "His ears shoot up into a pair of tall triangles.">>* What? <</speak>>
<<choose>>
<<specialC "hunch" [[You've always slept easier with me around.|S1E2: onebed mate end]]>><<set $response to "easier">><</specialC>>
[[I'd rather share with a friend than my brother.|S1E2: onebed mate end][$response to "friend"]]
[[It'll be easier to do my job.|S1E2: onebed mate end][$response to "protect"]]
<</choose>><<switch $response>>
<<case "easier">>
<<set $tempQ.end.lucas to "r">>
<<qSpeak "quincy.pleased" >> *A yawn escapes you.* You sleep easier when I'm around. It would be best for everyone if you were well-rested. <</qSpeak>>
<<speak "lucas.scowl" >> *He scoffs.* Firstly - what a preposterous allegation. I am a grown man who sleeps just fine on my own. <</speak>>
<<speak "lucas.weary" >> And secondly - how ever could you even //reach// that conclusion? //You cannot watch me when you are not there.// <</speak>>
<<if !setup.flag(14)>>
<<qSpeak "quincy.neutral" >> Easily. We shared a dormitory; whenever I was away, you complained of poor sleep upon my return. You never complained of such things whilst I was there. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> We shared a dormitory, Lucas. Whenever I was away, you complained of poor sleep upon my return. You never complained whilst I was there. <</qSpeak>>
<</if>>
<<case "friend">>
<<set $tempQ.end.lucas to true>>
<<qSpeak "quincy.neutral" >> I would prefer to share a tent with a friend over anyone else here. <</qSpeak>>
<<speak "lucas.think" >> I suppose that's understandable. Asenath would be insufferable, and probably leave stains everywhere. <</speak>>
<<if hasVisited("S1E2: Camp Kaitos First")>>
<<qSpeak "quincy.lookaway">> And he's already sharing his tent with the Convoy's messenger pigeons. <</qSpeak>>
<<speak "lucas.weary">> Urgh. <</speak>>
<</if>>
<<qSpeak "quincy.think" >> My brother's snoring is fearful. <</qSpeak>>
<<speak "lucas.laugh" >> Oh, I've heard! And Elijah's tent would surely //reek// of perfume. <</speak>>
<<qSpeak "quincy.neutral" >> Victoria would turn it into a wolf's den. <</qSpeak>>
<<speak "lucas.flustered" >> Not to mention it would be //highly inappropriate// to share with a woman... <</speak>>
<<speak "lucas.smirk" >> If we must share, then //this// is by far the best outcome. <</speak>>
<<case "protect">>
<<set $tempQ.end.lucas to true>>
<<include "S1E2: onebed protect answer">>
<</switch>>
<<text>>
The scuffing of his quill ceases. Reading his own writing back to himself, the Prince shakes his head<<switch $tempQ.end.lucas>>
<<case "r">> and gives a sharp snort<<case true>> and chuckles<<case false>>. A curt sigh passes his nose<</switch>>.
<</text>>
<<include "S1E2: onebed bottleneck">><<qSpeak "quincy.neutral" >> I'm no happier about the arrangement than you. <</qSpeak>>
<<speak "lucas.neutral" >> *He pauses in the midst of setting his quills in order.* ...I'm glad we are in agreement. <</speak>>
<<qSpeak "quincy.neutral" >> Mm. <</qSpeak>>
<<text>>
You rustle amongst your haversack in search of your sleep clothes. As you pull a shirt from your belongings, you realize Lucas has yet to return to his letters. He stares at them, hand stilled and hesitant.
<</text>>
<<speak "lucas.glance" >> . . . <</speak>>
<<speak "lucas.neutral" >> I mean, it vexes you for the same reason it vexes me, yes? <</speak>>
<<choose>>
<<specialC "hunch" [[*For once, you don't feel the need for explanation.* Yes.|S1E2: onebed nolike 2]]>><<set $response to "yes">><</specialC>>
[[I prefer private quarters.|S1E2: onebed nolike 2][$response to "private"]]
<<link "@@.talk-action;Gesture to the mess on the floor.@@" "S1E2: onebed nolike 2">><<set $response to "mess">><</link>>
<<if setup.flag(14)>>
[[Too much has changed between us.|S1E2: onebed nolike 2][$response to "noForgive"]]
<</if>>
<</choose>><<switch $response>>
<<case "mess">>
<<set $tempQ.end.lucas to false>>
<<text>>
You unfurl an arm in the direction of an open trunk with the day's garments thrown amidst the clean ones.
<</text>>
<<if setup.flag(14)>>
<<set $tempQ.end.lucas to false>>
<<speak "lucas.flustered">> I told you I was //sorting!// *He pleads.* <</speak>>
<<qSpeak "quincy.lookaway">> "Mess" is not a synonym for "work in progress," Lucas. <</qSpeak>>
<<speak "lucas.annoyed">> That's precisely what I'm saying! You see the former, and I see the latter! <</speak>>
<<else>>
<<set $tempQ.end.lucas to true>>
<<qSpeak "quincy.neutral">> Need I explain? <</qSpeak>>
<<speak "lucas.annoyed">> I told you I was //sorting!// *He stresses.* <</speak>>
<<qSpeak "quincy.think">> *You shake your head.* Always sorting. Never organized. <</qSpeak>>
<<speak "lucas.laugh">> @@.surprise;Slander!@@ <</speak>>
<</if>>
<<case "noForgive">>
<<set $tempQ.end.lucas to false>>
<<text>>
You are not ready to pretend the two of you are still dormmates at VRMA.
<</text>>
<<qSpeak "quincy.neutral" >> Things have changed, Lucas. It feels too soon for something so familiar. <</qSpeak>>
<<speak "lucas.surprised" >> Ah. *He says, with a soft waver.* <</speak>>
<<speak "lucas.glasses">> Understood. I will act in respect for the now. <</speak>>
<<set $tempQ.end.goodDays to false>>
<<case "yes">>
<<set $tempQ.end.lucas to "r">>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "lucas.neutral" >> Ah. *He says, softly.* <</speak>>
<<case "private">>
<<set $tempQ.end.lucas to true>>
<<qSpeak "quincy.neutral" >> I've become accustomed to private quarters. <</qSpeak>>
<<speak "lucas.neutral" >> As have I. <</speak>>
<</switch>>
<<text>>
<<switch $response>>
<<case "mess">><<if setup.flag(14)>>With an indignant huff<<else>>With a familiar snicker<</if>>, he retreats into his letters.
<<case "yes">>Such understanding happens when you share quarters with a man for well over a decade. You are in perfect agreement... Though //what precisely// you are in agreement about feels more uncertain the silence stretches on. The feeling is uncomfortable, and so Lucas retreats into his letters.
<<case "private">>You are no longer boys sharing a dormitory. It is only natural that the two of you would outgrow such an arrangement.
<<case "noForgive">>He fumbles with his spectacles for a time. It is something he is prone to when someone has made him unpleasantly self-aware. He opts to retreat back into his letters.
<</switch>> His distraction offers a bit of privacy, and so you take the opportunity to change into your sleep clothes and shuffle back into your cot.
Ink and paper do not provide the Prince refuge for long. By the time you are settled, he is setting his quill aside and looking upon his work with uncertainty.
<</text>>
<<include "S1E2: onebed bottleneck">><<if hasVisited("S1E2: onebed mate")>>
<<qSpeak "quincy.pleased">> *A yawn escapes you.* Ah, you know. The men who mean you harm. It will be easier to hear them this way. <</qSpeak>>
<<speak "lucas.laugh">> <<if !setup.flag(14)>>*He snorts through his nose, a nasal chuckle. There is charm to its unflattering sound.*<<else>>*He snorts through his nose, a nasal chuckle.*<</if>> Ah, right. <</speak>>
<<speak "lucas.smirk" >> You know... truth to be told, I haven't the bloodlust for immolation. I would be grateful indeed, should you do the dirty work and dispense of any would-be assassins. <</speak>>
<<if setup.hasTrait("jester") && !setup.flag(14)>>
<<qSpeak "quincy.pleased" >> It would be my greatest pleasure, my Prince. *You imitate a mock bow - as well as your sprawl will allow you.* <</qSpeak>>
<<speak "lucas.laugh" >> @@.lilt;Ghekekekeh!@@ <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I would. <</qSpeak>>
<<speak "lucas.flustered" >> I am aware. I jest; let's hope it doesn't come to that. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" >> *A yawn escapes you.* I've a duty, Lucas. Even if you can turn a man to cinders. <</qSpeak>>
<<speak "lucas.laugh" >> <<if !setup.flag(14)>>*He snorts through his nose, a nasal chuckle. There is charm to its unflattering sound.*<<else>>*He snorts through his nose, a nasal chuckle.*<</if>> Well, if you insist. <</speak>>
<<speak "lucas.smirk" >> Truth be told, I haven't the bloodlust for immolation. I suppose I really oughtn't stand in your way... <</speak>>
<</if>><<switch $tempQ.end.lucas>>
<<case "r">>
<<if !$cFlags.lucas.hasOwnProperty("f")>>
<<set $cFlags.lucas.f to 0>>
<</if>>
<<once>>
<<set $cFlags.lucas.f++>>
<</once>>
<<speak "lucas.flustered">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> Are you alright? <</qSpeak>>
<<speak "lucas.weary">> Fine. It's just-- <</speak>>
<<speak "lucas.annoyed">> I was a fool to think I'd get any writing done tonight, that's all. Who would have thought that a day spent //sitting on a horse// would tire the mind so? <</speak>>
<<case true>>
<<speak "lucas.laugh">> What drivel.<<if hasVisited("S1E2: onebed nolike 2")>> *He proclaims.*<</if>> I was a fool thinking I'd get any writing done tonight with the day we've had. <</speak>>
<<case false>>
<<speak "lucas.glasses">> I was a fool to think I'd get any writing done tonight.<<if hasVisited("S1E2: onebed nolike 2")>> *He proclaims.*<</if>> Who would have thought that a day spent //sitting on a horse// would tire the mind so? <</speak>>
<</switch>>
<<text>>
He caps the ink bottle, and begins the process of returning his writing things back into their proper trunk. (<<if $response == "mess">>Predictably, they are returned<<else>>You cannot help but note that they return<</if>> in an unsorted heap.) Once he has cleared the desk of litter and pushed it into the side, he settles into the plush mattress of his cot.
``But rest is not on his mind. You can tell from how he lays, propped up by his elbows and bespectacled still.
<</text>>
<<speak "lucas.pleased">> And so the sun sets upon our first day as a proper Convoy. It's starting to feel real now, is it not? <</speak>>
<<choose>>
[[It is.|S1E2: onebed convoy][$response to "y"]]
[[It still doesn't feel real.|S1E2: onebed convoy][$response to "n"]]
[[I'm feeling tired, if that counts.|S1E2: onebed convoy][$response to "t"]]
<</choose>><<switch $response>>
<<case "y">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> It's still hard to believe we're getting away with this. <</qSpeak>>
<<speak "lucas.smug">> Isn't it? <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> It is. For better or worse. <</qSpeak>>
<<speak "lucas.smug">> For //the better,// Quintrell. <</speak>>
<</if>>
<<case "n">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> It still feels like a dream. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Still feels like a bad dream to me. <</qSpeak>>
<</if>>
<<speak "lucas.pleased">> @@.lilt;Ahah!@@ Well, I suppose I cannot blame you. Nothing we've done has gone by the book now, has it?. <</speak>>
<<case "t">>
<<qSpeak "quincy.tilt">> I'm feeling tired. <</qSpeak>>
<<speak "lucas.pleased">> Aren't we all? *He chuckles.* <</speak>>
<</switch>>
<<text>>
Lucas shifts on his cot. For all the offense he took at the idea of cohabitation, it is clear from <<snout "his enthuse" "the wave of his tail poking out from amidst the sheets">> that he is enjoying your company after all.
<</text>>
<<speak "lucas.smirk">> Just another day's ride, and we'll be arriving in that first village Imani spoke of. //"Yolmar,"// I believe she said? I do hope we are dressed warmly enough for upper Kagthur. <</speak>>
<<qSpeak "quincy.eyebrow">> ...It's spring. I think we'll be alright. <</qSpeak>>
<<speak "lucas.flustered">> Well, //yes,// but one can never assume with the North! I've heard parts of Segrengachi and Urdagan have snow year-round and, well - I digress. <</speak>>
<<speak "lucas.thinking">> I keep running circles in my head trying to decide my best approach. How I should carry myself when addressing the people. I am used to lending aid to commoners, yes, but man-to-man. I've less experience in playing the part of the //Noble Prince.// <</speak>>
<<speak "lucas.weary">> I was hoping for an opportunity to ask Imani her opinion. But... my shortsighted ranting dashed those plans, much to my shame. Perhaps I will get an opportunity to speak with her on the ride tomorrow. <</speak>>
<<switch $tempQ.end.lucas>>
<<case "r">>
<<set _lucasReact to "lucas.flustered">>
<<case true>>
<<set _lucasReact to "lucas.pleased">>
<<case false>>
<<set _lucasReact to "lucas.glance">>
<</switch>>
<<speak _lucasReact >> Of course, //your// thoughts are valued as well, you //are// my Right Hand. Imani is simply the most //acquainted// with the situation. <</speak>>
<<text>>
A man can only go so long without rest. Your mind drifts.
<</text>>
<<qSpeak "quincy.pleased">> Mm. <</qSpeak>>
<<speak "lucas.surprised">> Ah! But I am keeping you up, aren't I? Your day was much longer than mine, wasn't it? <</speak>>
<<passiveCheck 1 `["emp",setup.DCKey["easy"]]`>>
<<choose "quincy.tilt">>
[[Being tired is a small price to pay for a chance to spend time with you.|S1E2: onebed lucas]]
[[Sorry. It's been a long day, and there's a lot on my mind.|S1E2: onebed mind]]
<<link "@@.talk-action;You're losing your patience.@@ It was." "S1E2: onebed exhaust">><</link>>
<</choose>><<toneGain "lucas">>
<<qSpeak "quincy.pleased">> Yes. But it is a small price to pay for your company. <</qSpeak>>
<<if setup.flag(14)>>
<<speak "lucas.surprised">> . . . <</speak>>
<<text>>
His eyes widen.
<</text>>
<<if !$tempQ.end.goodDays>>
<<qSpeak "quincy.tilt">> Perhaps we are no longer boys at VRMA... but I must admit, it is nice to be reminded of those days. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> We may not be boys at VRMA any longer, but it is nice to be reminded of those days. <</qSpeak>>
<</if>>
<<speak "lucas.flustered">> @@.stutter;Yes!@@ I agree. *He stammers, as though he might miss his chance to do so.* Remember that time we broke into the library and spent the night reading? <</speak>>
<<qSpeak "quincy.pleased">> Yes. I awoke exhausted the next morning. Just like I'll wake exhausted tomorrow... <</qSpeak>>
<<speak "lucas.annoyed">> I still-- I still cannot believe they //reprimanded us// for that. For studying! <</speak>>
<<else>>
<<if $tempQ.end.goodDays>>
<<speak "lucas.pleased">> You know, you're right. It does bring to mind boyhood. Staying up late in spite of early mornings... eschewing studies for misbehavior... <</speak>>
<<elseif !$tempQ.end.goodDays>>
<<speak "lucas.pleased">> Ah, agreed. It brings to mind our boyhood days. Staying up late in spite of early mornings... eschewing studies for misbehavior... <</speak>>
<<speak "lucas.smirk">> ...Leaving my messes on your side of the dorm... <</speak>>
<<else>>
<<speak "lucas.pleased">> Ah, agreed. It brings to mind our boyhood days. Staying up late in spite of early mornings... eschewing studies for misbehavior... <</speak>>
<</if>>
<<qSpeak "quincy.pleased">> And I'll awake exhausted tomorrow morning. Like that time we spent the night breaking into the library. <</qSpeak>>
<<speak "lucas.annoyed">> @@.intense;Ugh!@@ *He exclaims, flopping back upon his cot and throwing his arms across his chest.* I still cannot believe we were reprimanded for //studying.// <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> ...We did steal the key from the headmaster's office. And pick that lock in the process. <</qSpeak>>
<<speak "lucas.thinking">> I suppose. <</speak>>
<<text>>
Exhaustion has a funny way of turning mundane details novel. Perhaps this is why the <<if setup.flag(14)>>sheepishness<<else>>reluctance<</if>> of his voice prompts a chuckle from you. <<if setup.flag(14)>>It is difficult to stay cross with him - at least in a moment such as this.<</if>>
<</text>>
<<qSpeak "quincy.pleased">> ...We should probably get some sleep. <</qSpeak>>
<<if setup.flag(14)>>
<<speak "lucas.surprised">> Ah, right. *He shuffles amidst his sheets, an uncertain look upon his face.* Sleep well, Quintrell. <</speak>>
<<else>>
<<speak "lucas.neutral">> Oh, probably. Sleep well, Quintrell. <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> Sleep well, Lucas. <</qSpeak>>
<<text>>
With that, he snuffs out the dimming light of the tent's lone candle, and the two of you settle in the dark.
<</text>>
@@.next;[[Sleep.|S1E2: onebed ending stretch]]@@<<text>>
Simply put, you haven't the strength to touch upon every fear of yours. Even if you had, you doubt the Prince <<if setup.flag(14)>>has the tact to provide the sort of comfort he offers<<else>>has the means to lessen your burdens<</if>>. You see no point in cataloging your woes.
<</text>>
<<qSpeak "quincy.neutral">> ...I don't want to talk about it. <</qSpeak>>
<<speak "lucas.glance">> Ah. *There is a tightness in his voice.* I understand. <</speak>>
<<choose "quincy.lookaway">>
[[Sorry. I'm just tired.|S1E2: onebed mind nvmd2][$response to "sorry"]]
<<link "@@.talk-action;Say nothing.@@" "S1E2: onebed mind nvmd2">><<set $response to "na">><</link>>
<</choose>><<if $response == "sorry">>
<<text>>
Have you offended? You hadn't meant to.
<</text>>
<<qSpeak "quincy.tilt">> Apologies. I'm tired... That is all. <</qSpeak>>
<<speak "lucas.glance">> I //said// I understood. *He snorts.* Good night, Quintrell. <</speak>>
<<qSpeak "quincy.tilt">> Good night, Lucas. <</qSpeak>>
<<text>>
With that, he snuffs out the dimming light of the tent's lone candle, and the two of you settle in to sleep.
<</text>>
<<else>>
<<speak "lucas.neutral">> . . . <</speak>>
<<text>>
He stares, as though awaiting a response. You haven't the strength to muster such a thing, never mind determine whether it is necessary at all. You've ignored your heavy eyes too long as it is. All you've the energy for now is to roll over in your cot and make yourself comfortable enough for sleep.
<</text>>
<</if>>
@@.next;[[Sleep.|S1E2: onebed ending stretch]]@@<<qSpeak "quincy.tilt">> Apologies. It's just... it's been a long day. There's a lot on my mind. <</qSpeak>>
<<speak "lucas.surprised">> Oh? <</speak>>
<<text>>
You cast a bleary look at Lucas. He stares back with attentive interest.
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
You had presumed your statement would stand as an explanation in itself, but it seems that - contrary to your intent - it has come across as some sort of request. An ask for permission to grouse about your woes.
``To be fair, your mind //is// quite burdened... but grousing takes precious energy.
<</text>>
<<else>>
<<text>>
...You've no idea why.
<</text>>
<<if setup.flag(14)>>
<<speak "lucas.flustered">> ...Well? *He prompts.* <</speak>>
<<else>>
<<speak "lucas.glance">> Well? *He prompts.* <</speak>>
<</if>>
<<qSpeak "quincy.tilt">> I'm sorry...? <</qSpeak>>
<<speak "lucas.weary">> Pardon. I thought you meant to... ah... <</speak>>
<<text>>
You had presumed your statement would stand as an explanation in itself, but it seems that - contrary to your intent - it has come across as some sort of request. An ask for permission to grouse about your woes.
<</text>>
<<qSpeak "quincy.surprised">> Oh. <</qSpeak>>
<<text>>
To be fair, your mind //is// quite burdened... but grousing takes precious energy.
<</text>>
<</if>>
<<choose "quincy.lookaway">>
<<trait "jester" [[I'm worried about how I'll fend off the assassins in this state.|S1E2: onebed mind 2]]>><<set $response to "assassin">><</trait>>
[[I'm worried about the Convoy.|S1E2: onebed mind 2][$response to "convoy"]]
[[I'm worried about Imani.|S1E2: onebed mind 2][$response to "imani"]]
[[I'm worried about the Barehanders.|S1E2: onebed mind 2][$response to "bh"]]
[[I don't want to talk about it.|S1E2: onebed mind nvmd]]
<</choose>><<if $response == "assassin">>
<<text>>
You haven't the strength to touch upon your every fear. To do so would only tire you further. Instead, you answer with a bit of cheek:
<</text>>
<<else>>
<<text>>
You haven't the strength to touch upon every fear of yours, but perhaps it would do you good to unburden yourself, if only just a little. <<if setup.flag(14)>>For all his flaws, you've<<else>>You've<</if>> always been able to rely on Lucas to commiserate... so long as the discussion does not stray too close to matters of the emotional, with exceptions made for righteous anger.
<</text>>
<</if>>
<<switch $response>>
<<case "convoy">>
<<qSpeak "quincy.tilt">> Ah, well... you know. The Convoy. <<if setup.hasRep("ambition")>>A lot could go wrong. A lot has gone wrong already. I've been wondering how it is we will make it all come together...<<else>>All which I have been dreading is upon us. And it has gone so wrong already.<</if>> <</qSpeak>>
<<if setup.hasRep("ambition")>>
<<speak "lucas.glance">> Ah, as have I. <</speak>>
<<else>>
<<speak "lucas.smug">> I wouldn't say it's gone //so// wrong. <</speak>>
<<speak "lucas.glance">> ...But I understand the concern. <</speak>>
<</if>>
<<speak "lucas.thinking">> We are at a disadvantage, yes. That is true. We are treading new ground, and we haven't the time or the funds afforded to the Convoys of the Past - never mind the //respect.// *He huffs.* But worrying only gets one so far. <</speak>>
<<speak "lucas.neutral">> All we can do is address things as they come as best we can. Snuff fires where they arise, with whatever tools we have at our disposal. If we must do so on our own, then so be it. <</speak>>
<<qSpeak "quincy.lookaway">> <sup>Hm.</sup> <</qSpeak>>
<<text>>
His idea of reassurance leaves something to be desired.
<</text>>
<<speak "lucas.pleased">> I've fought hopeless battles and come away the victor before. I figure it is all I can do to approach the Fifth Convoy the same. <</speak>>
<<qSpeak "quincy.lookaway">> ...Right. Good night, Lucas. <</qSpeak>>
<<speak "lucas.neutral">> Good night, Quintrell. <</speak>>
<<case "imani">>
<<qSpeak "quincy.tilt">> It's... Imani. <</qSpeak>>
<<speak "lucas.surprised">> Miss Khatar? @@.surprise;Is she alright?@@ <</speak>>
<<qSpeak "quincy.lookaway">> She's fine - I think. That's not what I mean. It's just... <</qSpeak>>
<<text>>
She has served your family. She has offered you friendship. <<if setup.hasTrait("packbonded")>>For her loyalty, you owe her your gratitude.<<else>>For her kinship, you owe her a depth of gratitude you cannot even begin to convey.<</if>> And yet... she speaks on behalf of Lazarus. <<if setup.hasRep("rebel")>>Whatever sympathies you might have for his rhetoric, the man himself remains an unknown quantity.<<else>>She follows a man with motives you cannot know.<</if>>
``<<if setup.hasRep("orthodox")>>It feels as though a betrayal has occurred.<<else>>You feel... an ambient sense of betrayal.<</if>> And yet, you cannot bring yourself say for certain <<if setup.hasRep("orthodox")>>it has<<else>>anything of the sort has happened<</if>>, never mind who has forsaken who. She still calls you "friend," in spite of it all.
<</text>>
<<qSpeak "quincy.tilt">> I haven't seen her in so long. I'm still... taking it in, I suppose, and... I cannot help but wish it were under easier circumstances. <</qSpeak>>
<<speak "lucas.neutral">> It's not every day one reunites with a long lost friend. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.lookaway">> No, but... at the current rate, it's once every month. <</qSpeak>>
<<speak "lucas.thinking">> Is there a third friend I should be worried about meeting next? <</speak>>
<<qSpeak "quincy.neutral">> You overestimate how easy it is for a man like myself to come by such a thing. <</qSpeak>>
<<speak "lucas.laugh">> *This prompts a bout of snorting laughter.* I tease. <</speak>>
<<speak "lucas.neutral">> Know that I am willing to lend you an ear, should you need it. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...I'm still adjusting to it having happened once. <</qSpeak>>
<<if setup.flag(14)>>
<<speak "lucas.glance">> I know. Such a thing... cannot be easy. <</speak>>
<</if>>
<<speak "lucas.neutral">> Know that I am willing to lend you an ear, should you need it. <</speak>>
<</if>>
<<if setup.flag(14)>>
<<qSpeak "quincy.neutral">> ...For now, I think what I need is rest. <</qSpeak>>
<<else>>
<<qSpeak "quincy.pleased">> I know. But, for now... I think what I need is rest. <</qSpeak>>
<</if>>
<<speak "lucas.neutral">> Of course. Good night, Quintrell. <</speak>>
<<qSpeak "quincy.neutral">> Good night. <</qSpeak>>
<<case "bh">>
<<qSpeak "quincy.tilt">> I'm worried about the Brothers of the Barehand. *You shake your head.* <<if setup.hasRep("rebel")>>I sympathize with their aims<<else>>Imani tells us they are not our enemies<</if>>, but... <</qSpeak>>
<<speak "lucas.devastated">> <<if setup.hasRep("rebel")>>But sympathies mean little without action to back it.<<else>>But our fellow glove expects us to treat them as such.<</if>> *He finishes.* I know //precisely// how you feel, Quintrell. *He does not.* <</speak>>
<<speak "lucas.glasses">> We must work hard to assure the Brothers that we are honest in our support. Mark my words, the Fifth Convoy will //not// be some petty placation effort. I'd sooner throw myself off the bluffs of Elkhatu than let those fools at the Council speak for all of Nobility. <</speak>>
<<speak "lucas.glance">> The Brothers of the Barehand risk everything in their stand for justice in the North. I will see to it that they are vindicated. <</speak>>
<<text>>
You blink. His is an entirely different concern than that which troubled you. //You// had been worrying about <<if setup.hasRep("rebel")>>the prospect of realistic mediation.<<else>>how to proceed should Lazarus decide to revoke that "friendship."<</if>>
``Alas, your mind fuzzes. You are far too tired to correct him now.
<</text>>
<<qSpeak "quincy.lookaway">> ...Ah. Yes. <</qSpeak>>
<<speak "lucas.neutral">> It's a fraught situation. It won't be easy. But we will do right by your people, Quintrell, I promise you. <</speak>>
<<qSpeak "quincy.lookaway">> Of course. Good night, Lucas. <</qSpeak>>
<<speak "lucas.neutral">> Good night, Quintrell. <</speak>>
<<case "assassin">>
<<qSpeak "quincy.neutral">> I'm worried as to how I'll fend off the assassins, should they attack in the night. I am oh so tired. <</qSpeak>>
<<text>>
The Prince, of course, had expected something a touch more vulnerable. His face sours, and he rolls his eyes.
<</text>>
<<speak "lucas.eyeroll">> Oh, ha //ha.// <</speak>>
<<speak "lucas.neutral">> Well, I suppose I'd best let you rest so you're rested enough for all those kills on my behalf. <</speak>>
<<qSpeak "quincy.lookaway">> Yes. That would be appreciated. <</qSpeak>>
<<speak "lucas.glance">> Good night, Quintrell. <</speak>>
<<qSpeak "quincy.neutral">> Good night, Lucas. <</qSpeak>>
<</switch>>
<<text>>
With that, he snuffs out the dimming light of the tent's lone candle, and the two of you settle in the dark.
<</text>>
@@.next;[[Sleep.|S1E2: onebed ending stretch]]@@<<toneLoss "lucas">>
<<text>>
//Obviously.//
<</text>>
<<qSpeak "quincy.lookaway">> It was. *You say, your voice growing curt.* <</qSpeak>>
<<speak "lucas.surprised">> Ah. I should... let you rest, then. *He stammers, taken aback.* <</speak>>
<<speak "lucas.glance">> I'm, ah, sure I'll have time to talk your ear off in the morning. <</speak>>
<<text>>
You nod. You cannot will yourself to do any more than that - you cannot even keep your eyes open. You drift into the dark.
<</text>>
@@.next;[[Sleep.|S1E2: onebed ending stretch]]@@<<set _imaniCount to 0>>
<<if setup.hasTrait("dispersal")>><<set _imaniCount++>><</if>>
<<if setup.hasRep("rebel")>><<set _imaniCount++>><</if>>
<<if $cFlags.imani.symbol>><<set _imaniCount++>><</if>>
<<if setup.flag(14)>><<set _imaniCount++>><</if>>
<<if $tempQ.end.lucas == "r">><<set _imaniCount-->><</if>>
<<if $cFlags.imani.doubt >= 1>><<set _imaniCount-->><</if>>
<<if _imaniCount >= 3>>
<<set _imaniPriority to true>>
<</if>>
<<text>>
It has been a long time since you've felt this sort of tired. Usually it's one or the other - mental exhaustion //or// physical exhaustion. The past two days have harried you with both kinds, piled atop the greater <<if setup.hasRep("ambition")>>pressures<<else>>terrors<</if>> of being Right Hand and <<if setup.hasTrait("guilty")>>guilt<<else>>stigma<</if>> which you carry day-to-day.
``<<if hasVisited("S1E2: onebed lucas") || $tempQ.end.lucas == "r">>Though you care for him deeply, your<<else>>Your<</if>> friendship with the Prince weathered terrible hardship. Your bond with Imani stands on <<if setup.hasRep("rebel")>>tentative<<else>>uncertain<</if>> ground. Both demand your attention, your fealty to their causes. <<if !$cFlags.imani.symbol && !setup.hasRep("ambition")>>You fear the two ask more than you can give.<<else>>In turn, you've given <<if $cFlags.imani.symbol && setup.hasRep("ambition")>>all you can<<else>>all you can justify<</if>>.<</if>>
``As you lie in bed, your roaming mind wonders: ''were you to cast your duties aside... to whom would you owe your loyalty?''
<</text>>
<<choose "quincy.tilt" "Quincy" `["shadow"]`>>
<<if setup.flag(14) && $cFlags.imani.pledge == null>>
<<chooseBond false [[Both of them exhaust me.|S1E2: bond ending na]]>><</chooseBond>>
<</if>>
<<if _imaniPriority>>
<<chooseBond "imani" [[Imani is my oldest friend.|S1E2: bond ending imani]]>><</chooseBond>>
<<chooseBond "lucas" [[Lucas is my closest friend.|S1E2: bond ending lucas]]>><</chooseBond>>
<<else>>
<<chooseBond "lucas" [[Lucas is my closest friend.|S1E2: bond ending lucas]]>><</chooseBond>>
<<chooseBond "imani" [[Imani is my oldest friend.|S1E2: bond ending imani]]>><</chooseBond>>
<</if>>
<<if !setup.flag(14) || $cFlags.imani.pledge != null>>
<<chooseBond false [[Both of them exhaust me.|S1E2: bond ending na]]>><</chooseBond>>
<</if>>
<</choose>><<text>>
To be Right Hand is to be the Prince's protector, first and foremost. And yet, when you envision a friend at your side...
``''It is Imani.''
<</text>>
<<bondImg>>
<<text>>
<<if setup.hasTrait("packbonded") && !setup.flag(14)>>It is a shocking thing, this revelation. But... perhaps it shouldn't be<<else>><<if setup.hasTrait("packbonded")>>A surprising revelation, though perhaps it shouldn't be<<else>>It comes as no surprise<</if>><</if>>; she was the first to share your curse. You are family, in a sense, through $licorice and <<print $salmiak>>, through the <<if setup.hasTrait("shameless")>>lonesome<<else>>wretched<</if>> path you both walk as those who bear the touch.
``<<if setup.hasTrait("packbonded")>>You may not have always understood one another... but you have always wanted to. The years have changed the both of you. Perhaps that change has brought the connection you've always aspired for into your reach at last.<<else>>Those roads have diverged, of course, and the walk has changed you both. You know this. Even so, you find yourself placing trust in her clarity and level head.<</if>> <<if setup.hasRep("orthodox")>>You do not see eye to eye. At least, not yet. Still, she sees fit to pardon you for your crimes, to trust in a future that finds them irrelevant.<<else>>Intuition tells you that you're more like-minded than you have ever been. She offers you pardon for your crimes and trusts in a future that finds them irrelevant.<</if>><<if $cFlags.imani.pledge == false>>.. and she does so in spite of your protests.<</if>>
``<<if $cFlags.imani.symbol != true>>You may not be the symbol she had hoped for... but maybe, just maybe you can be a man worth her trust<<else>>She returned to Morbre hoping for a symbol... but maybe you can be a friend as well<</if>>.
<</text>>
<<chosenBond>>
@@.next;[[Continue.|S1E2: ending transition]]@@<<text>>
<<if setup.flag(14)>><<if setup.hasRep("ambition")>>He has failed you in your time of need... but he has also given you opportunity the likes of which you wouldn't dare imagine.<<else>>He failed you in your time of need. He abandoned you in obscurity, only to foist you from its comforts at a whim. And yet...<</if>><<else>>Perhaps, in hindsight, it was a foolish question.<</if>>
``''The Prince is your dearest friend.''
<</text>>
<<bondImg>>
<<text>>
You've been a pair since the academy. Were it not for your exile, you've no doubt you would be a pair still: two particular, disagreeable men, drawing the ire of all concerned with what is proper. Even now, he elects you as his Right Hand, believing in your character despite <<if setup.hasTrait("guilty")>>all you have done wrong<<else>>the damage to his own image<</if>>.
``<<if setup.flag(14)>>His flaws are many, of course - that is undeniable. But perhaps... it is time you forgive him.<<else>>Protecting him is not simply a duty bestowed by your rank. It is the duty you owe as a friend.<</if>>
<</text>>
<<chosenBond>>
@@.next;[[Continue.|S1E2: ending transition]]@@<<text>>
As you ponder the question further, a cold revelation occurs.
``''Both exhaust you.''
<</text>>
<<bondImg>>
<<text>>
That isn't to say you're without care for them, of course. You would never deny what their companionship has meant to you. But, in this moment - //shouldering the weight of the Prince's life and Imani's expectations// - you find yourself overcome by the feeling that you've a long journey ahead and you will be walking it on your own. If you are carrying them both, then it stands to reason that neither one stands beside you.
``Perhaps it is time you look elsewhere for understanding.
<</text>>
<<chosenBond>>
@@.next;[[Continue.|S1E2: ending transition]]@@<<appendixAdd "joseph">>
<<alert `["Vignettes","You have unlocked the @@.accent;Vignettes@@ menu. Vignettes tell short stories outside of Quincy's perspective."]` "quill">>
@@.next;<<link "Continue." "S1E3: levelup">><</link>>@@<<locationBoardSetup `[
{img:"forest2.png",text:"The deciduous trees have leafed out to join the spruces. They intertwine to form a thick ceiling which scatters light across the forest floor."},
{img:"land/taiga3.png",text:"Everywhere there is movement: warbling birds hopping about the branches announcing their spring return; small creatures scuffling about in the undergrowth, feasting on the fresh greenery; the snapping of twigs as large quarry navigate the deeper brush beyond your line of sight."},
{img:"object/plants_boreal.png",text:"The green conductors who keep this land have done their job well. The forest teems. For the hunter, the grove is an open larder."}
]`>>
<<location "kagthur" `["Demons' Grove","Kagthur Lordship"]`>>
<<lastLoc "demonsgrove">>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
...A larder which you and Imani have poached from in the past.
<</processTxt>>
<</locationDesc>>
<<set $tempQ.hunting = {}>>
@@.next;[[Continue.|S1E2: hunty start]]@@<<text>>
<<snout "You had just sprouted the first hairs on your jaw" "That childish flopped ear of yours was just working out its last fold">> last you walked these game trails with your valet.
<</text>>
<<speak "imani.neutral" >> *She cares little about making noise, for the sundry animals seem undeterred by your presence.* These animals tease. They are all but standing still at twenty yards and turning broadside. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.eyebrow" >> They need only draw a red target over their heart. <</qSpeak>>
<<speak "imani.smirk" >> Why stop there? They may as well load the gun and pull the trigger themselves. Save us the effort. <</speak>>
<</if>>
<<qSpeak "quincy.pleased" >> Demons' Grove never disappoints in the spring. <</qSpeak>>
<<text>>
As industry thinned the woods surrounding Morbre, so too did the herds that dwelt there. By adolescence, the game had grown too sparse to be sporting, and so Demons' Grove became your hunting ground of choice. After a year of VRMA, a week's journey in the woods came as a relief.
``Imani shoves her hands into the pockets of her "skirt." With the front panel undone, it gives up its ruse of being a skirt at all, revealing itself to be a pair of wide, ruffled trousers. For the Northern woman who relies on hare or taxi to take her from town to field, the so-called //"riding skirt"// is a useful trick: acceptably dress-like at a glance, yet practical enough for real wear.
``Her cadence reminds you of an idle schoolboy - shoulders slumped, kicking any stray pebble that happens to meet her boot. The air of intensity she has cultivated is nowhere to be found.
<</text>>
<<include "S1E2: hunty first convo hub">><<choose>>
<<actions
[[You've grown quite tall.|S1E2: hunty first convo tall]]
[[Is that the same Duruger we used to use?|S1E2: hunty first convo Duruger]]
>>
<<special "end" [[We should pick our quarry.|S1E2: hunty start 2]]>>
<</choose>><<qSpeak "quincy.neutral" >> You have grown quite tall. <</qSpeak>>
<<text>>
Last you recall, the Duruger hardly cleared the ground when strapped to her back.
<</text>>
<<speak "imani.laugh" >> *She looks to you, and merely laughs.* <</speak>>
<<if setup.hasTrait("cerebral")>>
<<text>>
As you slouch forward and avoid a low-hanging birch branch for the fifth time in the past few minutes of walking, the <<if setup.hasTrait("jester")>>irony<<else>>absurdity<</if>> of this comment occurs to you.
<</text>>
<<else>>
<<text>>
A low-hanging birch branch sweeps your hat straight from your head. You stop to replace it.
<</text>>
<</if>>
<<include "S1E2: hunty first convo hub">><<qSpeak "quincy.neutral" >> Your Duruger. Is it the very same? <</qSpeak>>
<<speak "imani.neutral" >> Yes. More or less. <</speak>>
<<speak "imani.think" >> The muzzle was replaced some years back. Some of the internals too... firing pin probably was last serviced before I was born, then the trigger rusted over... <</speak>>
<<speak "imani.surprised" >> Come to think of it: I'm fairly sure the stock is the only original part that remains. <</speak>>
<<text>>
Though she keeps it well-polished, the stock is the very same. It shows its age. There is no hiding marks from years of sweaty hands, scrapes from being dragged through brush, and the gouges from //that one unfortunate time $licorice thought it was an implement for a game of tug-of-war.//
<</text>>
<<include "S1E2: hunty first convo hub">><<text>>
You stop. The sounds of the Convoy camp have long since died away. You must be a mile into these woods at the least.
``Evening won't wait much longer.
<</text>>
<<qSpeak "quincy.neutral" >> We should choose our quarry. <</qSpeak>>
<<speak "imani.neutral" >> Mm. Yes. We certainly have our pick... <</speak>>
<<qSpeak "quincy.neutral" >> The squirrels have been chattering overhead since we first walked in. <<if setup.hasTrait("moleman")>>It would be an easy hunt.<<else>>We can stop at a few clearings with their leavings. Should be able to come away with five or ten without trouble.<</if>> <</qSpeak>>
<<speak "imani.think" >> I do enjoy squirrel... but I doubt the Midlanders would. I hear they serve their fowl headless down in the plains. Minding that, I imagine little roast bodies would be... distressing. <</speak>>
<<qSpeak "quincy.neutral" >> Squirrel is meat like any other. <</qSpeak>>
<<speak "imani.lookaway" >> Yes, but one should not tease a hare with moose liver and then give it the hoof. It would be like feeding a newly toothed pup gristle. Amusing to watch, perhaps, but ultimately cruel. <</speak>>
<<speak "imani.smirk">> A rabbit slung over the shoulders would please more than a game sack of squirrels. <</speak>>
<<qSpeak "quincy.neutral" >> Then we must hunt rabbit. <</qSpeak>>
<<text>>
Your paper cartridges are dumped onto the needle-strewn floor and divided evenly between both hunters. After a brief scout of the area, a set of neat pawprints are found leading east, where the trees thin. A singling rabbit - perhaps a doe in kit - likely awaits near the clearing beyond.
<</text>>
<<qSpeak "quincy.neutral" >> When we find the clearing, we can set up downwind. Hopefully she will come to us. <</qSpeak>>
<<speak "imani.neutral" >> A sound plan. <</speak>>
@@.next;[[Continue.|S1E2: hunty bunny]]@@<<text>>
With $gun propped against one knee and the breeze blowing gently against your face, you can do nothing but watch. At a three o'clock position from you, Imani waits with her own rifle. She is invisible among the brush.
``The tips of the doe's ears emerge first. They bob in and out of your view. She is grazing the tree border, clipping the new growth from any branch she can reach. She weaves within the brush, careful not to step entirely into the clear.
``She is right to be wary, but the clearing is flush with alpine clover. Tempted, she strays from the safety of the trees and into the open.
<</text>>
<<img 2 "2_bunny_see.png" "The rabbit doe steps into the clearing." `["modeNeutral"]`>>
@@.flashback;
<<speak "imani.young.neutral" >> Don't be hasty. Wait to get a clear shot. Papa says it won't do you any good to shoot a rear end. <</speak>>
@@
<<text>>
Her undercarriage sways to and fro as she browses. The thaw has treated her well. Her plumpness shall treat the Convoy well in turn.
<</text>>
@@.next;[[Wait for an opening.|S1E2: hunty bunny 2]]@@<<text>>
The doe circles a patch of clover, as though deciding which particular blossom looks most appetizing. Not even a fur flick of suspicion as she bends her heavily dewlapped neck to feast, tail flicking with delight.
``A back quarter is hardly an ideal shot, but it will do.
<</text>>
<<img 2 "2_bunny_browse.png" "The rabbit lowers her head to graze." `["modeNeutral","img-small"]`>>
@@.flashback;
<<speak "imani.young.furrow" >> //Don't breathe so hard next time!// They can hear your snorting. Breathe slow. Focus on getting ready to fire. <</speak>>
@@
<<text>>
//In.// You retrieve the cartridge from your pocket and drop it into the gun's breech. //Out.// You smoothly raise the rifle to the level of your shoulder, taking care not to shift your weight or brush the foliage.
<</text>>
@@.next;[[Continue.|S1E2: hunty bunny 3]]@@<<text>>
The sun catches a metallic flash from a nearby bush as you see the tip of Imani's Duruger extend from the greenery. The doe's ear swivels back. Then she raises her head, clover leaf on her lip as she dallies on what may be the last moments of her life.
<</text>>
<<img 2 "2_bunny_notice.png" "The rabbit hears her hunters. She raises her head, turning to the source of the noise." `["modeNeutral"]`>>
@@.flashback;
<<speak "imani.young.lookaway" >> Be brave and be fast. Once they see you, that's it. If y'can't take a shot within a few seconds... you're coming home empty-handed. <</speak>>
@@
<<text>>
The doe freezes. You squint down the iron sights and align the shot - //aim behind the shoulder// - right as she tenses her hindquarters and takes off into the trees.
<</text>>
@@.next;<<link "Shoot." "S1E2: hunty bunny kill">><<passiveCheck 0 `["hare",setup.DCKey["medium"]]`>><</link>>@@<<text>>
You squeeze the trigger.
``The rabbit's scream sends the squirrels from their perches and urges the jays to take wing, leaving behind a shower of leaves in their wake.
<</text>>
<<if setup.checkPass()>>
<<skillCheck>>
<<text>>
She takes but one leap before her strength fails. On her descent, her paws miss the dirt and she thuds against the ground, a stiff-legged heap laying at the treeline. It seems you have not lost your aim in the <<if setup.hasTrait("moleman")>>months<<else>>month<</if>> since you've hunted. Still, your shoulders smart from the recoil.
<</text>>
<<img 2 "2_bunny_kill_good.png" "The rabbit doe lays dead, bleeding from the wound behind her shoulder. It is a clean kill." `["modeNeutral"]`>>
<<speak "imani.neutral" >> Clean kill, Quintrell. <</speak>>
<<text>>
Imani emerges from her hiding place, tugging an errant branch from her locs as she watches the rabbit take her final breath. Slinging $gun over your shoulder, you follow her into the clearing.
``She nudges the doe with her boot to confirm its death; the only response is a gush of blood from the wound behind its shoulder. You each take hold of one leg and haul the carcass out into the field of clover for a better look.
<</text>>
<<qSpeak "quincy.pleased" >> A good, old doe. Perhaps she grew complacent. <</qSpeak>>
<<speak "imani.think" >> Perhaps. <</speak>>
<<speak "imani.smirk" >> But it does the hare no good to claim himself black and deny his sheen. A skillful shot. <</speak>>
<<text>>
She speaks as though she is your teacher again. And, like a good pupil, you are proud to hear her praise.
<</text>>
<<qSpeak "quincy.pleased" >> The repairs I made to $gun have served us well. <</qSpeak>>
<<else>>
<<skillCheck>>
<<text>>
The doe takes one leap, then two - her stride is strong. You've missed your target, hitting her flank instead. <<if setup.hasTrait("cleithro")>>Your month spent idle<<else>>The months since you've last hunted<</if>> must have taken a toll on your aim. //It will take hours to bleed out with a wound like that.// By the time her strength fails, the sun will have set, and she will have fled deep into the woods...
``You lower your gun in slack defeat. Your quarry would be dinner for the crows, were you hunting alone. Thankfully, Imani's shot catches the doe mid-stride at the clearing's edge. Her legs stiffen, and she lands in a heap with one final cry.
<</text>>
<<img 2 "2_bunny_kill_bad.png" "The rabbit doe lays dead, bleeding from the wounds on her neck and flank." `["modeNeutral"]`>>
<<text>>
Imani emerges from her hiding place, tugging an errant branch from her locs. A coil of smoke still rises from the end of her Duruger as she quietly watches the rabbit take her final breaths.
<</text>>
<<speak "imani.neutral" >> Hm. The neck isn't what I was aiming for, but it did the job. <</speak>>
<<speak "imani.lookaway" >> *She looks to where you stand, gun still slack in your hands.* Come. <</speak>>
<<text>>
You sling $gun back over your shoulder and join Imani in the clearing. By the time you reach her side, the rabbit is dead. At least she did not suffer long for your mistake.
``You each take hold of one leg and haul the carcass out into the field of clover for a better look.
<</text>>
<<speak "imani.think" >> It was not an easy shot, but I suppose few are. <</speak>>
<<speak "imani.neutral" >> It is better to shoot too far forward than back. A shattered shoulder will buy you more time than a gut wound. <</speak>>
<<text>>
She speaks as though she is your teacher again. The sight of a job poorly done must have stirred something in her.
<</text>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.tilt" >> New rifle. I haven't been hunting in a while. *You sigh.* $gun doesn't have the same catch on the trigger yours did... my timing was off. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> I know that. *You cannot help but be a touch defensive of your skill.* I pulled too late. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> New rifle. $gun doesn't have the same catch on the trigger yours did... my timing was off. <</qSpeak>>
<</if>>
<</if>>
<<set _tempGun to $gun.toLowerCase()>>
<<switch _tempGun>>
<<case "imani" >>
<<speak "imani.surprised" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.lookaway" >> You named your Duruger after me? <</speak>>
<<if setup.hasTrait("dispersal")>>
<<speak "imani.tilt" >> //...Why?// <</speak>>
<<else>>
<<speak "imani.neutral" >> ...Why? <</speak>>
<</if>>
<<choose>>
[[I was thinking of you when I found it.|S1E2: hunty bunny imanians][$response to "think"]]
[[Respect for my mentor.|S1E2: hunty bunny imanians][$response to "respect"]]
[[It was funny.|S1E2: hunty bunny imanians][$response to "funny"]]
[[I don't know.|S1E2: hunty bunny imanians][$response to "idk"]]
<</choose>>
<<case $salmiak.toLowerCase() >>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.laugh" >> Your Duruger is named after dear $salmiak? <</speak>>
<<qSpeak "quincy.think" >> I liked the name. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> And... I didn't think I'd be seeing you or $salmiak again. <</qSpeak>>
<<speak "imani.tilt" >> Ah. I see. <</speak>>
<<case $licorice.toLowerCase() >>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.laugh" >> You named your Duruger "<<print $licorice>>" as well? Have you no other names? <</speak>>
<<qSpeak "quincy.think" >> I had one other. "<<print $salmiak>>." <</qSpeak>>
<<speak "imani.smirk" >> *She snorts, shaking her head.* <</speak>>
<<case "quincy" >>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.laugh" >> Your Duruger is named after yourself? As if it is your heir? <</speak>>
<<qSpeak "quincy.surprised" >> So it //is// amusing? <</qSpeak>>
<<speak "imani.surprised" >> Obviously? <</speak>>
<<case "quintrell">>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.laugh" >> Your Duruger is named after yourself? As if it is your heir? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "imani.lookaway" >> Hm. <</speak>>
<<case "deion" >>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.laugh" >> You named your Duruger after the Archduke? Which quality of his made the weapon worthy of His Grace's name? <</speak>>
<<speak "imani.furrow" >> ...Never mind. Tell me some other time. I would rather not dwell on His Grace. <</speak>>
<<case "d'angelo">>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.think" >> Your Duruger is named after your brother? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "imani.lookaway" >> *Her features scrunch just a bit more.* Odd. I never thought you the sort to name your tools... <</speak>>
<<case "lucas" "andimeur">>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.think" >> Your Duruger is named after Mr. Andimeur? <</speak>>
<<if !setup.flag(14)>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Yes. <</qSpeak>>
<</if>>
<<speak "imani.lookaway" >> *Her features scrunch just a bit more.* ...Alright. <</speak>>
<<case "capitoline" "mom" "mommy" "mama" "mother" "dad" "father" "daddy" "papa" "dada">>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* ...Is that your Duruger's name? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "imani.furrow" >> *She opens her mouth...* <</speak>>
<<speak "imani.neutral" >> *Then, merely closes it.* <</speak>>
<<case $licorice.toLowerCase()>>
<<speak "imani.surprised">> You named your gun "<<print $gun>>" also? <</speak>>
<<qSpeak "quincy.neutral">> I did. <</qSpeak>>
<<speak "imani.lookaway">> Haven't you any other names to give...? <</speak>>
<<qSpeak "quincy.neutral">> I like this one. <</qSpeak>>
<<speak "imani.lookaway">> Hm. <</speak>>
<<case "lazarus">>
<<speak "imani.surprised">> You named your gun //"Lazarus?"// <</speak>>
<<qSpeak "quincy.neutral">> I did. <</qSpeak>>
<<speak "imani.surprised">> Why? Out of respect? Or-- or - *She stammers.* <</speak>>
<<qSpeak "quincy.pleased">> Nothing so intimate. I like the sound of it. <</qSpeak>>
<<speak "imani.lookaway">> ...Alright, then. <</speak>>
<<default>>
<<speak "imani.neutral" >> *She stills, her eyebrows contracting slightly.* . . . <</speak>>
<<speak "imani.neutral" >> Is "$gun" what you named your Duruger? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "imani.think" >> Odd. I never thought you the sort to name your tools. <</speak>>
<</switch>>
<<if _tempGun != "imani">>
@@.next;<<link "Continue." "S1E2: hunty pledge">><<if setup.hasTrait("dispersal")>><<passiveCheck 0 `["emp",setup.DCKey["easy"]]`>><<else>><<passiveCheck 0 `["emp",setup.DCKey["medium"]]`>><</if>><</link>>@@
<</if>><<set _imaniMood to false>>
<<switch $response>>
<<case "respect">>
<<toneGain "imani">>
<<qSpeak "quincy.neutral" >> Out of respect for my mentor. <</qSpeak>>
<<if setup.hasTrait("dispersal")>>
<<speak "imani.lookaway" >> Another might've taught you the same. *She says, roughly.* <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow" >> But it wasn't another. It was you. <</qSpeak>>
<<speak "imani.tilt" >> This is... true. <</speak>>
<<speak "imani.lookaway" >> A kind sentiment, Quintrell. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I've offended you. <</qSpeak>>
<<speak "imani.tilt" >> *She shakes her head.* No... you haven't. <</speak>>
<<speak "imani.lookaway" >> It is a kind sentiment, Quintrell. <</speak>>
<</if>>
<<else>>
<<set _imaniMood to true>>
<<speak "imani.neutral" >> I've long known you were sentimental. A trait that runs rampant in the Barghur line, it seems. <</speak>>
<<qSpeak "quincy.neutral" >> It felt fitting. <</qSpeak>>
<<speak "imani.smirk" >> It is a kind sentiment, Quintrell. <</speak>>
<</if>>
<<case "think">>
<<toneGain "imani">>
<<qSpeak "quincy.tilt" >> I was thinking of you when I came by it. Wondering what had become of my teacher... if we would ever meet again. <</qSpeak>>
<<if setup.hasTrait("dispersal")>>
<<qSpeak "quincy.hat" >> I... I've felt your absence. <</qSpeak>>
<<speak "imani.tilt" >> . . . <</speak>>
<<speak "imani.lookaway" >> ...I have wondered about you over the years, myself. <</speak>>
<<else>>
<<set _imaniMood to true>>
<<qSpeak "quincy.neutral">> It was you who taught me to shoot, after all. <</qSpeak>>
<<speak "imani.neutral" >> I see. I am... happy that I stayed in your thoughts, Quintrell. <</speak>>
<</if>>
<<case "funny">>
<<qSpeak "quincy.pleased" >> I found it amusing. <</qSpeak>>
<<speak "imani.neutral" >> ...The humor eludes me. <</speak>>
<<case "idk">>
<<qSpeak "quincy.neutral" >> ...I don't know. <</qSpeak>>
<<speak "imani.furrow" >> //You don't?// But you-- how can you not-- <</speak>>
<<speak "imani.lookaway">> *She snorts sharply.* Never mind. <</speak>>
<</switch>>
<<text>>
With a <<if !_imaniMood>>strained <</if>>sigh, she turns back to your kill.
<</text>>
<<if _imaniMood>>
<<speak "imani.neutral" >> The light is fading. We should dress this rabbit sometime before night falls. <</speak>>
<<else>>
<<speak "imani.lookaway" >> The light is fading. We should dress this rabbit sometime before night falls. <</speak>>
<</if>>
@@.next;<<link "Continue." "S1E2: hunty pledge">><<if setup.hasTrait("dispersal")>><<passiveCheck 0 `["emp",setup.DCKey["easy"]]`>><<else>><<passiveCheck 0 `["emp",setup.DCKey["medium"]]`>><</if>><</link>>@@<<text>>
You kneel by the doe. It is a familiar process: a cut down from the sternum, and then the murky, wet sensation of cutting back flesh until you've parted entrail from animal. Imani does not complain for being the one to cut out the back end; her knife is precise and the meat clean. Once the entrails lay in the grass, you assist her in lashing the doe by its hocks to a branch for skinning.
``You exchange few words as you work. They are not needed. Stripping the rabbit in tandem comes as easy as breathing. The two of you must have skinned and cleaned countless carcasses as a pair, and though seven years have passed since your last hunt, you can only see this kill as one in a long line of many.
``For a moment, <<if $cFlags.imani.doubt >= 1>>your doubts<<else>>your worries<</if>> fall away in the face of blissful routine. As you part skin from the haunch, you find yourself musing:
<</text>>
<<qSpeak "quincy.pleased">> Just like old times. <</qSpeak>>
<<set _imaniMood to true>>
<<if $cFlags.imani.symbol == null && setup.hasRep("orthodox")>>
<<set _imaniMood to false>>
<<elseif setup.hasRep("orthodox") && $cFlags.imani.symbol != true && setup.hasTrait("dispersal")>>
<<set _imaniMood to false>>
<</if>>
<<if _imaniMood>>
<<speak "imani.neutral">> *Imani stalls her cut.* ...Is it? <</speak>>
<<skillCheck>>
<<if setup.checkPass()>>
<<text>>
The present day creeps back into your awareness like an unwanted guest.
``You were children, then. You weren't yet a murderer. She had not joined hands with <<if setup.hasRep("rebel")>>vigilantes<<else>>extremists<</if>>. Your father looked upon her with favor, and your brother treated her as something akin to family...
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> ...I suppose not. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...I suppose not. <</qSpeak>>
<</if>>
<<speak "imani.tilt">> So much has changed, Quintrell. It's... been a long time. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> *Unthinkingly, you answer:* Is it not...? <</qSpeak>>
<<speak "imani.tilt">> Much has changed, Quintrell. It's... been a long time. <</speak>>
<</if>>
<<if setup.flag(14)>>
<<text>>
<<if setup.hasTrait("dispersal")>>You feel a cold pang in your chest. <</if>>//"It's been a long time."// You recall saying those same words to Lucas just last month. But what reason has she to say them to you?
<</text>>
<<qSpeak "quincy.lookaway">> It... has. *You admit, trying to grasp where it is she stands.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It has. <</qSpeak>>
<</if>>
<<else>>
<<speak "imani.lookaway">> *Imani's knife halts mid-cut.* ...Perhaps I've a rosy memory. <</speak>>
<<skillCheck>>
<<if setup.checkPass()>>
<<text>>
There is a curtness in her voice. Abruptly, those seven years of distance feel evident once more. The present day creeps back into your awareness like an unwanted guest.
``You were children, then. You weren't yet a murderer. She had not joined hands with <<if setup.hasRep("rebel")>>vigilantes<<else>>extremists<</if>>. Your father looked upon her with favor, and your brother treated her as something akin to family...
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> ...I suppose not. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...I suppose not. <</qSpeak>>
<</if>>
<<speak "imani.neutral">> *With a terse sigh, she shakes her head "no."* So much has changed, Quintrell. It's... been a long time. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...What do you mean? <</qSpeak>>
<<speak "imani.lookaway">> Much has changed, Quintrell. It's... been a long time. <</speak>>
<</if>>
<<if setup.flag(14)>>
<<text>>
<<if setup.hasTrait("dispersal")>>You feel a cold pang in your chest. <</if>>//"It's been a long time."// You said those same words to Lucas just last month. Have your differences grown so unforgivable in her eyes?
<</text>>
<<qSpeak "quincy.lookaway">> It... has. *You admit, trying to grasp where it is she stands.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It has. <</qSpeak>>
<</if>>
<</if>>
<<text>>
A lull in conversation follows. Without your words, the forest falls quiet. The smell of blackpowder and death has sent every bird and beast running. You resume your work. The satisfying rip of hide from carcass and clean slice of a blade through meat fills the silence.
``Imani takes it upon herself to sift through the offal. She digs a hole to bury the stomach and bowel; the more palatable organs are set aside in a bucket for your hares. $licorice and $salmiak will be just as pleased by your hunt as the Convoy.
<</text>>
<<speak "imani.lookaway" >> I imagined my return to Morbre... differently. *She tosses a kidney in the bucket, lips drawn taut.* <</speak>>
<<if setup.hasTrait("guilty")>>
<<passiveCheck 1 `["hare",setup.DCKey["hard"]]`>>
<<else>>
<<passiveCheck 1 `["hare",setup.DCKey["easy"]]`>>
<</if>>
<<choose "quincy.tilt">>
<<if setup.checkPass()>>
<<gate `["emp",1]` [[How did you imagine it?|S1E2: hunty hope]] "hide">><<set $response to "emp">><</gate>>
<<else>>
<<set _empBarrier to 10>>
<<if setup.hasTrait("dispersal")>><<set _empBarrier to 8>><</if>>
<<gate `["emp",_empBarrier]` [[How did you imagine it?|S1E2: hunty hope]] "hide">><<set $response to "emp">><</gate>>
<</if>>
<<trait "dispersal" [[My father is an unreasonable man. I'm sorry.|S1E2: hunty hope]]>><<set $response to "dad">><</trait>>
<<trait "packbonded" [[My father was out of line. I'm sorry.|S1E2: hunty hope]]>><<set $response to "dad">><</trait>>
[[All things considered, it's gone rather smoothly.|S1E2: hunty hope][$response to "smooth"]]
[[You were dreaming if you imagined anything else.|S1E2: hunty hope][$response to "dream"]]
<</choose>><<set _imaniMood2 to false>>
<<switch $response>>
<<case "emp">>
<<if setup.checkPass()>>
<<text>>
You've an inkling already as to what she had envisioned, but such speculation can lead a man astray. You would rather hear it in her words.
<</text>>
<<else>>
<<text>>
Last she walked the streets of Morbre, you were children. She had not joined hands with <<if setup.hasRep("rebel")>>vigilantes<<else>>extremists<</if>>. You weren't yet a murderer. Your father looked upon her with favor, and your brother treated her as something akin to family...
``You've an inkling as to what she had envisioned, but such speculation can lead a man astray. You would rather hear it in her words.
<</text>>
<</if>>
<<qSpeak "quincy.tilt">> How did you imagine? *You pry, as gently as you can manage.* <</qSpeak>>
<<speak "imani.lookaway">> It's... difficult to say. *She murmurs in reply.* <</speak>>
<<speak "imani.tilt">> My luck does not escape me. I know, rightfully, that I should be thanking the spirits I am here at all. <</speak>>
<<speak "imani.lookaway" >> I anticipated the Archduke's rage. It's-- <</speak>>
<<qSpeak "quincy.tilt">> It's everything else. *You finish.* <</qSpeak>>
<<speak "imani.tilt">> ...Yes. <</speak>>
<<set _imaniMood2 to true>>
<<case "dad">>
<<if setup.checkPass()>>
<<text>>
To bridge a rift seven years in the making is a daunting task indeed. Though you cannot be certain which troubles pain her most<<if !_imaniMood>> - or your culpability in those matters -<<else>>,<</if>> you know an easy place where you might begin: apologizing for your father's behavior at the tunsukh.
<</text>>
<<else>>
<<text>>
So you can imagine. Your father is a graceless man, but Imani has always had his favor. Atop that, she was to be a guest of honor. To imagine he would treat the Man of the Third Estate so tactlessly...
<</text>>
<</if>>
<<switch setup.tone("imani")>>
<<case true>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.hat">> My apologies. My father was graceless towards you. <</qSpeak>>
<<speak "imani.lookaway">> *She shakes her head.* I know well how your father is. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> My apologies. You know how my father can be. He is a graceless man on the best of days. <</qSpeak>>
<<speak "imani.furrow" >> *She shakes her head.* I know well how your father is! I grew up within the walls of the Barghur estate the same as you. <</speak>>
<</if>>
<<default>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.hat">> My apologies. My father was-- <</qSpeak>>
<<speak "imani.lookaway">> *But she cuts you off.* I know well how your father is. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> My apologies. You know how my father can be-- <</qSpeak>>
<<speak "imani.furrow" >> *But she cuts you off.* I know well how your father is! I grew up within the walls of the Barghur estate the same as you. <</speak>>
<</if>>
<</switch>>
<<if setup.checkPass() || setup.hasTrait("dispersal")>>
<<speak "imani.tilt" >> I anticipated //his// rage. It's-- <</speak>>
<<qSpeak "quincy.tilt">> It's everything else. *You finish.* <</qSpeak>>
<<speak "imani.tilt">> ...Yes. <</speak>>
<<else>>
<<speak "imani.tilt" >> I anticipated //his// rage. It's-- it's everything else which has changed. <</speak>>
<<set _imaniMood2 to true>>
<</if>>
<<case "smooth">>
<<set $tempQ.hunting.coin to true>>
<<text>>
<<if setup.checkPass()>>While you understand that the emotions surrounding her return are fraught, you cannot shake the feeling that she might benefit from some... perspective.<<else>>You can guess she speaks of something emotional, you can intuit that much. But - //given the events of the past two days// - you cannot help but feel that it is... silly of her to complain of such things.<</if>>
<</text>>
<<if setup.hasRep("orthodox")>>
<<qSpeak "quincy.think">> You arrive at my father's doorstep on behalf of the man who has thrown his kingdom into disarray. You are allowed to take the role of Man of the Third Estate in defiance of its very name. And, despite it all, you are welcomed by the Convoy Prince and he adopts your proposed agenda as his own. <</qSpeak>>
<<else>>
<<qSpeak "quincy.chuckle">> You arrive at my father's doorstep on behalf of the man who has thrown his kingdom into disarray. You are allowed to take the role of Man of the Third Estate in defiance of its very name. And, despite it all, you are welcomed by the Convoy Prince and he adopts your proposed agenda as his own. <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral">> I'm not sure that "coin of fate" you spoke of could have fallen harder in your favor. <</qSpeak>>
<<speak "imani.lookaway">> *Imani looks up from her gory task.* I am well aware of my luck. It is everything else which troubles me. <</speak>>
<<case "dream">>
<<set $tempQ.hunting.coin to true>>
<<text>>
For a moment, you are stunned by her denseness. Her return was fraught, yes - but how has it escaped her notice that //she has been given everything she has asked for since her return?//
<</text>>
<<qSpeak "quincy.lookaway">> After years of silence, you arrive at my father's doorstep on behalf of the man who has thrown his kingdom into disarray. How could you possibly imagine such a thing going //well?// <</qSpeak>>
<<if setup.hasTrait("jester") && setup.hasTrait("dispersal")>>
<<qSpeak "quincy.chuckle">> That "coin of fate" you spoke of couldn't have fallen harder in your favor. *You snort.* No one else would have been able to do what you've done and so thoroughly get away with it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> That "coin of fate" you spoke of couldn't have fallen harder in your favor. No one else would have been able to do what you've done and so thoroughly get away with it. <</qSpeak>>
<</if>>
<<speak "imani.furrow">> I am well aware of my luck. *She scoffs, keeping her eyes on the gore she sorts.* It is everything else which troubles me. <</speak>>
<</switch>>
<<text>>
With an effortful heave, you pull the hide over the suspended rabbit's head, and it makes the transition from "dead animal" to "roast hanging in a butcher's stall", ready to be cut.
``Finished with the offal, Imani comes to assist in quartering. She avoids your eyes as the two of you set your blades upon the rabbit's forelimb. Each slice of her knife severs shoulder from ribcage. The way her practiced hands butcher seems perfectly divorced from the turmoil in her mind.
<</text>>
<<set _imaniFace to "imani.tilt">>
<<if _imaniMood2>>
<<speak "imani.neutral">> I... I have returned to a home which does not want me. <</speak>>
<<else>>
<<set _imaniFace to "imani.furrow">>
<<speak "imani.neutral">> I have returned to a home which does not want me. <</speak>>
<</if>>
<<speak _imaniFace >> Stubborn as he is, your father has always looked out for me in ways my own could not. And your brother - he always treated me as a friend. Now he treats me as some naive little girl, beguiled into my own moral code! He //stands aside and watches// as your father humiliates me in front of the Convoy. <</speak>>
<<set _imaniPathing to true>>
<<if setup.hasTrait("packbonded")>>
<<text>>
A waver ripples in her voice. She steadies it with a few breaths, though <<snout "her expression remains a half-grimace" "her face remains in half-snarl">>.
<</text>>
<<if $cFlags.imani.symbol == null && setup.hasRep("orthodox")>>
<<set _imaniPathing to false>>
<<speak "imani.neutral">> And then there is you. <</speak>>
<<speak "imani.lookaway">> //You// cannot bear to dignify me an honest answer. <</speak>>
<<else>>
<<speak "imani.lookaway">> You are the only one who remains as I remember. And yet... I know you too have changed. <</speak>>
<</if>>
<<else>>
<<text>>
A waver ripples in her voice. She steadies it with a few breaths, though <<snout "her expression remains a half-grimace" "her face remains in half-snarl">>. This conversation pains her, in that way so many did in your younger years.
``Though now, she has little trouble finding her words.
<</text>>
<<if $cFlags.imani.symbol == null && setup.hasRep("orthodox")>>
<<set _imaniPathing to false>>
<<speak "imani.tilt">> Perhaps that is to be expected, yes, but //you// - <</speak>>
<<speak "imani.surprised">> //You// cannot bear to dignify me an honest answer. <</speak>>
<<speak "imani.furrow">> What am I to do with that? <</speak>>
<<else>>
<<speak "imani.lookaway">> You are the only one who remains as I remember. And yet... I know you too have changed. <</speak>>
<</if>>
<</if>>
<<if _imaniPathing>>
<<speak "imani.tilt">> They whisper about you. Tales of false deaths, of alleged crimes... all these years I've dismissed them as gossip and slander. <</speak>>
<<else>>
<<speak "imani.tilt">> *Scoffing in disbelief, she shakes her head.* They whisper about you, you know. Tales of false deaths, of supposed crimes... all these years I've dismissed them as gossip and slander. <</speak>>
<</if>>
<<speak "imani.neutral">> ...But it ''is'' a ''black'' pledge you carry, isn't it? <</speak>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
The knife slips in your clammy hands, narrowly missing a finger. You swallow, the sound amplified in the quiet clearing.
<</text>>
<<else>>
<<text>>
The knife slips in your clammy hands, and you cleave your finger as cleanly as you do the doe's skin from her leg. You retract your hand with a grunt, your blade clattering to the ground.
<</text>>
<</if>>
<<choose "quincy.harrowed">>
<<trait "guilty" [[I've committed a terrible crime.|S1E2: hunty pledgetalk]]>><<set $response to "y">><</trait>>
<<trait "noguilt" [[It is.|S1E2: hunty pledgetalk]]>><<set $response to "y">><</trait>>
<<trait "dense" [[*Undefensible lie.* No.|S1E2: hunty pledgetalk]]>><<set $response to "dense">><</trait>>
[[How did you know?|S1E2: hunty pledgetalk][$response to "how"]]
<<if !_imaniPathing>>
[[My pledge has nothing to do with this.|S1E2: hunty pledgetalk][$response to "nothing"]]
<</if>>
<</choose>><<switch $response>>
<<case "y">>
<<if setup.hasTrait("guilty")>>
<<text>>
You retrieve your conductor's badge<<if not setup.checkPass(1)>> with your good hand<</if>> from the inside pocket of your overcoat and hold it at arm's length for her to see. Your face burns, and your entrails coil and knot like those of the rabbit buried in the dirt.
<</text>>
<<qSpeak "quincy.harrowed" >> I've committed a terrible crime. <</qSpeak>>
<<itemShow "blackpledge">>
<<speak "imani.surprised" >> . . . <</speak>>
<<text>>
``You tuck the wretched object back into your coat, back where it belongs. It is half a minute before you can bear to meet her eyes.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway" >> Yes. It is. <</qSpeak>>
<<text>>
You retrieve your conductor's badge<<if not setup.checkPass(1)>> with your good hand<</if>> from the inside pocket of your overcoat and hand it to Imani. She takes it with a hesitant hand, as if it might burn to the touch.
<</text>>
<<itemShow "blackpledge">>
<<speak "imani.surprised" >> . . . <</speak>>
<<text>>
Though you have grown accustomed to this shame of yours, her reaction still elicits a twinge of regret somewhere inside. Once she has gotten her look, you pull the wretched emblem from her hands by the chain and return it to your coat.
<</text>>
<</if>>
<<speak "imani.tilt">> Thank you. *She says, her voice scarcely above a whisper.* <</speak>>
<<if setup.checkPass(1)>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<</if>>
<<case "dense">>
<<cFlag "quincy" "lie">>
<<cFlag "imani" "lieCaught">>
<<if setup.hasTrait("guilty")>>
<<text>>
Your face burns. In your shame, you blurt an ill-advised denial:
<</text>>
<<qSpeak "quincy.harrowed">> @@.stutter;No... that's not... true...@@ <</qSpeak>>
<<else>>
<<text>>
Shocked by her bluntness, you blurt out an ill-advised denial:
<</text>>
<<qSpeak "quincy.tilt">> That's not... true, I... <</qSpeak>>
<</if>>
<<text>>
Immediately, you flush with humiliation. <<if setup.hasRep("cunning")>>This is a lie only a fool would even attempt.<<else>>To lie about such a thing feels deeply wrong, //and you look no less guilty for it.//<</if>>
<</text>>
<<speak "imani.laugh">> *She gives a single "hah" of bewildered laughter at your attempt.* @@.surprise;Oh, come now!@@ You are shunned from the court. You defend the Prince with a Duruger rather than a relic! <</speak>>
<<speak "imani.furrow">> *Her smile closes cleanly into gritted teeth. Her voice burns.* ''@@.intense;So speak truth to me or not at all.@@'' <</speak>>
<<qSpeak "quincy.lookaway">> Fine. *You huff, <<if setup.checkPass(1)>>indignant<<else>>clutching your injured hand to your chest<</if>>.* It is true. I bear a black pledge. <</qSpeak>>
<<speak "imani.furrow">> Thank you for your //honesty,// Quintrell. <</speak>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<<case "how">>
<<text>>
<<if setup.hasTrait("guilty")>>The emblem burns in your breast pocket. Your entrails knot and coil like those of the rabbit buried in the dirt.<<else>>A sigh of resignation passes your lips.<</if>>
<</text>>
<<qSpeak "quincy.tilt">> ...How did you know? <</qSpeak>>
<<speak "imani.tilt">> You are shunned from the court. You carry no relic, defending the Prince with a Duruger instead... <</speak>>
<<speak "imani.think">> What other explanation might there be? <</speak>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.lookaway">> *You shake your head.* None comes to mind. <</qSpeak>>
<</if>>
<<case "nothing">>
<<text>>
<<if setup.hasTrait("guilty")>>The emblem burns in your breast pocket. Your entrails knot and coil like those of the rabbit buried in the dirt.<<else>>A sigh of resignation passes your lips.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> That-- that has nothing to do with this. *You stammer.* <</qSpeak>>
<<speak "imani.neutral">> So you say. *Her voice is cold, her expression closed.* <</speak>>
<</switch>>
<<if setup.checkPass(1)>>
<<text>>
You turn your attention back to your quarry. The rabbit is in manageable pieces now, its ribs nearly scraped clean. You are nearly done.
``You take a deep breath, and you press on.
<</text>>
<<else>>
<<qSpeak "quincy.tilt">> <<if $response == "y">>*You grit your teeth in response.*<<elseif $response == "dense" || $response == "nothing">>*You shake your head, biting back your frustration.*<<else>>None, I suppose. *You cast a weary glance down at your injured hand.*<</if>> ...I must bandage this finger. <</qSpeak>>
<<text>>
Dropping to your knees, you reclaim your knife. With its edge, you cut a spare rag to dress the wound. You take your time tending it; the rabbit is in manageable pieces now, its ribs nearly scraped clean. The work is nearly done.
<</text>>
<</if>>
<<speak "imani.lookaway">> I won't ask what you have done. *She announces, making the final cut upon her side of the ribs.* I'm sure sharing such a thing is verboten<<if $response == "dense" || $response == "nothing">>, and I doubt you'd tell me even if it weren't<</if>>. Besides, my curiosity lies elsewhere. <</speak>>
<<speak "imani.neutral">> You see, Quintrell, whilst I am a preservationist, when it comes to //men of the present// I am more interested in //what comes next// than //what came before.// <</speak>>
<<text>>
You pause <<if setup.checkPass(1)>>with your blade three-quarters through a chunk of flesh<<else>>mid-bandage<</if>>. Somehow, in your brief moment of quiet, Imani has found herself once more. Her newer self. The one which speaks of fate and waxes about symbols.
<</text>>
<<speak "imani.bow">> Each Noble pledge is a promise of the future: a pact to use one's meur for the greater good. Red, yellow, green, blue, white... each carries a destiny, pre-written, penned by men of generations past. But the fate of a man who bears the black pledge... it is a fate none have cared to define. A punishment, yes... but a blank page as well. <</speak>>
<<speak "imani.think">> And so, Quintrell, my question is this: where is it that you intend to go from here? <</speak>>
<<text>>
You hesitate. Is she... attempting to<<if $response == "dense" || $response == "nothing">> //reprimand// you or<</if>> //comfort// you?
<</text>>
<<choose "quincy.surprised">>
[[I hope to redeem myself.|S1E2: hunty pledgetalk2][$response to "redeem"]]
[[I hope to prove them wrong about me.|S1E2: hunty pledgetalk2][$response to "wrong"]]
[[I hope to live for myself.|S1E2: hunty pledgetalk2][$response to "live"]]
[[I don't know.|S1E2: hunty pledgetalk2][$response to "dunno"]]
[[Stop. You've no idea what you're talking about.|S1E2: hunty pledgetalk2][$response to "stop"]]
<</choose>><<switch $response>>
<<case "dunno">>
<<toneLoss "imani" "insight">>
<<set $cFlags.imani.pledge to null>>
<<qSpeak "quincy.tilt">> ...I don't know. It feels as though my only option is to carry on. <</qSpeak>>
<<text>>
You imagine your answer is more gray than she would like. Given her current interests, she had probably hoped for something passionate and telling. Alas, you have neither mind nor mood for poetry. All you can do is state things as they are.
<</text>>
<<speak "imani.think">> In the dark before dawn, that is all one can do. *She replies, her voice gentle.* The sun will rise in time, Quintrell. It always does. <</speak>>
<<qSpeak "quincy.lookaway">> I suppose I'll have to take your word for it. <</qSpeak>>
<<speak "imani.think">> I am your valet no longer, Quintrell. That leaves us only as friends. And, being your friend, that entitles me to my opinion, whether you decide to take my advice or not. <</speak>>
<<case "stop">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani">>
<<enemy "imani">>
<<set $cFlags.imani.pledge to false>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> Imani, //stop.// You... you've no idea what you're talking about. This isn't one of your tales. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> //Stop.// This isn't one of your tales. <</qSpeak>>
<</if>>
<<text>>
Imani falls quiet as asked. She watches you with inky eyes, attentive and opaque.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> What I've done is unforgivable. <<if setup.hasTrait("dense")>>There is no... no silver lining here. No poetry. Whatever good you think you see - //it isn't there.//<<else>>You look for poetry where there is none. Whatever good you //think// you see in this matter - //it simply is not there.//<</if>> <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> What I've done is unforgivable. <<if setup.hasTrait("dense")>>There is no silver lining here. No poetry. Whatever good you think you see... it isn't there.<<else>>I know you've grown fond of poetry, but there is none to be had here. Whatever good you think you see in my situation... it simply isn't there.<</if>> <</qSpeak>>
<</if>>
<<text>>
She blinks.
<</text>>
<<if setup.hasTrait("shameful")>>
<<speak "imani.neutral">> You've been wrong before. *She replies, her voice smooth and even.* <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> Perhaps. But not here. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> This crime wasn't subjective. <</qSpeak>>
<</if>>
<</if>>
<<speak "imani.bow">> I am your valet no longer, Quintrell. That leaves us only as friends. And, being your friend, that entitles me to my opinion, whether you agree with it or not. <</speak>>
<<case "redeem">>
<<set $cFlags.imani.pledge to "r">>
<<qSpeak "quincy.tilt">> I suppose I intend to... redeem <<if setup.hasTrait("guilty")>>myself<<else>>my name<</if>>. If such a thing is even possible. <</qSpeak>>
<<speak "imani.think">> A noble goal. *She murmurs, her voice soft and even.* <</speak>>
<<case "wrong">>
<<toneGain "imani" "insight">>
<<set $cFlags.imani.pledge to "w">>
<<qSpeak "quincy.lookaway">> I suppose <<if setup.hasRep("ambition")>>I intend<<else>>I'd like<</if>> to... prove them wrong, somehow. <</qSpeak>>
<<speak "imani.think">> I understand. *She murmurs, her voice soft and even.* They've been wrong about you since you were young. <</speak>>
<<case "live">>
<<toneLoss "imani" "insight">>
<<set $cFlags.imani.pledge to "l">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> I suppose I intend to live for myself. When all of this is done. <</qSpeak>>
<<speak "imani.think">> That is fair. *She murmurs, her voice soft and even.* A promise to oneself is still one worth making. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> I suppose I'd like to live for myself. If such a thing is possible, when all of this is done... <</qSpeak>>
<<speak "imani.think">> It would please me to see. *She murmurs, her voice soft and even.* You've lived tethered too long. <</speak>>
<</if>>
<</switch>>
<<if $response != "stop" && $response != "dunno">>
<<speak "imani.bow">> Keep that intent close, Quintrell. I will be here, holding you to it. <</speak>>
<<qSpeak "quincy.lookaway">> You... will? <</qSpeak>>
<<speak "imani.neutral">> I am your valet no longer. That leaves us only as friends. <</speak>>
<</if>>
<<text>>
Bagging the last of the rabbit, your hunting trip is complete. All that's left now is the journey back to camp. Whatever pain Imani held seems salved for the time being. Her face is clear once more.
<</text>>
<<if !setup.checkPass(1)>>
<<speak "imani.neutral">> Your finger... are you alright to carry with that hand? <</speak>>
<<qSpeak "quincy.tilt">> Yes. *You nod.* It's... it's fine. <</qSpeak>>
<</if>>
<<speak "imani.neutral">> Today was a long day. I apologize if I've made it harder. <</speak>>
<<if $tempQ.hunting.coin>>
<<speak "imani.think">> It was true what you said: I have seen a great stroke of luck. A dog starved should not cry for goat when a rat leaps down his throat. I am very fortunate... but I am afraid I am also //very// tired. <</speak>>
<<else>>
<<speak "imani.tilt">> I am both very fortunate... and //very// tired. <</speak>>
<</if>>
<<text>>
You nod. Wielding the heft of the rabbit - and the emotions exchanged between the two of you - you realize you feel quite tired as well.
<</text>>
<<speak "imani.smirk">> I think we'll all feel better with some food in our bellies. <</speak>>
@@.next;[[Continue.|S1E2: Hunt Return]]@@<<img 2 "2_dinner.png" "Quincy, Imani, Lucas, and the rest of the Convoy enjoy the spoils of the hunt around the campfire." `["img-max"]`>>
@@.next;[[Continue.|S1E2: onebed open]]@@<<if setup.hasRep("rebel")>>
<<text>>
Civility had long since left the table. Your disobedience was merely the last straw upon the hare's back.
``Your father thundered off in a wordless rage, leaving the tunsukh incomplete, the table unsettled, and the staff adrift. You and D'Angelo exchange glances, uncertain as to which of you - if either - should apologize for his behavior. You make no consensus.
``Of course, Imani knows the Barghurs too well to blame you for your father's behavior. She avoids acknowledging your father's outburst entirely; when she speaks to you, she speaks only of business.
``//"Your Grace,"// she said, //"I would like to meet later this evening to discuss matters of the Fifth Convoy."//
<</text>>
<<else>>
<<text>>
For all the pressure put upon you, your words made little difference. The fact that you had spoken at all went entirely unacknowledged, save for the awkward silence which followed.
``Rather than address your difference of opinion, Imani abandoned the line of conversation entirely. Instead, she turned to the Prince. //"Mr. Andimeur,"// she said, //"I would like to meet later this evening to discuss matters of the Fifth Convoy."//
``Her request made, she took a drink and left the table. Against all customs, the tunsukh forsook discussion over uhme and ended in cold and bitter silence.
<</text>>
<</if>>
@@.next;[[Continue.|S1E2: convoy meeting loc]]@@<<locationBoardSetup `[
{img:"object/chair_big.png",text:"Your father's chair looms unoccupied. Neither the man nor his evening glass of brandy are anywhere to be found. As far as you are aware, he has not left his chambers since dinner."},
{img:"object/fireplace.png",text:"On any other evening, the fireplace would house a roaring blaze as per the Archduke's preference. In his absence, a smaller fire has been built with only a few twigs around a central log. A modest fire, built by the reserved hands of a commoner."},
{img:"object/compass_and_map.png",text:"Upon the table lies a map of the peninsula, flanked by some scrunched old quills and a compass that has seen better days. "}
]`>>
<<location "barghur" `["Sitting Room", "Barghur Estate"]`>>
<<displayTask "12-woman-estate" "meet">>
<<timebreak "night">>
<<locationDesc>>
<<processTxt>>
Behind the silhouette of Morbre's walls, twilight smolders into dusk. From your place by the sitting room window, the world outside is black, save for the vague gestures of trees and rooftops and distant pricks of lamplight.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;<<link [[Continue.|S1E2: convoy meeting 1]]>>
<<if setup.hasTrait("dispersal")>>
<<passiveCheck 1 `["emp",setup.DCKey["easy"]]`>>
<<else>>
<<passiveCheck 1 `["emp",setup.DCKey["medium"]]`>>
<</if>>
<</link>>@@<<speak "imani.neutral">> Ah. So we are all here. <</speak>>
<<text>>
D'Angelo is the last to join those gathered in the sitting room. As he usurps an apologetic Elijah from his preferred chair and settles in beside Victoria, you expect Imani to take her seat in turn. She does not. Instead, she stays standing before her chair, as if she were the one presiding over this meeting rather than the Convoy's newest inductee.
<</text>>
<<speak "imani.think">> There is one thing I would like to address before we begin. <</speak>>
<<text>>
Her statement is firm. It is a declaration, not a question.
``This... //<<if setup.hasRep("orthodox")>>assumption of authority<<else>>forwardness<</if>>// only multiplies the questions which have simmered in your minds since her arrival.
<</text>>
<<speak "lucas.pleased">> By all means, Miss Khatar. <</speak>>
<<speak "imani.bow">> *Gracious, she dips into a bow.* Thank you, Your Highness. <</speak>>
<<speak "lucas.smug">> You needn't trifle with titles and address around me. Please! Call me Mr. Andimeur. *His lip pulls into the well-practiced smile which puts his clients at ease.* The Man of the Third Estate is as much a part of the Prince's Convoy as his Left Hand or his Right. <</speak>>
<<text>>
To the rest of the room, such a gesture is hardly shocking - all of you have seen that the Prince is quick to trade the formalities of Nobility for the formalities of commoners - but to his new Man of the Third Estate, such an offer is bizarre. Imani's stern face drops into genuine shock, as if struck unexpectedly. Ever so slightly, her jaw slacks, and her eyes flit about the room as if she might find answers woven into the rugs or framed upon the walls.
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
She has been speaking casually amongst the Barghurs since childhood, but she can't have expected a Prince of Vestur to offer the same privilege to //Lazarus's speaker.// Not so //immediately.//
<</text>>
<<else>>
<<text>>
You're uncertain as to why it surprises her so. She's been speaking casually amongst the Barghurs since she was a child.
<</text>>
<</if>>
<<speak "imani.surprised">> ...Alright. Mister... Andimeur. <</speak>>
<<text>>
She speaks carefully, as though Lucas might revoke his permission with every word. The Prince, preoccupied with his own designs, takes no notice of her caution. Standing from his seat, he announces:
<</text>>
<<speak "lucas.pleased">> But first, there is something I would like you to have. <</speak>>
<<speak "imani.surprised">> //Like me to--// *She inhales sharply.* //With all due respect,// Mr. Andimeur, I've no desire for gifts. <</speak>>
<<speak "imani.lookaway">> <sup>I thought I made that quite clear.</sup> <</speak>>
<<speak "lucas.glasses">> Worry not, Miss Khatar, I've ears. I know you are a principled woman with no use for excess. I bring a //symbol.// Not a bribe. <</speak>>
<<text>>
He extends a hand towards her. Slowly, he unfurls his fingers, revealing in his grasp something small, dark and gleaming: a meticulously polished iron seal.
<</text>>
@@.next;[[Continue.|S1E2: convoy meeting 1.25]]@@<<speak "lucas.glasses">> In 1543, this seal was used by Vestur's very first //Man of the Third Estate.// <</speak>>
<<img 2 "nathaniels_seal.png" "The aforementioned seal, polished to the point of shining." `["modeNeutral","img-small"]`>>
<<text>>
Cleaned of its corrosion, you hardly recognize it. It's difficult to believe that this is the same rusted piece of rubbish you pulled from the castle's storeroom some weeks ago.
``Bewildered, Imani takes the seal in hand, turning it over and inspecting its lopsided emblem. She hasn't an idea what to say, and so Lucas fills the silence in her stead.
<</text>>
<<speak "imani.surprised">> . . . <</speak>>
<<speak "lucas.smug">> I saw to it personally that it was restored for your use, so that the Fifth Convoy would carry on the Third's legacy and bring dignity to the common man. It is my wish that you and I serve the people with the same unwavering character held by Prince Louis and Nathaniel. <</speak>>
<<text>>
Something about those last few words plucks at a thread in Imani's thoughts. <<if setup.checkPass(1)>>Still in a daze, she blurts with a furrowed brow:<<else>>On reflex, she furrows her brow and blurts:<</if>>
<</text>>
<<speak "imani.lookaway">> Nathaniel beat his wife. <</speak>>
<<speak "lucas.surprised">> //Ah.// <</speak>>
<<speak "lucas.weary">> <sup>I didn't know that... about Nathaniel...</sup> <</speak>>
<<text>>
Lucas's face falls. Words fail them both. The air in the room turns dead for several minutes.
``You couldn't have done worse yourself.
<</text>>
<<speak "kaitos.thinkinghard">> @@.whisper;That true?@@ <</speak>>
<<speak "elijah.confused">> @@.whisper;No, it can't be. Nathaniel is a hero.@@ <</speak>>
<<speak "vicky.unimpressed">> @@.whisper;'Course it's true! There's one of those skipping rhymes about it. You never heard those when you were a kid?@@ <</speak>>
<<speak "dangelo.yeesh">> @@.whisper;//No.//@@ <</speak>>
<<text>>
The hushed speculation jostles something in Imani's mind. There is a flash of <<if setup.checkPass(1)>>self-consciousness<<else>>realization<</if>> in her eyes. It occurs to her that she has been //rude.//
<</text>>
<<speak "imani.surprised">> But the flaws of the man are irrelevant. *She stammers, quick to mend her error.* <</speak>>
<<speak "imani.lookaway">> It's a good seal. Strong metal. Thank you. <</speak>>
<<text>>
The relief upon the Prince's face is both visible and immediate. Eager to move on from his own apparent faux-pas, he accepts her apology without scrutiny and hurries the conversation forward.
<</text>>
<<speak "lucas.weary">> Of course. Now, ah, there was something you wished to say...? <</speak>>
<<speak "imani.lookaway">> Yes. Right. <</speak>>
@@.next;[[Continue.|S1E2: convoy meeting 1.5]]@@<<speak "imani.lookaway">> I'm afraid the silver caribou is a different man wearing his winter crown... <</speak>>
<<speak "imani.neutral">> I've made a poor impression. I would like a chance to introduce myself without antlers. <</speak>>
<<text>>
Of course, her demeanor remains stern, with or without figurative "antlers."
<</text>>
<<speak "lucas.neutral">> A perfectly reasonable request. I find that formal dinners make for poor introductions even when they //don't// end in a father screaming. <</speak>>
<<speak "dangelo.yeesh">> Yeah... with Dad how //he// is, and //your// dad a dustman... I don't think that dinner was ever gonna go right. <</speak>>
<<text>>
Imani nods. When she opens her mouth to speak again, her voice is broad and open - commanding attention without demanding compliance.
<</text>>
<<speak "imani.neutral">> My name is Imani Khatar. As you know, I am a member of the Preservationist Society... and a speaker for the Brothers of the Barehand. <</speak>>
<<speak "imani.furrow">> But! Make no mistake - I am a proud subject of the Northern Kingdom as well. <</speak>>
<<speak "imani.think">> My father and I lived in service to the Barghur family for many years. I grew up alongside Dukes D'Angelo and Quintrell, and for all my quarrels with His Grace the Archduke, I remain their loyal servant at heart. <</speak>>
<<speak "imani.bow">> I joined with the Brothers for the same reason that I pledge my loyalty to the Convoy now: because I care for Vestur and her people. We are not enemies. <</speak>>
<<text>>
Your brother chuckles nervously, his <<snout "curls jostling" "coat rippling">> as he scratches the top of his head with a pained smile.
<</text>>
<<speak "dangelo.unsure">> @@.singsong;Whew@@, Nini. Whoever stuck you with this job //owes you big.// <</speak>>
<<speak "imani.tilt">> *She shakes her head.* On the contrary. This opportunity is precious, and I am grateful. A common-born woman who wishes to aid her country is offered few choices. To serve in Lazarus's stead as Man of the Third Estate-- <</speak>>
<<speak "dangelo.surprised">> Hold up. *D'Angelo stammers.* You're saying the people picked //him?!// <</speak>>
<<speak "imani.lookaway">> ...They did. <</speak>>
<<include "S1E2: convoy meeting imaniq">><<if hasVisited("S1E2: convoy meeting iq whylazarus","S1E2: convoy meeting iq nolazarus","S1E2: convoy meeting iq why")>>
@@.next;[[Continue.|S1E2: convoy meeting 1.6]]@@
<<else>>
<<choose>>
<<actions
[[Why would the people pick Lazarus?|S1E2: convoy meeting iq whylazarus]]
[[Why didn't Lazarus accept his own election?|S1E2: convoy meeting iq nolazarus]]
[[Why did Lazarus pick you?|S1E2: convoy meeting iq why]]
>>
<</choose>>
<</if>><<qSpeak "quincy.neutral">> Why send an envoy, if he was chosen? <</qSpeak>>
<<speak "elijah.confused">> I was just wondering the same thing. If he is so beloved by the common people, is it not a betrayal of sorts to reject his own election? <</speak>>
<<speak "imani.neutral">> Well-- <</speak>>
<<speak "lucas.annoyed">> //Ugh,// don't heckle the woman with //obvious// questions. The man is guilty of treason in the eyes of the High Throne! Of //course// he would be wary. <</speak>>
<<speak "lucas.stressed">> After all, if //we// are caught off guard by his selection, how must Lazarus himself feel? I'd be expecting an //execution// before a //tunsukh.// <</speak>>
<<speak "imani.surprised">> . . . *She blinks, momentarily stunned by the Convoy Prince's unprompted defense.* <</speak>>
<<speak "imani.lookaway">> ...It is as Mr. Andimeur says. <</speak>>
<<include "S1E2: convoy meeting imaniq">><<qSpeak "quincy.tilt">> But... Why would Lazarus pick you? <</qSpeak>>
<<speak "imani.think">> Because he wants what is best for the North and her people. *She sighs, shaking her head.* It is difficult to give particulars beyond that. As you might imagine, a masked man is not an especially forthcoming one. <</speak>>
<<speak "imani.neutral">> I have been an active speaker amongst the Brothers of the Barehand for many years, and one of the few who've had the privilege to speak with him directly. Perhaps that is why I've earned his trust. Or... <</speak>>
<<speak "imani.tilt">> *Imani grows still, and her expression sober.* ...Or perhaps he sees me as something of a diplomat between the Second and Third Estates, given my upbringing. <</speak>>
<<speak "dangelo.concern">> So... he knows you worked for the estate. <</speak>>
<<speak "imani.bow">> He knows I am loyal to the Barghurs, yes. <</speak>>
<<include "S1E2: convoy meeting imaniq">><<if !hasVisited("S1E2: convoy meeting iq nolazarus") && !hasVisited("S1E2: convoy meeting iq why")>><<qSpeak "quincy.think">> The people chose Lazarus? Why? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> But why did the people choose Lazarus in the first place? <</qSpeak>>
<</if>>
<<speak "imani.neutral">> They trust his voice. His ideals. <</speak>>
<<speak "dangelo.neutralserious">> It was Corporal Achisukh who dad picked for the search, yeah? I've met the guy. Stickler for rules. I have a hard time imagining him signing off on all this. <</speak>>
<<speak "imani.think">> His Grace gave an order, and the Corporal followed that order to the letter, no matter the pain it caused him to do so. Does that not sound like the man you know? <</speak>>
<<speak "dangelo.unsure">> *D'Angelo clicks his tongue.* No, that sounds like him... <</speak>>
<<speak "imani.laugh">> If it succors you, I'm sure the Corporal hated every minute of it. *She chuckles.* He certainly hated every minute spent in //my// company. <</speak>>
<<speak "imani.neutral">> But, he is a good man, and an honest one. His people made a choice, and he refused to lie about that choice, knowing he would shoulder blame for their selection. <</speak>>
<<include "S1E2: convoy meeting imaniq">><<qSpeak "quincy.think">> So then... you are here, and Lazarus is not. What lies ahead? <</qSpeak>>
<<speak "imani.tilt">> A long and difficult road, I am afraid. <</speak>>
<<text>>
From a pocket beneath her cloak, she draws a thick, weathered envelope. The stamp which seals it bears the image of a storyteller's mask - the same sort which Lazarus wears. Tearing it, she pulls a coiled sheet of parchment from inside and begins to read a fragment:
<</text>>
<<speak "imani.neutral">> //"One - ''we starve.'' The North is not meant for field and pasture, and men of the green pledge seldom leave the comforts of Tebenka or Barghur to tend harsher lands like Lazgar or Mul. Those who work the mines cannot roam in pursuit of forage and quarry. If we are to give our time for your artefacts, you must feed us."// <</speak>>
<<speak "imani.think">> //"Two - ''we suffer.'' White meur and the selfless practitioners who wield it are among Vestur's greatest gifts. In our modern year of 1796, no child in Vestur should lose her life to infection of an untended cut. In Urdagan, a village is lucky if a practitioner is through thrice yearly, yet farming hamlets in Glenmaer see one weekly. If we are to give our bodies for your artefacts, you must look after our health."// <</speak>>
<<speak "imani.furrow">> //"Three - ''we despair.'' We were lured from the tundra with the promise of a better life: that the artefacts we unearthed would bring prosperity to ''all'' of Vestur. And yet, in the hundred-odd years since the first mine was dug, this prosperity has eluded us. We have received neither coin nor miracle to compensate our work."// <</speak>>
<<speak "imani.tilt">> //"As more and more mines fall under the palm of Midland gloves, our pay thins and our work grows ever more treacherous. We cry out, but our voices cannot reach the ears of men who live across mountains and kingdom borders."// <</speak>>
<<speak "imani.orate">> //''"If we are to give our time, our bodies, and our lives for your artefacts, those lives must be lives worth living!"''// <</speak>>
<<text>>
With that last impassioned line, she hands the message to Lucas, who sets to work studying the work in its entirety.
<</text>>
<<speak "imani.neutral">> ...These are Lazarus's demands. He asked that I deliver them personally. <</speak>>
<<text>>
Glancing over the Prince's shoulder, you see the letter is penned with a tight, glyphlike hand - it has to be, to fit all of the writer's thoughts - and in red ink. <<if setup.hasTrait("cleithro")>>Rose madder, most likely. A common ink<<else>>A common ink color<</if>> across the valleys of the Northern frontier.
<</text>>
<<speak "dangelo.smilestress">> Kind of a pushy guy, eh? *Your brother coughs up a sputtering, nervous laugh.* <</speak>>
<<speak "lucas.annoyed">> Silence, you. I'm reading. <</speak>>
<<speak "dangelo.unsure">> *Ignoring the Prince, he stammers on:* Just saying - that's a lot to take on in a few months. When's that meeting supposed to be again? Autumn? <</speak>>
<<speak "vicky.unimpressed">> @@.surprise;Hah!@@ Your bunny-man's outta his mind if he thinks all that's happening. <</speak>>
<<speak "imani.neutral">> *A breath of frustration escapes from between her teeth.* You misunderstand. He is not asking that you fix the North. He asks you to see how it has broken. <</speak>>
<<speak "imani.bow">> That is why I am here: to show you the North as lived by hands ungloved. <</speak>>
<<text>>
She gestures down towards the table and the map unfurled upon its surface. Lucas rolls the list of demands and stows it in his pocket as carefully as he can before joining you and the rest of the room in taking a closer look.
<</text>>
@@.next;[[Behold her map.|S1E2: convoy meeting 2]]@@<<text>>
The map is Northern-made, bearing more intimate details than the common Tri-Kingdom maps printed in books or peddled by foreign cartographers. Mountains and rivers oft missed are present and named, with further annotations scratched here and there by Imani's own messy hand.
``Curiously, an unlabeled path of ink snakes up through Kagthur, around the Barghur Sovereignty, and east through Tebenka.
<</text>>
<<img 2 "2_imanimap.png" "Imani\'s map of the North." `["modeNeutral"]`>>
<<speak "imani.tilt">> $salmiak and I have traveled far across the North. We have seen pain and grief in every Lordship. <</speak>>
<<speak "imani.lookaway">> Of course... we are few, and we've precious little time. <</speak>>
<<speak "imani.neutral">> I've consulted with Lazarus, and with my fellow Brothers. With their guidance, I've charted a course east so that you might lend your aid to some of those most in need. <</speak>>
<<speak "imani.think">> We should start in Yolmar, a town south of the Kagthur Barrens. I hear they've been struggling ever since the Barrens Dam rerouted the river on which it was built. <</speak>>
<<text>>
Lucas's head whips up from the map.
<</text>>
<<speak "lucas.weary">> An //entire river!?// What for!? <</speak>>
<<speak "imani.neutral">> Barge transport. *She answers.* Most of Kagthur's mines are in the barrens, Mr. Andimeur. <</speak>>
<<speak "lucas.surprised">> But that's-- this river is so far north! Would it not be frozen half the year //at least?// <</speak>>
<<speak "imani.tilt">> When speaking in guilders, cheap transport half the year makes a worthy trade. <</speak>>
<<speak "lucas.eyeroll">> @@.intense;Preposterous!@@ *He tuts.* <</speak>>
<<text>>
The smallest hint of a smile pulls at the corner of Imani's lips. Running her finger along her speculative route, her finger settles on a small dot nestled beside the northern outcropping of Barghur.
<</text>>
<<speak "imani.think">> Following that, we should head along the Kagthur-Barghur border to Vrulkod to take stock of our supplies before heading further into the frontier. From there, we'll go further northeast... <</speak>>
@@.next;<<link [[Continue.|S1E2: convoy meeting 2.5]]>>
<<if setup.hasTrait("packbonded")>>
<<passiveCheck 1 `["emp",setup.DCKey["easy"]]`>>
<<else>>
<<passiveCheck 1 `["emp",setup.DCKey["medium"]]`>>
<</if>>
<</link>>@@<<text>>
As Imani continues to detail your itinerary - and the woes which have befallen each town you will pass - Lucas only becomes more enthralled. The look on his face is very much like the one which took him by the courtyard fountain: the look of a man <<if setup.hasRep("ambition")>>ready to wring thrill and opportunity from the unexpected<<else>>who's no idea what weeks of travel in the North will do to his ankles<</if>>. He meets each hypothetical challenge with verve and enthuse, and Imani stokes that verve in turn. The two quickly shed whatever awkwardness haunted them after the seal incident. It is plain to see that they share an energy - at least in this realm of theory.
``However, you cannot help but notice that <<if hasVisited("S1E2: convoy meeting iq real") || hasVisited("S1E2: convoy meeting iq lazarus")>>the looks of skepticism have not left the faces of your companions<<else>>skepticism has crept into the features of your other companions<</if>>. Vicky looks on with a scrutinous squint; Elijah's smile grows increasingly tight; D'Angelo's brow grows ever more furrowed; Kaitos's <<snout "lip pouts further and further" "ears flatten and his tail stiffens">>.
<</text>>
<<speak "kaitos.thinkinghard">> 'Scuse me, Miss Man'state. Whaddabout stops? <</speak>>
<<speak "imani.neutral">> "Stops?" <</speak>>
<<speak "kaitos.stare">> Yeah, like. Supplies and stuff. <</speak>>
<<speak "imani.neutral">> We've stops in Vrulkod, Krushnir, and Bronvull. Should we run low on supplies between Olkord and Bronvull, we could detour east to Kirilgrot. <</speak>>
<<speak "imani.furrow">> Perhaps you would do well to //look// at the map, Your Glove. <</speak>>
<<speak "kaitos.scoff">> *He rolls his eyes and, despite his irritation, mumbles an affirmative noise:* Yes'm'm. <</speak>>
<<text>>
As the Viscount sprawls over the table to inspect her route more closely, D'Angelo's nose wrinkles.
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
Her assumption of authority has taken a step too far. Not only has she devised an entire route, but she has talked down to a Noble who has not granted her the privilege to do so.
<</text>>
<<else>>
<<text>>
Today, he takes unusual issue with Imani's demeanor.
<</text>>
<</if>>
<<speak "dangelo.silly">> Damn, Nini, you just got here and you're already making plans and barking orders. <</speak>>
<<text>>
His tone is playful, but the rise of his voice<<snout "" " and the tense sway of his tail">> betrays his serious concern. Conversation pauses. Heads turn.
<</text>>
<<speak "dangelo.eyeroll">> Don't you think you're overstepping? This kinda stuff's supposed to be the work of the Prince and his Hands, not the Man of the Third Estate. <</speak>>
<<speak "elijah.neutralserious">> I must say I agree. This is quite unorthodox! <</speak>>
<<text>>
But the Prince they speak for does not appreciate their interference; he sees no theft of responsibility in Imani's actions, and has no care for what is proper by the rules of tradition. Those Convoys of the past are not //his// Convoy, and he <<if setup.hasRep("orthodox")>>resents his obligation to continue their patterns<<else>>cares not for their archaic divisions<</if>>.
<</text>>
<<speak "lucas.eyeroll">> *He opens his mouth and takes a breath, ready to eschew these concerns on Imani's behalf--* <</speak>>
<<speak "imani.bow">> *--but Imani's tongue is quicker.* To overstep was not my intent, sir. I only mean to aid the Convoy, sir. <</speak>>
<<text>>
Her response is cool and even. If she took offense at your brother's accusation, it does not show upon her face.
<</text>>
<<speak "imani.neutral">> If you've an alternate itinerary charted, I would be happy to conform. <</speak>>
<<text>>
You and the Prince //had// discussed routes prior, but only in the loosest sense. <<if setup.hasRep("ambition")>>For all the evenings spent poring over the maps, the<<else>>The gravity of the decision was overwhelming. The<</if>> two of you could only speculate which regions of the North might need your aid most. Ultimately, you agreed that such a thing would be better devised with the advice of his Man of the Third Estate.
``And so, when D'Angelo and Elijah look to you expectantly, all you can do is avert your gaze. Your brother's chair creaks as he leans backwards into its cushion with a noisy sigh.
``Imani's route goes unchallenged.
<</text>>
<<speak "imani.think">> *With the faintest lilt of triumph in her voice, the Convoy's Man of the Third Estate claims her victory:* ...I advise we set out in the morning. <</speak>>
<<choose "quincy.lookaway">>
[[Agreed.|S1E2: convoy meeting 3.5][$response to "agreed"]]
[[I suppose I have no objections.|S1E2: convoy meeting 3.5][$response to "suppose"]]
[[Tomorrow?!|S1E2: convoy meeting 3.5][$response to "tomorrow"]]
<</choose>><<switch $response>>
<<case "agreed">>
<<text>>
Time is precious, and you've lingered in Morbre enough as it is. You'll need every day you have if you are to accomplish anything before you are called back to Diadem. <<if setup.hasRep("rebel")>>(And the sooner you leave, the better chance you have of escaping consequence for disrespecting your father.)<</if>>
<</text>>
<<qSpeak "quincy.think">> *You nod in agreement.* <</qSpeak>>
<<speak "imani.neutral">> So it's agreed. <</speak>>
<<case "suppose">>
<<qSpeak "quincy.think">> I suppose I've no objections to that. <</qSpeak>>
<<text>>
After all, time is precious, and you've lingered in Morbre enough as it is. You'll need every day you have if you are to accomplish anything before you are called back to Diadem. <<if setup.hasRep("rebel")>>(And the sooner you leave, the better chance you have of escaping consequence for disrespecting your father.)<</if>>
<</text>>
<<speak "imani.neutral">> So it's agreed. <</speak>>
<<case "tomorrow">>
<<qSpeak "quincy.surprised">> //Tomorrow!?// <</qSpeak>>
<</switch>>
<<speak "elijah.nervous">> @@.stutter;Elysium!@@ *The practitioner gasps.* But-- that's only a few hours from now! <</speak>>
<<speak "imani.think">> Nonsense. I spent the time between dinner and now assessing your supplies. You've food for the journey, your horses are rested... Your Convoy is more than ready. <</speak>>
<<speak "imani.tilt">> ...Besides: <<if setup.hasRep("orthodox")>>I see no reason to<<else>>we've no reason to<</if>> further test the patience of His Grace the Archduke with <<if setup.hasRep("orthodox")>>my presence<<else>>our lingering<</if>>. <</speak>>
<<if $response == "tomorrow">>
<<qSpeak "quincy.tilt">> I suppose you are right... <<if setup.hasRep("rebel")>>*You'd rather not endure more of your father's temper than needed.*<</if>> <</qSpeak>>
<</if>>
<<speak "lucas.neutral">> Yes, I quite agree. We've experienced more than enough delays for a whole Convoy! <</speak>>
<<text>>
With the approval of Prince and Right Hand, the decision is official.
<</text>>
<<speak "elijah.think">> Well... I suppose that's that. <</speak>>
<<speak "kaitos.look">> <sup>S'pose.</sup> <</speak>>
<<speak "vicky.indifferent">> Looks like them's orders, Big Guy. *She knocks the back of her fist against D'Angelo's slouched back.* <</speak>>
<<speak "dangelo.smilestress">> *Through gritted teeth, he is forced to concede:* //Yuppers.// <</speak>>
<<speak "imani.bow">> Thank you. It is an honor to serve the Convoy, and I look forward to sharing your company on the road. <</speak>>
<<speak "lucas.smug">> Of course. It will be our pleasure, Miss Khatar. <</speak>>
<<text>>
He offers her a gentleman's handshake. This time, she gladly accepts his prompt without hesitation.
<</text>>
<<speak "imani.neutral">> Now, if I may take my leave... I've a few last things to attend before morning comes. <</speak>>
@@.next;[[Continue.|S1E2: convoy meeting 5]]@@<<text>>
With your meeting adjourned, Imani collects her articles from the table - save for her map - and departs. Lucas excuses himself not long after.
``You intend to follow his lead, but when you rise from your seat, the room objects.
<</text>>
<<speak "elijah.point">> Your Grace! If I may have a moment... <</speak>>
<<text>>
Several held tongues have been itching to speak with you.
<</text>>
<<speak "elijah.smile">> Might I ask if you put another pair of eyes on Miss Khatar's route? You're the only man amongst us familiar with this neck of the frontier. <</speak>>
<<text>>
You suppose it never hurts.
<</text>>
<<qSpeak "quincy.neutral">> ...Alright. <</qSpeak>>
<<text>>
You slink back into your seat, across from Kaitos. His eyes are on the map as well, though it's unclear whether he is analyzing Imani's pathing or simply admiring the deft hand of the map's artist.
<</text>>
<<speak "dangelo.eyeroll">> @@.surprise;Alistair's asshole!@@ *He exclaims.* Could hardly get a word out. What happened to mumbly old Nini? I mean, sheesh! //Lieutenants// don't bark like that. <</speak>>
<<speak "vicky.wink">> Aw, no need to get jealous, Angie. So what if she can outbark you? @@.singsong;You're still prettier than her!@@ <</speak>>
<<speak "dangelo.unsure">> I never said... *He trails off.* <sup>Well, I //do// have better hair.</sup> <</speak>>
<<include "S1E2: convoy meeting 5 choices">><<choose "quincy.think">>
<<actions
[[D'Angelo. Have you ever been to this region of Tebenka?|S1E2: convoy meeting dangelo]]
[[Elijah. Is there a reason you're concerned about this route?|S1E2: convoy meeting elijah]]
[[Kaitos. Will these stops keep us supplied?|S1E2: convoy meeting kaitos]]
[[Victoria. Are you familiar with any of these regions?|S1E2: convoy meeting vicky]]
>>
<<if !hasVisited("S1E2: convoy meeting map")>><<link "@@.talk-action;Inspect the route.@@" "S1E2: convoy meeting map">><</link>><</if>>
<<special "end" [[*Copy the route for your own reference and take your leave.*|S1E2: convoy meeting 6]]>>
<</choose>><<img 2 "2_imanimap.png" "Imani\'s map of the North." `["modeNeutral"]`>>
<<qSpeak "quincy.think">> D'Angelo. You're more familiar with Tebenka than I. <</qSpeak>>
<<speak "dangelo.eyeroll">> Wish I wasn't, but yeah. <</speak>>
<<qSpeak "quincy.neutral">> Have you ever been to this northern stretch here? <</qSpeak>>
<<text>>
Staring down at your finger, your brother laughs.
<</text>>
<<speak "dangelo.silly">> @@.singsong;Pfft!@@ No. I didn't even know there //was// stuff up there. <</speak>>
<<speak "dangelo.unsure">> I mean, //"Crekhash?"// Who's ever heard of these places? <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> *You have.* . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> *You have.* . . . <</qSpeak>>
<</if>>
<<include "S1E2: convoy meeting 5 choices">><<img 2 "2_imanimap.png" "Imani\'s map of the North." `["modeNeutral"]`>>
<<qSpeak "quincy.think">> Elijah. Have you a specific concern about Imani's route? <</qSpeak>>
<<speak "elijah.neutralserious">> Well... *He shakes his head.* Call it a hunch. <</speak>>
<<speak "elijah.confused">> I'll admit: I'm not familiar enough with the central or east North to make specific criticisms. But a route devised by //Lazarus and his circle?// Well! It's hard not to have reservations... <</speak>>
<<qSpeak "quincy.lookaway">> Mm. I see your point. <</qSpeak>>
<<include "S1E2: convoy meeting 5 choices">><<img 2 "2_imanimap.png" "Imani\'s map of the North." `["modeNeutral"]`>>
<<qSpeak "quincy.neutral">> Asenath. Will these stops keep us well-supplied? <</qSpeak>>
<<speak "kaitos.surprised">> *He jolts momentarily, as if he could have forgotten you were there.* Oh, uh... hm... <</speak>>
<<speak "kaitos.thinking">> *Twirling a dread around his finger, he gives a tentative:* Yeahhh.. I think. I mean, I never //been// these places. But, far as I can tell, her stops are well-connected... <</speak>>
<<speak "kaitos.thinkinghard">> Like, s'the frontier, but... this place here, it's not //THAT// far from //here.// Maybe two days? Three days? <</speak>>
<<text>>
He runs a finger between the point labeled //"Vrulkod"// and Morbre.
<</text>>
<<speak "kaitos.idle">> Like, it's out there, but it's not like... Segrangachi. ``<sup>Don't think we'll be eating the horses...</sup> <</speak>>
<<include "S1E2: convoy meeting 5 choices">><<img 2 "2_imanimap.png" "Imani\'s map of the North." `["modeNeutral"]`>>
<<qSpeak "quincy.think">> Victoria. <<if hasVisited("PREP: Camp Vicky - About Hometown")>>You grew up on the frontier, correct? By any chance, would<<else>>Would<</if>> you happen to be familiar with any of these regions? <</qSpeak>>
<<text>>
Victoria's eyes flick down at the map. Her nose wrinkles. You suspect this is the first she's actually looked at it.
<</text>>
<<speak "vicky.unimpressed">> Familiar enough that I'm wishin' I asked Angie for double pay. <</speak>>
<<qSpeak "quincy.think">> Ah... alright. So what do you think of Imani's proposed route? <</qSpeak>>
<<speak "vicky.indifferent">> Well, //if it were up to me,// it'd go a little more like //this.// <</speak>>
<<text>>
She leans over and places her finger on Morbre. From there, she draws a line west to Nephthei, down the entire length of the Piscis River and into the Southern Kingdom - across mountains and jungles and coasts - until it finally comes to rest upon the Syros Lordship's south isle.
<</text>>
<<speak "vicky.smirk">> I hear it's got a @@.singsong;beau-ti-ful@@ view. *She chuckles.* <</speak>>
<<speak "vicky.disrespectful">> //The fellas don't wear trousers there.// <</speak>>
<<speak "dangelo.silly">> *He tuts at Victoria.* Oh, //you.// <</speak>>
<<text>>
Across the room, Elijah's face scrunches in discomfort.
<</text>>
<<speak "elijah.think">> That's preposterous. I know their customs are a little //strange,// but you cannot believe everything you hear about the Southern islands! <</speak>>
<<text>>
An apprehensive noise rises from Kaitos, though he remains transfixed on the map.
<</text>>
<<speak "kaitos.idle">> Naw, s'true. Syros doesn't do trousers. ``<sup>@@.singsong;Aaand neither does my Uncle Kal...@@</sup> <</speak>>
<<speak "elijah.frown">> ...Oh. <</speak>>
<<include "S1E2: convoy meeting 5 choices">><<img 2 "2_imanimap.png" "Imani\'s map of the North." `["modeNeutral"]`>>
<<text>>
Poring over the map, everything looks quite orderly. The routes Imani draws are not the routes you would travel as mine inspector, but different destinations call for different considerations. The paths you cut as a lone man on hareback are impassable by horse, never mind a group of thirty or so carrying heavy supplies. She avoids mountains you know to be uncrossable, and uses lesser known game trails to her advantage where she can.
``The further east she goes, the less familiar you are with the territory, but you struggle to find fault in the regions you know. Your greatest critique concerns her penmanship.
<</text>>
<<include "S1E2: convoy meeting 5 choices">><<text>>
As you move to retrieve your travel atlas from your overcoat, you realize it hasn't left your breast pocket since you left for the Midland. As mine inspector, you used it daily; it's strange to think you haven't opened it in over a month.
``The nostalgia you feel transcribing Imani's route onto your own map of the North feels precocious somehow.
<</text>>
<<itemAdd "atlas">>
<<text>>
With that done, you smother the fire in the hearth - D'Angelo is wont to forget - and take your leave.
<</text>>
@@.next;[[Retire to your room.|S1E2: convoy meeting retire]]@@<<locationBoardSetup `[
{img:"settle/staircase_woodrug.png"},
{img:"place/barghur_interior.png"},
{img:"barghur-crest.png"}
]`>>
<<location "barghur" `["Barghur Estate", "Morbre"]`>>
<<text>>
On your way to your bed, you pass by the guest room Lucas has claimed. The Prince is still awake, scratching a response to some letter from his Society of Letters or something of the sort. You figure it'd be best to leave him be, but when he notices your passing by, he figures the opposite.
He calls from his desk:
<</text>>
<<speak "lucas.smirk">> Quite a day, was it not? <</speak>>
<<text>>
You stop.
<</text>>
<<qSpeak "quincy.neutral">> It was... a day. *You're still wrapping your mind around it.* <</qSpeak>>
<<speak "lucas.laugh">> *At this, he barks a laugh.* <</speak>>
<<qSpeak "quincy.neutral">> You're in good spirits. <</qSpeak>>
<<speak "lucas.smirk">> I suppose. It was a great weight off my shoulders, meeting Miss Khatar. <</speak>>
<<speak "lucas.pleased">> Organized, intellectual, humanitarian - //unafraid to speak truth to power!// Why, I couldn't have dreamed a more suitable Man of the Third Estate for my Convoy. <</speak>>
<<choose>>
[[We're lucky to have her in the Convoy.|S1E2: convoy meeting 7][$response to "y"]]
[[...I don't know how I feel about it.|S1E2: convoy meeting 7][$response to "n"]]
<</choose>><<switch $response>>
<<case "y">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral">> *You nod.* There aren't many like her. We're lucky to count her amongst the Convoy. <</qSpeak>>
<<qSpeak "quincy.tilt">> It's strange. I never thought we would meet again... <<if setup.hasTrait("packbonded")>>not like this<<else>>I always hoped, but<</if>>... <</qSpeak>>
<<speak "lucas.pleased">> If the year of 1796 has taught me anything so far, it's taught me that life is //full// of unexpected turns. <</speak>>
<<speak "lucas.smug">> With Miss Khatar's insight... //well!// I think the three of us will do great things for your people, Quintrell. <</speak>>
<<case "n">>
<<cFlag "imani" "doubt">>
<<toneLoss "lucas">>
<<qSpeak "quincy.think">> Truth be told, I don't know how I feel about it. <</qSpeak>>
<<qSpeak "quincy.tilt">> Drafting routes, making decisions, accounting for supplies... D'Angelo is right: she's done the work of both the Prince's Hands. <</qSpeak>>
<<speak "lucas.smug">> //Please,// Quintrell. Don't tell me you feel //unmanned// by her efforts. <</speak>>
<<qSpeak "quincy.furrow">> That's not the issue. <</qSpeak>>
<<speak "lucas.pleased">> Don't worry. I jest. <</speak>>
<<speak "lucas.neutral">> You're my Right Hand, Quintrell, with all the authority it entails. Imani is my //advisor.// If you've good reason to disregard her advice, then by all means do. <</speak>>
<</switch>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> Mm. *You nod.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Mm. *You nod.* <</qSpeak>>
<</if>>
<<text>>
He plucks his quill from his inkwell.
<</text>>
<<speak "lucas.smug">> Now, shoo. I must finish this promptly if I am to sleep before our journey tomorrow. <</speak>>
<<speak "lucas.pleased">> Good night, Quintrell. <</speak>>
<<if $response == "y">>
<<qSpeak "quincy.pleased">> Good night, Lucas. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Good night, Lucas. <</qSpeak>>
<</if>>
<<flag 19>>
<<endQuest "12-woman-estate" "a">>
<<updateTask "12-toyolmar">>
<<addCamp "imani">>
@@.next;[[Continue.|S1E2: Bunny Run Opening]]@@<<locationBoardSetup `[
{img:"forest2.png"},
{img:"camp-generic.png"},
{img:"land/taiga3.png"}
]`>>
<<location "kagthur" `["Camp","Demons' Grove"]`>>
<<timebreak "sunset">>
<<text>>
The promise of supper beckons every man and woman from every tent and corner of camp. Hungry, they crowd around the fire, awaiting their evening ration with bated breath. Nothing stokes an appetite like a day of long travel, and so your Noble companions find themselves terribly disappointed.
``A bowl of pallid, boiled salt orc flanked by dry hardtack and garnished with a few pieces of abrasive, candied fruit. Standard-issue army rations.
<</text>>
<<speak "lucas.weary">> ...Oh. *Lucas croaks, his voice thin and weak.* Soldier's cuisine. @@.stutter;I... I suppose I forgot...@@ <</speak>>
<<speak "dangelo.silly">> Yuppers. ``@@.singsong;Straight from the Barghur kitchens!@@ *D'Angelo chides, slopping another cube of sad boiled meat into the next bowl.* <</speak>>
<<text>>
You're uncertain as to why it comes as such a surprise to Lucas. You can only assume that the lavish make of his tent skewed his expectations. But banners and trim add minimal heft and do not spoil on the road; unfortunately, the same cannot be said of a decent meal.
<</text>>
<<speak "lucas.weary">> You couldn't have at least //cooked it over the flame?// *His question is half plea, half accusation.* <</speak>>
<<speak "vicky.neutral">> We don't do that roasting stuff no more. Boiled is edible. Burnt, not so much. 'Sides, this way's quicker. <</speak>>
<<speak "dangelo.unsure">> Yeah. Our old superior, uh, forbade gettin' too creative after Vick and Seb got put on cook duty one too many times... He's dead now, but I kinda figured I'd keep the rule to-- <</speak>>
<<speak "vicky.cackle">> <sup>@@.lilt;Keep me from burnin' shit?@@</sup> <</speak>>
<<speak "dangelo.smilestress">> --honor his spirit? <</speak>>
<<text>>
The pair give a lighthearted laugh, but none laugh with them. Supper has turned from salvation to punishment, yet no man has the strength to protest on an empty stomach.
<</text>>
<<speak "lucas.devastated">> @@.stutter;I see... his spirit...@@ <</speak>>
<<speak "elijah.nervous">> What a lovely sentiment! *Elijah declares, pushing aside his own clear disgust.* And efficient. <</speak>>
<<speak "kaitos.thinkinghard">> *Kaitos nods, likely on reflex rather than agreement, as he prods his orc with the corner of his hardtack, face troubled.* <</speak>>
@@.next;[[Continue.|S1E2: Saltpork Intro 2]]@@<<speak "imani.think">> You know... Demons' Grove is crawling with game. <</speak>>
<<text>>
All heads turn at the sound of Imani's voice. She stands across from you, head craned over the fire to watch the bubbling pot of orc meat. Her gaze follows the cubes as they tumble about the boiling water in the same manner that a man investigates a murder: cool and detached, but with an undeniable air of disgust.
<</text>>
<<speak "imani.neutral">> Quintrell. Shall we go hunting? <</speak>>
<<text>>
And so, all heads turn to you.
<</text>>
<<qSpeak "quincy.surprised">> Now? *You stammer.* Have we the daylight left? <</qSpeak>>
<<speak "imani.neutral">> So long as we keep west. <</speak>>
<<choose "quincy.lookaway">>
[[I'm willing.|S1E2: Saltpork Intro 3][$response to "willing"]]
[[What do you think, D'Angelo?|S1E2: Saltpork Intro 3][$response to "dangelo"]]
[[I don't see much point in it.|S1E2: Saltpork Intro 3][$response to "protect"]]
<</choose>><<switch $response>>
<<case "willing">>
<<toneGain "imani">>
<<text>>
<<if setup.hasTrait("cleithro")>>You haven't found time to hunt since this whole Prince's Convoy began;<<else>>It's been a long while since you've hunted - you're certain you could use the practice - and<</if>> you've yet to break $gun in and acclimate to how she handles in the field...
<</text>>
<<qSpeak "quincy.neutral">> I'm willing. *You decide.* <</qSpeak>>
<<speak "imani.neutral">> Excellent. I'll grab my rifle and we'll be off immediately. <</speak>>
<<text>>
Your brother looks up from the bubbling pot with a furrowed brow.
<</text>>
<<speak "dangelo.grumpy">> Hold up. *He grunts.* I'm Guard-Captain, and rations fall under my authority. <</speak>>
<<text>>
Imani casts an uncertain look in your direction, and you in hers. For a moment, the fear that the two of you have overstepped is real.
``Then D'Angelo's face softens, and he chuckles.
<</text>>
<<speak "dangelo.silly">> So go catch us a fat one, yeah? <</speak>>
<<case "dangelo">>
<<toneLoss "imani">>
<<toneGain "dangelo">>
<<text>>
To give a thoughtless "yes" would surely undermine the Guard-Captain's authority, would it not? For the sake of cohesion, you'd best ask before you answer.
<</text>>
<<qSpeak "quincy.think">> Hm. D'Angelo? Have you qualms with this idea? <</qSpeak>>
<<text>>
Your brother looks up from the bubbling pot with a furrowed brow. But, he does not reprimand you. He laughs.
<</text>>
<<speak "dangelo.silly">> Can you believe this guy? *He snorts, slapping a fellow guard in the arm. Lowering his voice, he mocks your own:* //"Have you qualms with this idea?"// <</speak>>
<<speak "vicky.smirk">> @@.surprise;Hah!@@ Qualms. <</speak>>
<<speak "dangelo.laugh">> @@.lilt;Qualms!@@ <</speak>>
<<speak "dangelo.unsure">> @@.singsong;Ohhh nooo@@, //don't// bring real food back... I got //so many// qualms with eating good! <</speak>>
<<qSpeak "quincy.lookaway">> I take it you've no issue with the idea, then. <</qSpeak>>
<<speak "dangelo.silly">> 'Course not. You think //I// wanna eat this stuff? No one //wants// to eat this stuff. You and Nini go kill us a fat one. <</speak>>
<<case "protect">>
<<toneLoss "imani">>
<<qSpeak "quincy.neutral">> *You shake your head.* I don't see much point in it. We'll have to adjust to travel rations eventually either way. <</qSpeak>>
<<speak "imani.lookaway">> If that is how you feel... <</speak>>
<<text>>
Her <<snout "eyes narrow" "ears tilt">> - but to your surprise, it is D'Angelo who objects to your refusal.
<</text>>
<<speak "dangelo.unsure">> Aw, c'mon, Quince - go kill something with her. <</speak>>
<<qSpeak "quincy.surprised">> ...I would have thought you'd err on the side of pragmatism. <</qSpeak>>
<<speak "dangelo.think">> Normally, yeah. But I'm not gonna pass up the chance to eat some real food! <</speak>>
<<speak "dangelo.silly">> You think //I// wanna eat this stuff? No one //wants// to eat this stuff. *He chuckles.* You and Nini go kill something good. <<if setup.hasTrait("cleithro")>>I know you've been itching to hunt.<<else>>I know you could use the practice.<</if>> <</speak>>
<</switch>>
<<if $response != "willing">>
<<text>>
<<if $response == "protect">>He is right. There are merits to the idea.<<else>>You had hoped he would approve.<</if>> <<if setup.hasTrait("cleithro")>>You haven't found time to hunt since this whole Prince's Convoy began;<<else>>It's been a long while since you've hunted, and<</if>> you've yet to break $gun in and acclimate to how she handles in the field...
<</text>>
<</if>>
<<switch $response>>
<<case "willing">>
<<text>>
The shift in tone is so abrupt it catches the both of you by surprise.
<</text>>
<<speak "imani.surprised">> . . . <</speak>>
<<qSpeak "quincy.surprised">> . . . <</qSpeak>>
<<speak "imani.lookaway">> ...I think we can manage that. <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<case "dangelo">>
<<speak "imani.smirk">> It's Demons' Grove. I think we can manage. <</speak>>
<<case "protect">>
<<qSpeak "quincy.lookaway">> Well... alright. <</qSpeak>>
<<text>>
Imani dips her head.
<</text>>
<<speak "imani.bow">> I promise we'll be swift. <</speak>>
<</switch>>
@@.next;[[And so, the two of you set out into the grove.|S1E2: hunty open]]@@<<text>>
Your conversation ended there. The sense of <<if $cFlags.imani.symbol>><<if setup.hasRep("rebel")>>determination<<elseif $cFlags.imani.symbol == null>>uncertainty<<else>>wistfulness<</if>><<else>>tension unresolved<</if>>, however, remained.
``<<if $cFlags.imani.symbol>>As your hares raced back to Morbre - //shoulder to shoulder, gleaming in the morning light// - the feeling forged on ahead. Though the trail beneath $licorice and $salmiak's paws was well-worn and familiar, you could not shake the feeling that the path you cut was new.
<p>A poetic whim strikes. You ride not to Morbre, but towards a future utterly uncharted. An era unlike those which came before: <<if setup.hasRep("ambition")>>the era of the Fifth Convoy<<else>>one of harrowing uncertainty<</if>>.</p>
<<else>>The feeling kept pace with your hares on your sprint back to Morbre - a third rider, unseen, and adamant in keeping space between the two of you. <<if setup.hasTrait("packbonded")>>The sense of distance, painful as it is, is familiar. And so, you let it be.<<else>>This newfound distance tugs at something in your chest.<</if>>
<p>
<<if setup.hasRep("rebel")>>You're of like mind. <<if setup.hasTrait("packbonded")>>Why isn't that enough?<<else>>You always have been. Why must you be something more than that?<</if>><<else>><<if setup.hasTrait("packbonded")>>Perhaps in time she'll understand your concerns.<<else>>You are different now.<</if>><</if>>
</p>
<</if>>
<</text>>
@@.next;[[Continue.|S1E2: Setting Out]]@@<<locationBoardSetup `[
{img:"morbre-barghurestate.png"},
{img:"place/morbre_pipes.png"},
{img:"place/barghur_grounds.png"}
]`>>
<<location "barghur" `["Barghur Estate Grounds","Morbre"]`>>
<<timebreak "sunrise">>
<<text>>
When you had set out for the woods in the darkness before dawn, your intent was to return before anyone knew otherwise. A foolish hope which did not account for unforeseen delays. Inside Morbre's gates, the city is wide awake, and preparations for your journey are quite clearly underway.
``As you and Imani ride through the gates of the Barghur estate and towards the manor, you find a wall of men and horses has congregated before its front steps. With a friendly cadence, more suggestion than order, your brother directs this crowd as his guardsmen heap panniers and pack bags onto their steeds. At the sound of paws beating upon the ground, he turns. The tension which leaves his face tells you that your absence was //very much noticed.//
<</text>>
<<speak "dangelo.laugh">> @@.lilt;Whew!@@ Finally! Here I was worried we'd have to go out into the wilds and track you two like a couple of rabbits. <</speak>>
@@.next;[[Continue.|S1E2: Setting Out2]]@@<<text>>
You are even later than you had thought. Indeed, the Right Hand and Man of the Third Estate were among the last things required before the Prince's Convoy could depart. With you and Imani accounted for, there was only one matter left to attend to: that of pay.
``It had... escaped your consideration, that a mythic title like "Right Hand" would come with pay. <<if setup.hasRep("ambition")>>Some naive part of your unconscious took it for granted that such a lofty role existed beyond the concept of money. You have been handed so much - <<if setup.hasTrait("guilty")>>more than a man like you deserves<<else>>more than you ever would have asked since your fall from public life<</if>> - and now they wish to heap coin atop that prestige? It feels redundant.<<else>>Some weary part of your unconscious took it for granted that the role was some form of penance. You've done nothing to earn either Dukedom nor your position in Convoy leadership - //quite the opposite, in fact// - and so it followed in your mind that your service as Right Hand was a <<if setup.hasTrait("guilty")>>debt<<else>>prostration<</if>> owed to the people. To be paid for your efforts feels backward.<</if>>
``Of course, the guilders you receive are not meant to fund a Noble's estate. There is symbolism in your pay, and you suppose you ought to honor it, however misaimed that symbolism might feel to you. All those under Convoy employ are paid the same wage.
``To those born to higher Nobility, it is a lesson in humility: a rugged life upon the road, parted from comfort. But for the commoners amongst you, the very same coin represents luxury beyond what a mere guard dares dream.
``For the duration of the Convoy, you are to be //"equal as men, if not in matters of class and birth."// And so, you kneel side by side as you await the ritual of your first payment, and the Archduke's blessing.
<</text>>
@@.next;[[Continue.|S1E2: Setting Out3]]@@<<text>>
The great doors of the estate swing open. Your father emerges from within.
``He has been reclusive since the tunsukh, and so you are surprised to see him prinked and groomed. Usually, when his temper chases him into seclusion, he returns half-wild, with all the grace of a bear woken by a premature spring.
``Of course, you would be a fool to mistake good grooming for good temper. A bear is a bear, combed or not. You can see it in his eyes. There is nothing about this Convoy which has his respect (save perhaps his eldest son) but he is obligated by //precious tradition// to pretend. He would not have emerged from his cave so soon if this weren't the case.
``The Prince is the first to receive pay. Your father takes no pleasure in his pretend-authority; he cannot suspend his disbelief long enough to enjoy the gestures of deference Lucas offers. He is a son of the High Throne, and the guilders within the embellished pouch he receives are utterly inconsequential to his family's wealth. Your father lingers on the transaction only as long as is needed to be polite.
``As the Prince's Right Hand, you are next.
<</text>>
@@.next;[[Continue.|S1E2: Setting Out3.5]]@@<<text>>
As your father's shadow looms over you, a chill takes hold. <<if setup.hasRep("rebel")>>It has been a long time since you have made him so angry. You wonder whether he still has it in him to strike you. Surely he would not strike his grown son in the midst of such ceremony?<<else>>He is angry with you, despite your obedience. What more could he ask of you? Does he blame you for the actions of your once-valet?<</if>>
<<if setup.hasRep("rebel")>>You tense, and your <<snout "teeth grit" "pelt stands on end">>... but there is no fight to be had today.<p>He places the pouch in your hand and continues down the line.</p><<else>>His stern eyes offer no clues. As he sets the pouch in your hand, the only thing that is clear to you is his discontent.<</if>>
<</text>>
<<g 100>>
@@.next;[[Continue.|S1E2: Setting Out4]]@@<<text>>
<<if setup.hasRep("rebel")>>Your father's mood must be truly foul, for his treatment of D'Angelo is only so much warmer.<<else>>Your father's sourness persists.<</if>> He can hardly muster a smile for his eldest son, only a momentary baring of the teeth and a grunt of //"good luck, son."//
``His interactions with the other Nobles under Convoy employ are similarly brisk. A few grunts and a gift of coin, and nothing more. The commoners are hardly offered that. One by one, he gives pay to each, offering little acknowledgement of their praise and thanks. Each exchange is so brief - and his mind so preoccupied - that he fails to even notice that Victoria is a woman as he doles out her pay with an //"and you, sir"// and trundles on.
``Soon, he is upon the end of the line, and the last member of the Convoy in need of pay: the Man of the Third Estate.
<</text>>
@@.next;[[Continue.|S1E2: Setting Out5]]@@<<text>>
You peer out from the line, but there are nearly thirty men standing between you and Imani. Through the kneeling forms of your peers, you watch as your father approaches your once-<<if setup.hasTrait("packbonded")>>valet<<else>>friend<</if>>. She is difficult to read - especially at this distance - but there is a stiffness in her posture not unlike frozen prey.
``You watch with held breath as your father reaches into his coat. He pulls one last pouch from his pocket, extends his hand... and then drops her pay to the ground. The coins burst forth in a thundering clatter.
<</text>>
<<img 2 "2_groundcoins.png" "Imani looks on in shock as her pay falls across the cobbles.">>
<<speak "imani.surprised">> . . . <</speak>>
<<speak "deion.neutral">> Pick it up. <</speak>>
@@.next;[[Continue.|S1E2: Setting Out Road Start]]@@<<locationBoardSetup `[
{img:"land/hills_taiga.png",text:"The hills of northwestern Barghur rise and fall in a wonderfully irregular rhythm."},
{img:"land/taiga1.png",text:"Spruces grow thick and green in the mild warmth of spring."},
{img:"path-old.png",text:"And you've a blessedly well-worn path underfoot to guide you."}
]`>>
<<location "barghur" `["Barghur Sovereignty","Northern Kingdom"]`>>
<<displayTask "12-toyolmar">>
<<timebreak "morning">>
<<locationDesc>>
<<processTxt>>
It would be a beautiful day in the Sovereignty, had you not known any better.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[It's a shame you can't enjoy it.|S1E2: Setting Out Road 1]]@@<<speak "lucas.bigmad">> I cannot believe the nerve! @@.intense;The disrespect!@@ <</speak>>
<<text>>
It had taken all of Lucas's restraint not to make a scene over your father's discourtesy. You are grateful he had the sense to hold his tongue; you are uncertain as to what the outcome of such a fight would be, were he and your father to clash.
``Alas, every minute the Prince spends quiet is at least ten he must dedicate to tirade later. And, the moment the Convoy's line of horses crossed into the relative privacy of the Barghur wilds, said tirade unfurled from his mouth and knotted itself tight around the Convoy.
<</text>>
<<speak "lucas.eyeroll">> A man of high Nobility, stooping to such pettiness! Utterly inexcusable! It would be poor form to mistreat any member of the Third Estate so, but //the Convoy's Man of the Third Estate?// It passes from the realm of ill manners and into //tactless stupidity!// <</speak>>
<<speak "imani.lookaway">> Mm. <</speak>>
<<text>>
Entrenched in his own indignance, Lucas has yet to realize that he is alone in his rant. It is not for lack of sympathy. There is a circular shape to the Prince's anger, and given enough time and the right motive, his complaints become self-perpetuating. Your companions' opinions on the incident have been thoroughly exhausted, yet he finds the fire to tread and retread every detail which peeves him.
``Even Imani has been outrun in this anger. She strains against the confines of the topic, hoping to speak of something else -
<</text>>
<<speak "imani.neutral">> We'll be in the hills before noon. <</speak>>
<<speak "lucas.neutral">> Ah. Good. <</speak>>
<<text>>
- but Lucas cannot be pulled from the mire of his own frustrations for long.
<</text>>
<<speak "lucas.neutral">> . . . <</speak>>
<<speak "lucas.glance">> //Ugh.// And what a way to treat a woman...! <</speak>>
@@.next;[[Continue.|S1E2: Setting Out Road 1.5]]@@<<text>>
She inevitably tires of this.
<</text>>
<<speak "imani.neutral">> ...I'd rather speak of something else. <</speak>>
<<speak "lucas.surprised">> //Ah?// <</speak>>
<<speak "imani.lookaway">> Never mind. *She huffs a sharp sigh.* We should be coming up on a fork. I'll ride ahead. <</speak>>
<<speak "imani.tilt">> ...And, ah... thank you for your help picking my pay out of the dirt. <</speak>>
<<text>>
She does not wait for a response before urging $salmiak into a full leaping gallop. The two of you watch as hare and rider bound down the path and over the rise of earth ahead, leaving the Convoy in the dust and the Prince quite lost.
<</text>>
<<speak "lucas.weary">> ...Did I say something? <</speak>>
<<choose "quincy.tilt">>
[[I'm not getting in the middle of this.|S1E2: Setting Out Road 2][$response to "z"]]
[[You meant well. It's not your fault.|S1E2: Setting Out Road 2][$response to "n"]]
[[She just needs some space.|S1E2: Setting Out Road 2][$response to "y"]]
[[Her pride is hurt. She'll get over it.|S1E2: Setting Out Road 2][$response to "n2"]]
[[Are you daft? She didn't want to talk about it.|S1E2: Setting Out Road 2][$response to "y2"]]
<</choose>><<switch $response>>
<<case "z">>
<<qSpeak "quincy.neutral">> I've no desire to be in the middle of this. <</qSpeak>>
<<speak "lucas.scowl">> Middle of what!? *He snorts.* I wasn't aware there was a "this" to be trapped between! <</speak>>
<<qSpeak "quincy.think">> Imani's hurt pride... your misaimed defense... <</qSpeak>>
<<speak "lucas.annoyed">> "Misaimed defense?" You cannot say such things without proper explanation! <</speak>>
<<qSpeak "quincy.neutral">> I think Imani underestimated just how poorly my father would react to her newfound allegiance. And I think you overestimated how much she would enjoy having a Prince of Vestur recount that rejection. <</qSpeak>>
<<case "n">>
<<toneGain "lucas">>
<<qSpeak "quincy.tilt">> *You sigh, shaking your head.* It's not your fault. You meant well. <</qSpeak>>
<<speak "lucas.glance">> Hm. *He hums, discontent with this explanation.* <</speak>>
<<qSpeak "quincy.lookaway">> She can be... difficult to parse. That is all. I think her desire to be alone is more about my father's rejection than any action of yours. <</qSpeak>>
<<case "n2">>
<<qSpeak "quincy.lookaway">> *You shake your head.* A case of hurt pride. She'll live. <</qSpeak>>
<<speak "lucas.thinking">> Hurt pride? *He squints, still lost.* <</speak>>
<<qSpeak "quincy.neutral">> I think she misjudged just how poorly my father would react to her newfound allegiance. Discussing it salts the wound. <</qSpeak>>
<<case "y">>
<<qSpeak "quincy.lookaway">> I think she needs some space, Lucas. And some quiet. <</qSpeak>>
<<speak "lucas.weary">> Space and quiet? <</speak>>
<<qSpeak "quincy.tilt">> I don't think she finds much solace in wallowing. <</qSpeak>>
<<case "y2">>
<<toneLoss "lucas">>
<<qSpeak "quincy.furrow">> Lucas, are you daft? <</qSpeak>>
<<if setup.hasTrait("dense")>>
<<speak "lucas.scowl">> *On reflex, he spits:* @@.intense;I should ask you the same!@@ <</speak>>
<<else>>
<<speak "lucas.scowl">> @@.intense;No!@@ Of course not. Why would you ever ask? <</speak>>
<</if>>
<<qSpeak "quincy.furrow">> Imani served the Barghur estate for years. The monarch she believed in has spurned her. Even I can see she doesn't wish to talk about it - the only reason you haven't is because you've been busy speaking past her. <</qSpeak>>
<</switch>>
<<speak "lucas.surprised">> //@@.surprise;Ah--!@@// <</speak>>
<<text>>
The pieces fall into place in his mind.<<if $response.includes("n")>> In spite of your read of the situation, he finds himself to blame.<</if>> His eyes narrow behind his spectacles, his <<snout "freckled" "brindled">> face softening into something remorseful.
<</text>>
<<speak "lucas.weary">> ...Dear me. It seems I've made a mull of things. <</speak>>
<<if $response.includes("n")>>
<<qSpeak "quincy.neutral">> I wouldn't go so far as to say that. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Perhaps. <</qSpeak>>
<</if>>
<<speak "lucas.glance">> I must be mindful. Of myself, my fellow Convoymen, of the people. <</speak>>
<<speak "lucas.thinking">> I suppose I'm simply... not used to being heard outside of the courtroom? I presume everyone is only half-listening at best. <</speak>>
<<speak "lucas.weary">> <sup>Unless it's you, or that damned journalist.</sup> <</speak>>
<<speak "lucas.neutral">> I allowed myself to get carried away. As Convoy Prince, my words carry weight... <</speak>>
<<set _travelLocations to {
go:setup.addLocation("Your Route","barghur",[47.75,36],"west","forest1")
}>>
<<set _travelLinks to {
go:{link:"S1E2: Setting Out Hills 1",img:"hills4",text:"Head West"},
}>>
<<print setup.drawMapStub("morbre",`["go"]`)>><<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"land/taiga1.png"},
{img:"hills4.png"}
]`>>
<<location "barghur" `["Barghur Sovereignty","Northern Kingdom"]`>>
<<timebreak "day">>
<<text>>
A dense range of hills separate the Barghurian lowlands from the woods of south Kagthur. The way through is not an especially steep climb, but neither is it especially smooth. The dirt road is littered with loose stones and uneven ground which, while perfectly traversable by horse, makes for an uncomfortable ride in the saddle. As $salmiak and $licorice bound up the hill unbothered, the rest of the Convoymen tread a dull and arduous path.
``Reluctant to stray too far ahead of the Prince you are meant to protect, you signal for $licorice to stop and wait while Lucas catches up to you.
<</text>>
<<speak "lucas.scowl">> I'll be glad when we're over this hill. *He scoffs.* <</speak>>
<<qSpeak "quincy.neutral">> We've still a long way to go. <</qSpeak>>
<<speak "lucas.annoyed">> @@.intense;UNGH!!@@ <</speak>>
<<text>>
The ascent has worn down Lucas's patience. His previous resolve to be careful with his words has been all but forgotten in favor of complaining. You decide not to fault him for it; watching him jostle in the saddle while his horse picked its way up the slope made you feel most grateful to be a hare rider.
<</text>>
@@.next;[[Continue.|S1E2: Setting Out Hills 2]]@@<<timebreak "day">>
<<text>>
Still... you find yourself impressed by the sheer quantity of his complaints. Every little thing about travel through the North seems to irk him.
<</text>>
<<speak "lucas.annoyed">> How is it that the North can be so hot in the sun and yet //freezing// in the shade? <</speak>>
@@.next;[[Continue.|S1E2: Setting Out Hills 2.2]]@@<<timebreak "day">>
<<text>>
You do your best to give him grace, seeing as he is new to both travel on horseback and through harsher lands. But it would be dishonest to say it didn't wear on your patience...
<</text>>
<<speak "lucas.weary">> Ugh, it's going to take //forever// to pick all these wretched pine needles from my locs... <</speak>>
@@.next;[[Continue.|S1E2: Setting Out Hills 2.3]]@@<<timebreak "day">>
<<text>>
...And you suspect you are not alone in this.
<</text>>
<<speak "lucas.stressed">> What is that //accursed noise?// <</speak>>
<<speak "vicky.neutralserious">> A bird, Your Whine-ness. <</speak>>
<<speak "lucas.weary">> Eugh, really? With a voice //that// foul? No bird in the Midland sounds so-- <</speak>>
<<speak "lucas.scowl">> @@.surprise;//PARDON ME?//@@ <</speak>>
@@.next;[[Continue.|S1E2: Setting Out Hills 3]]@@<<speak "lucas.weary">> //Ergh.// I think my powders got crushed in my travel bag. It's going to be red on the inside forevermore... <</speak>>
<<speak "dangelo.unsure">> Man, you whine a lot about nothing. Doesn't that ever get embarrassing? <</speak>>
<<text>>
Quick as the strike of the manticore's tail, Lucas whips around and retorts:
<</text>>
<<speak "lucas.scowl">> Doesn't being //YOU// ever get embarrassing!? <</speak>>
<<text>>
It's not his best work as a wordsmith by any means. The hill has eroded more than his patience: it has weakened his wit, too.
``The look he trades with D'Angelo is one of shame and humiliation. His eyes drop down to the neck of his horse, and his mouth closes in forfeit. His surrender is so sudden and complete that it prompts a snicker from D'Angelo.
<</text>>
<<speak "dangelo.silly">> Wowie. Got me good, didn't he? <</speak>>
<<speak "vicky.incredulous">> //So// good. <</speak>>
<<speak "lucas.glance">> Have your laugh at my expense. I just want this wretched climb to be over. <</speak>>
<<set _travelLocations to {
start:setup.addLocation("Your Route","barghur",[47.75,36],"travel","forest1"),
go:setup.addLocation("Your Route","barghur",[46.9,35.5],"northwest","forest1")
}>>
<<set _travelLinks to {
go:{link:"S1E2: Setting Out Hills 4",img:"forest4",text:"Continue Northwest"},
}>>
<<print setup.drawMapStub("start",`["go"]`)>><<locationBoardSetup `[
{img:"forest4.png"},
{img:"land/taiga1.png"},
{img:"hills4.png"}
]`>>
<<location "barghur" `["Barghur Sovereignty","Northern Kingdom"]`>>
<<text>>
Atop the hill, Imani waits upon $salmiak's back for the rest of the Convoy. Eager to be done with climbing, Lucas urges his horse to make haste. Thanks to $licorice's graceful gait, you make it to the top long before him...
``...but not long enough to warn him of what lies over the crest of the hill.
<</text>>
<<speak "lucas.stressed">> @@.stutter;No... no...@@ <</speak>>
<<text>>
The road into Kagthur snakes down //this// hill, and up the side of several more. The lay of the land prevents you from seeing where it ends.
<</text>>
<<speak "lucas.devastated">> *The ensuing noise from the Prince is one of pure anguish.* <</speak>>
<<set _travelLocations to {
start:setup.addLocation("Your Location","barghur",[46.9,35.5],"travel","forest1"),
go:setup.addLocation("Your Route","barghur",[46.3,35],"northwest","forest1")
}>>
<<set _travelLinks to {
go:{link:"S1E2: Out Down 1",img:"land/taiga3",text:"Descend Northwest"},
}>>
<<print setup.drawMapStub("start",`["go"]`)>><<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"land/taiga3.png"},
{img:"hills4.png"}
]`>>
<<location "barghur" `["Barghur Sovereignty","Northern Kingdom"]`>>
<<timebreak "day">>
<<text>>
It is past noon now, and you are making your third descent. First the hills robbed Lucas of his patience and his wit, and now they extinguish him of his fire. What's left is a man who has succumbed to misery. He lays limp over his horse, bored and tired and without enough life left to complain about said boredom or his tiredness. Periodically, he lifts himself from his slump when he believes Imani is looking. But, as soon as her head turns, he collapses again.
<</text>>
<<qSpeak "quincy.lookaway">> Are you alright? <</qSpeak>>
<<speak "lucas.glance">> *He gives a short grunt in response.* <</speak>>
<<qSpeak "quincy.lookaway">> Do you need to stop for a rest? <</qSpeak>>
<<speak "lucas.glance">> No. <</speak>>
<<qSpeak "quincy.neutral">> ...Are you certain? <</qSpeak>>
<<speak "lucas.devastated">> What sort of Convoy Prince would I be if I did? I'm not even doing the work. I'm... I'm riding the animal doing the work. <</speak>>
<<speak "lucas.stressed">> Architect, Quintrell. //What is wrong with me?// <</speak>>
<<text>>
The question of //"what is wrong with Prince Lucas"// feels like a dark road to walk in his fragile state.<<if setup.flag(14)>> //A long, dark road.//<</if>> You opt for a gentler approach instead: distraction.
<</text>>
<<qSpeak "quincy.think">> Ah... speaking of your animal... Why a golden sheen? It seems at odds with your whole motif. <</qSpeak>>
<<text>>
The question has nagged you all day - ever since you first witnessed the Prince upon his shimmering, golden stallion. The strife and ceremony of your departure left you no time to ask.
<</text>>
<<speak "lucas.glance">> *Lucas's lip curls.<<snout "" " It shows every one of his sharp little teeth at the front of his muzzle.">>* //This// wretched thing? <</speak>>
<<speak "argent.neutral" "Golden Sheen">> *The "wretched thing" flicks a glossy, sparkling ear.* <</speak>>
<<speak "lucas.scowl">> //My brother gave it to me.// <</speak>>
<<qSpeak "quincy.think">> Ah. How... kind? *The venom in his voice leaves you uncertain.* <</qSpeak>>
<<speak "lucas.glance">> It is //not// kind. It is a declaration of war. <</speak>>
<<text>>
A most mysterious assertion.
<</text>>
<<qSpeak "quincy.neutral">> ...I don't follow. <<if setup.hasTrait("dense")>>*As per usual.*<<else>>*You admit.*<</if>> <</qSpeak>>
<<speak "lucas.weary">> Of course not. You wouldn't. //Your// brother isn't an unrepentant sadist. <</speak>>
<<speak "lucas.eyeroll">> Oscar doesn't give gifts out of kindness or compassion. He gives gifts to //create situations.// He bribes his sycophants, yes, but that is far from the only trick in his arsenal. <</speak>>
<<speak "lucas.annoyed">> For example, he gives me this horse because he knows I will look foolish if I accept and cruel if I do not. If I accept, I am //the Silver Prince, who spurns excess, but rides a gold horse which costs as much as a modest city.// If I do not, I am //the spoilt and ungrateful child brother of the generous and caring "Unicorn Prince."// <</speak>>
<<speak "lucas.glance">> When the beast was delivered to the Barghur estate this morning - before countless witnesses - I was forced to make a choice... and I opted to look a fool. <</speak>>
<<qSpeak "quincy.think">> Ah. <</qSpeak>>
<<text>>
It sounds as though you missed quite a bit while you were out on your run. As you ponder what to say in response, D'Angelo's fjord sidles beside you, and D'Angelo into your conversation.
<</text>>
<<speak "dangelo.laugh">> Oh, that's great! Yeah, classic older brother stuff. <</speak>>
<<speak "dangelo.silly">> Whenever I'm //real mad// at Quin, I give him jewels and caviar, and I make sure the jewels clash with the color of his eyes. *He flutters the lids of his own for emphasis.* <</speak>>
<<speak "lucas.scowl">> Silence, Barghur. Leave us be, your nonsense is unwanted. <</speak>>
<<speak "dangelo.neutral">> @@.lilt;Alrighty.@@ <</speak>>
<<text>>
D'Angelo gives a cheeky salute. His horse slows its trot, and he drifts back into the herd beside Victoria.
<</text>>
<<speak "lucas.neutral">> So as I was saying: it was no choice of mine, and I deeply resent it. <</speak>>
<<choose "quincy.think">>
[[That's an awfully indirect way of expressing anger.|S1E2: Out Down 2][$response to "indirect"]]
[[Don't you think you're being dramatic? It's a gift.|S1E2: Out Down 2][$response to "dramatic"]]
<</choose>><<switch $response>>
<<case "indirect">>
<<qSpeak "quincy.tilt">> How utterly bizarre. <</qSpeak>>
<<speak "lucas.annoyed">> It makes a touch more sense once you understand it would //kill him// to be straightforward. With Oscar, //everything// must be an elaborate nonsense game. <</speak>>
<<speak "lucas.eyeroll">> In his own language, a gift of a golden horse means @@.posh;"you have offended me beyond forgiveness. Kill yourself, or I will make you wish you had."@@ <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway">> But... Why? What have you done to deserve his ire? <</qSpeak>>
<<speak "lucas.glance">> Oh... many things. For having been born, for one. <</speak>>
<<speak "lucas.smirk">> *The smallest smirk of satisfaction crawls across his face, and he chuckles.* That, and the fact I wear the only title he's ever wanted more than //"King."// <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...I take it he is angry that you were made Convoy Prince in his stead? <</qSpeak>>
<<speak "lucas.smirk">> *The smallest smirk of satisfaction crawls across his face, and he chuckles.* Of course he is. //Convoy Prince// is the only title more tantalizing to him than //King.// <</speak>>
<</if>>
<<case "dramatic">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral">> I think your read of the situation might be a touch... dramatic. <</qSpeak>>
<<speak "lucas.smirk">> Oho, that's because //you// don't know what I've stolen from him. As //Convoy Prince,// I've taken from him the only title he's ever wanted more than //"King."// <</speak>>
<<speak "lucas.pleased">> To spare a few thousand guilders to humiliate me - that is nothing to him. I'm sure this is only the beginning. <</speak>>
<<speak "lucas.thinking">> Allow me to frame it in a way you'll understand: imagine Rhea with all the power of a grown man and twice the cruelty. <</speak>>
<<qSpeak "quincy.lookaway">> I don't especially care for that mental image. <</qSpeak>>
<<speak "lucas.neutral">> Then you would hate to know Oscar. <</speak>>
<</switch>>
<<text>>
A yelp sounds behind you. Quick as lightning, $licorice leaps into the air to avoid the spray of mud which splatters in all directions as Kaitos and his horse slide down the hill in a panicked scramble. Lucas and his shimmering golden threat are not so lucky.
<</text>>
<<speak "lucas.bigmad">> @@.yell;You dolt, watch where you're going!@@ <</speak>>
<<text>>
The Prince's scolding helps neither horse nor rider. There is a good minute of flailing at least before Kaitos's bay regains its footing, and another before Kaitos has recovered enough fight to snap back.
<</text>>
<<speak "kaitos.disgruntled">> @@.stutter;Y... you--@@ *His voice cracks. There is mud on his <<snout "lips" "muzzle">>, and in his mouth. He spits before continuing.* @@.yell;YOU watch!@@ <</speak>>
<<speak "lucas.annoyed">> Oh, please. You're the one who cannot control his beast! <</speak>>
<<speak "kaitos.disgruntled">> @@.intense;Why you gotta be such an ass!?@@ <</speak>>
<<text>>
His horse has steadied itself on the muddy slope, but Kaitos teeters upon its back despite this.
<</text>>
<<choose "quincy.lookaway">>
[[Are you alright?|S1E2: Out Down 3][$response to "ok"]]
[[Are you drunk?|S1E2: Out Down 3][$response to "drunk"]]
<</choose>><<switch $response>>
<<case "ok">>
<<qSpeak "quincy.tilt">> Are you alright? <</qSpeak>>
<<speak "kaitos.sulk">> *Still swaying in his saddle, he barks back:* //Fine.// <</speak>>
<<case "drunk">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.lookaway">> Are you drunk? <</qSpeak>>
<<speak "kaitos.sulk">> *Still swaying in his saddle, he barks back:* //Ha.// Very funny. <</speak>>
<<speak "lucas.weary">> Mm. It //would// explain a few things... <</speak>>
<<speak "kaitos.disgruntled">> @@.intense;//Not drunk!//@@ <</speak>>
<</switch>>
<<text>>
Willing himself steady, he flicks the reins of his steed and rounds towards the other side of the line. You nearly witness him fall from his saddle as he does. Lucas watches his horse cross the herd with a cold and scornful pity.
<</text>>
<<speak "lucas.scowl">> I don't understand how any VRMA graduate could be such a poor horseman. How ever did he survive riding class? <</speak>>
<<set _travelLocations to {
go:setup.addLocation("Your Route","barghur",[45.6,34.7],"northwest","forest1"),
start:setup.addLocation("Your Location","barghur",[46.3,35],"travel","forest1"),
}>>
<<set _travelLinks to {
go:{link:"S1E2: Out Dangelo 1",img:"grass3",text:"Continue Northwest"},
}>>
<<print setup.drawMapStub("start",`["go"]`)>><<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"grass3.png"},
{img:"land/grass_dead.png"}
]`>>
<<location "kagthur" `["Kagthur Lordship","Northern Kingdom"]`>>
<<timebreak "day">>
<<text>>
Eventually, the seemingly endless range of Barghur-Kagthur hills gives way to rolling, bumpy plains. As you progress further into the Lordship, the forest cover thins, until there is only an errant tree here and there amongst shrubs and hair grass.
``It is but a momentary reprieve from the woods. The grand firs of Demons' Grove loom tall on the horizon, their shadows growing longer with each passing hour. The view is quite dramatic. Were you a painter, such a scene would beg to be captured by brush.
``The rustle of needles interrupts your thoughts. You cast a glance over your shoulder. Whilst you were musing about the artist you are not, Elijah's horse managed to snag its antlers on one of the few trees in the vicinity of your path. The palomino, so perturbed by the inconvenience, resists its rider's attempts to free it. The process of disentanglement is rendered more difficult than is reasonable for either man or horse.
``Beside you, D'Angelo and Victoria slow their steeds to better observe the debacle. You find yourself doing the same.
<</text>>
<<speak "dangelo.yeesh">> Man, I knew Ladygloves, Luke, and 'Lijah weren't really used to the field, but... <</speak>>
<<speak "vicky.neutralserious">> You didn't think they'd be this useless? <</speak>>
<<speak "dangelo.laugh">> Well - you said it, not me! <</speak>>
<<speak "dangelo.unsure">> If they're this lost on the road, I'm a @@.lilt;little@@ worried about how they'll fare on the frontier... <</speak>>
<<choose>>
[[It is... concerning.|S1E2: Out DAngelo 2][$response to "y"]]
[[It's our first day. Don't judge them too harshly.|S1E2: Out DAngelo 2][$response to "n"]]
<</choose>><<if $response == "y">>
<<text>>
Finally, Elijah manages to free the last branch from the fork of his horse's antlers. It whips back and slaps him in the face.
<</text>>
<<qSpeak "quincy.tilt">> It is... concerning, yes. <</qSpeak>>
<<speak "vicky.indifferent">> Real concerning. <</speak>>
<<speak "dangelo.smilestress">> Yeah... yeah. <</speak>>
<<speak "dangelo.unsure">> I think... These guys're gonna need a little help if we're gonna make it out to Tebenka. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> It's our first day of travel. Give them time to adjust. <</qSpeak>>
<<speak "dangelo.neutral">> Yeah... You're right. They just need a little time... <</speak>>
<<text>>
Finally, Elijah manages to pick the last of the branches from the fork of his horse's antlers. The freed branch whips back and slaps him in the face.
<</text>>
<<speak "dangelo.yeesh">> Maybe a little help, too. <</speak>>
<</if>>
<<set _travelLocations to {
start:setup.addLocation("Your Location","barghur",[45.6,34.7],"north","forest1")
}>>
<<set _travelLinks to {
demonsgrove:{link:"S1E2: First Camp Lead In",img:"land/taiga3",text:"Enter Demons' Grove"},
}>>
<<print setup.drawMapStub("start",`["demonsgrove"]`)>><<set $tempQ.dinner to {}>>
<<locationBoardSetup `[
{img:"barghur-crest.png",text:"Are the heirloom tapestries woven from shimmering snowshoe yarn and dyed with rare pigments \"rustic?\""},
{img:"place/barghur_interior.png",text:"Is the grand dining table with all its intricate detail truly less remarkable for not having been brushed with gold?"},
{img:"object/dinner_north.png",text:"Your father has even traded the dinged tin cups for carved ones. Must they be inlaid with jewels to impress?"}
]`>>
<<location "barghur" `["Dining Hall", "Barghur Estate"]`>>
<<displayTask "12-woman-estate" "start">>
<<timebreak "day">>
<<locationDesc>>
<<processTxt>>
Compared to the grand castles of Diadem and Alnilam, the Barghur mansion is a modest house bereft of stone towers and exotic gardens. Though a sprawling palace by Northern standards, with its three story height and wooded grounds, the Prince describes your luxury as //"charmingly rustic."//
``//"Rustic."//
<</processTxt>>
<<locationDetails>>
<<processTxt>>
Precious metals and glittering stones hold little meaning in Northern culture. Such items are acquired and displayed for the sake of assuring visitors from the lower kingdoms that they dine among equals. Tonight is not about impressing Nobles. Tonight, you host a Northerner.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue|S1E2: tunsukh begin 2]]@@<<text>>
The Man of the Third Estate will arrive within the hour. After a morning of miserable preening, there is nothing left to do but wait. And so, you and your fellow gloved men sit in restless anticipation.
``You ought to feel more nervous about the impending dinner than you do. There is much at stake. The future of the Fifth Convoy; the dignity of the Barghurs; your father's dwindling patience... and it all rests on your ability to feign proper manners.
``It has been some time since you've participated in a tunsukh. You're seldom invited to such formal events, after all. This will be your first of the year. Rightfully, you should be paralyzed with dread at the prospect of fumbling tradition. But worry takes a lot out of a man, and you have been fretting since dawn. You simply haven't the energy to sustain it any longer.
<</text>>
<<speak "lucas.glance">> So... *Lucas ventures.* These Northern ceremonial dinners... these... //tunsukhs.// <</speak>>
<<speak "lucas.thinking">> I've heard tales that they are... *He hesitates, uncertain of the veracity of his information.* //Painful?// <</speak>>
<<text>>
You and your fellow Northerners exchange looks of surprise. Not because he is wrong, per say, but because he is //ignorant.//
<</text>>
<<speak "dangelo.unsure">> Oh man, it's your //first time?// I just figured you'd done it before, since you're a Prince and all... <</speak>>
<<speak "lucas.flustered">> A Prince, yes, but a second son. I don't receive the same... //diplomatic invitations// offered to my brother. <</speak>>
<<speak "kaitos.pleased">> @@.lilt;Also you pick fights at the table.@@ *Kaitos offers helpfully, not looking up from the cutlery he plays with.* <</speak>>
<<speak "lucas.eyeroll">> Well-- yes. That too. <</speak>>
<<text>>
<<if setup.flag(14)>>//Excuses.//<<else>>Odd.<</if>> You would think a man as well-read as he with a future in politicking would know the details of a tunsukh. It's among the more famous Northern ceremonies, and one of the few to survive the cultural shifts that followed unification.
<</text>>
<<if setup.flag(14)>>
<<qSpeak "quincy.furrow">> The tunsukh is almost at hand, and you've waited until now to ask? <</qSpeak>>
<<speak "lucas.glance">> Everyone was //busy!// *He protests.* There wasn't a better time. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> Why wait so long to ask...? <</qSpeak>>
<<speak "lucas.flustered">> Everyone was //busy!// *He stammers.* There wasn't a better time. <</speak>>
<</if>>
<<speak "elijah.point">> Allow me to explain, Your Highness! <</speak>>
@@.next;[[Continue.|S1E2: tunsukh begin 2 tunsukh explain]]@@<<speak "elijah.point">> The tunsukh is very much a thing of ritual and ceremony. Typically, it is held prior to discussions of business or diplomacy. Served in several courses, each dish is small and heavily spiced. It is not so much about satiating hunger as it is a demonstration of endurance. Participants compare their strength and discipline by seeing who can weather the meal the longest without forfeit. <</speak>>
<<speak "lucas.surprised">> Ah. I see. *He blinks.* Erm... but //why?// <</speak>>
<<speak "dangelo.eyeroll">> *D'Angelo rolls his eyes.* "...A man who keeps his head ablaze will keep his clan warm through the Long Night, and thus is his people's rightful Shepherd." <</speak>>
<<speak "lucas.weary">> What in The Architect's name does //that// mean? <</speak>>
<<speak "dangelo.silly">> Means it's a weird nomad thing, and only old-timers pretend to know what it means. You know, like most Northern traditions! <</speak>>
<<speak "elijah.neutral">> Actually, the reason is quite simple! Prior to unification, the Northern tribes were so many that organization was near impossible! In a meeting with sixteen clans, a tunsukh was the only practical way to keep such a gathering orderly! <</speak>>
<<speak "elijah.think">> During a tunsukh, it is forbidden to speak business. Instead, participants are to share news of their lives, of the health of their clans. <</speak>>
<<speak "elijah.neutralserious">> Once a man forfeits - by taking a drink from his cup - he isn't to speak until the tunsukh is over. In a sense, a weak Shepherd protects his clan in bowing out early... he may even do so on purpose, if his people have suffered hardship and discretion is prudent. <</speak>>
<<speak "elijah.point">> The final man at the table wins a place of honor, yes, and proves his strength. But! His victory obligates him to lead the discussion which follows. And, when business is discussed over uhme later, his fellows know well the state of his clan. <</speak>>
<<text>>
...It's a better summary than you could have given. Elijah has most certainly had practice paring down Northern traditions for foreign ears.
<</text>>
<<speak "kaitos.thinkinghard">> I got a question. Wha'ss "uhme?" <</speak>>
<<qSpeak "quincy.neutral">> Boiled potatoes. <</qSpeak>>
<<speak "kaitos.stare">> Oh. Like... just potatoes? <</speak>>
<<speak "dangelo.silly">> Trust me, after the chilis've burned your tongue off, those taters'll taste @@.singsong;juuuust@@ like cake. <</speak>>
<<speak "lucas.weary">> Just like cake... <sup>how... interesting...</sup> *He shuffles in his seat.* Well, as a Midlander I expect I'll be unmanning myself immediately. We tend not to make... //painful food// back home, ahah... <</speak>>
<<text>>
Lucas appears even more uncertain than he was prior to Elijah's summary, and this does not escape the practitioner. In an attempt to reassure the Prince, he smiles and chirps:
<</text>>
<<speak "elijah.neutral">> Oh, on the contrary! My father hosted Prince Oscar's first tunsukh. He did just beautifully! <</speak>>
<<speak "elijah.smile">> He was drenched in sweat by the end, but he never once lost his composure. Why, he toughed it all the way to the final dish! *He gives a fond laugh as he reminisces.* Father could hardly believe it. <</speak>>
<<speak "lucas.flustered">> *This does not reassure him in the slightest. The Prince cringes and makes a small noise of worry.* @@.stutter;Ah.@@ <</speak>>
<<text>>
Seeing how the first attempt to reassure Lucas failed, your brother butts in to bungle an attempt of his own:
<</text>>
<<speak "dangelo.neutral">> Don't sweat it, Princey. This is all for show, anyways. Would be bad form to outdo Dad or our honored guest-of-the-Third-Estate. <</speak>>
<<speak "dangelo.silly">> All you newcomers need to do is just sit back and suffer. <</speak>>
<<speak "kaitos.thinkinghard">> ...'Kay? <</speak>>
<<speak "lucas.flustered">> . . . <</speak>>
@@.next;[[And so, you wait.|S1E2: tunsukh waiting]]@@<<timebreak "day">>
<<text>>
Fifteen minutes pass.
``Your father returns to the dining room in an unfinished state. Before he can take his seat, his servants must finish putting his beard and mustache in proper order; for whatever reason, this requires three men. He interrogates them as they work.
<</text>>
<<speak "deion.neutral">> And the orc is properly sliced this time? Suleiman has never forgiven me for those sad scraps of pig parchment that one Mare Carne. <</speak>>
<<speak "servantNorth.neutral" "Servant">> Yes, sir. <</speak>>
<<speak "deion.neutral">> The gifts for the Man of the Third Estate are at the ready as well? You've informed the servers of when to bring out each of them? <</speak>>
<<speak "servantNorth.neutral" "Servant">> Yes, sir. <</speak>>
<<speak "deion.neutral">> And we've a doorman ready to greet him when he arrives? <</speak>>
<<speak "servantNorth.neutral" "Servant">> Yes, sir. <</speak>>
<<speak "deion.neutral">> Hmph. Good, you're dismissed. <</speak>>
<<text>>
The servants take their leave, and your father falls into his seat at the head of the table with a magnanimous //fwump.//
<</text>>
<<speak "deion.neutral">> And you boys? You're ready? <</speak>>
<<speak "dangelo.eyeroll">> Been ready for at least a half-hour. <</speak>>
<<speak "deion.neutral">> Have patience. Northerners run on Northern time. <</speak>>
<<text>>
The implication being: they are always late.
<</text>>
<<speak "dangelo.yeesh">> Hope this guy doesn't do that in the Midland. Or worse, the South. They'll have a man drawn and quartered for arriving ten minutes late... <</speak>>
@@.next;[[And you wait...|S1E2: tunsukh waiting 2]]@@<<timebreak "sunset">>
<<text>>
The time for dinner comes. The time for dinner goes. The Man of the Third Estate is still nowhere to be seen.
``Anticipation has turned to boredom, and boredom breeds irritation. You have found respite in studying the stitching on your gloves //(surely, it must have taken a master craftsman to stitch something that holds so well under such intense daily wear)//, but you know others are not so patient.
``When your gaze leaves the seam upon your thumb, you make the unfortunate mistake of making eye contact with your father.
<</text>>
<<speak "deion.annoyed">> Freshen up, boy. *He grunts.* You're sweating like a moose in the hare commons. <</speak>>
<<text>>
An exaggeration. Although, you suppose the room is a touch warm. Perhaps all of those old tapestries and draperies are trapping the heat.
``You decide not to argue; an excuse to leave the table is a mercy to your backside.
<</text>>
<<speak "deion.annoyed">> Go. *He hurries.* Before he shows up. <</speak>>
<<text>>
But you struggle to worry about such an idea. As you sweep by D'Angelo, he whispers:
<</text>>
<<speak "dangelo.silly">> @@.whisper;<span class='lilt'>If he ever does.</span>@@ <</speak>>
@@.next;[[Continue.|S1E2: tunsukh washup]]@@<<locationBoardSetup `[
{img:"settle/staircase_woodrug.png",text:"Atop the stairs, far from the judgemental gaze of imagined guests, the elaborate woven runner turns to a dull red flatweave, and the polished ebony to an anemic creeping birch."},
{img:"object/mirror.png",text:"It is a relief that when you push open the creaking door to the washing room, the space that greets you is devoid of porcelain, filigree, and best of all - attendants."},
{img:"object/washbasin.png",text:"The washing stand is perfectly functional; the copper reservoir ready to slosh some of the meur-warmed water into the basin for your use."}
]`>>
<<location "barghur" `["Washing Room", "Barghur Estate"]`>>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
The water runs hot from the spigot today, and steam fills the room. You are forced to open a window in order to avoid further sweating.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E2: tunsukh washup 2]]@@<<text>>
The cloth leaves a humid trail behind as you pull it off your neck. The linen is limp in your fingers, and the faint smell of sweat brings to mind the party in Alnilam.
``Folding the cloth, you lay it on the edge of the basin alongside your gloves. You exchange it for another, and return to your grooming. Working your fingers across the <<snout "bridge of your nose" "planes of your snout">>, you become acutely aware of the sound of sopping cloth squelching on wet <<snout "skin" "fur">>. Absorbed in this unpleasant reality, you might have missed the bickering below your window, had its participants been any quieter.
<</text>>
<<speak "guardNorth1.neutral" "Stern Guard" `["shadow"]` >> @@.intense;Final warning!@@ Move along, or I'll have you jailed for breaking the peace! <</speak>>
<<speak "guardNorth2.neutral" "Gruff Guard" `["shadow"]` >> Don't make it hard for all of us, miss. <</speak>>
<<speak "imani.neutral" "Even-toned Woman" `["shadow"]` >> I have stood arguing with you men so long that the sun dips. You are upstanding guardsmen, but I'm afraid my patience has run thin. I shall see myself through. <</speak>>
<<text>>
The panicked shouting that follows sends you from the wash basin to the window, water dripping down your front as you lean out into the open air for a better look.
<</text>>
<<speak "guardNorth1.neutral" "Stern Guard" `["shadow"]` >> @@.yell-loud;HALT WHERE YOU ARE!@@ <</speak>>
<<text>>
Twisting your head towards the gates, you spy a pair of estate guards waving their green-clad arms at you.
<</text>>
<<speak "guardNorth1.neutral" "Stern Guard" >> @@.yell;Your Grace! Get out of the window - ''she has a rifle!''@@ <</speak>>
@@.next;[[Indeed, she does.|S1E2: tunsukh see imani]]@@<<img 2 "2_imanireveal.png" "Quincy leans out the window. Below he sees Imani looking back at him for the first time in many years. She is older now, with long cascading dreads and a scarred face." `["img-max"]`>>
@@.next;[[Continue.|S1E2: tunsukh greet imani]]@@<<locationBoardSetup `[
{img:"barghur-crest.png"},
{img:"place/barghur_interior.png"},
{img:"object/dinner_north.png"}
]`>>
<<location "barghur" `["Dining Hall", "Barghur Estate"]`>>
<<img 2 "2_imanigoh.png" "Imani, seated in the Man of the Third Estate chair of honor, with every head turned toward her.">>
<<text>>
Upon the cushions intended for your guest of honor, Imani sits with her hands folded and her face expectant. Her chin is held up with a sense of regality at odds with her travel-worn commoner's garb.
``Indeed, she gives no indication that she grasps the madness of her claim.
<</text>>
<<speak "deion.surprised">> You jest. <</speak>>
<<text>>
It is disarming to hear such a plain admittance of surprise from your father. A corner of his mouth turns up in a smile, but the wideness of his eyes betrays his horror.
<</text>>
<<speak "imani.neutral">> I do not. <</speak>>
<<text>>
The dispatch is perfectly clear: //Imani Khatar// has been named the Fifth Convoy's //Man of the Third Estate.// The letter's authenticity cannot be doubted. The loops of Corporal Reginald Achisukh's signature are plain to see.
``Your father cannot take his eyes off the tri-color cockade pinned to her chest. Black, red, and white; the colors chosen by the Brothers of the Barehand.
<</text>>
<<speak "imani.neutral">> I understand it is difficult to accept, Your Grace. I will explain in due time. <</speak>>
<<speak "imani.smirk">> But such topics are inappropriate for a tunsukh. We shall save the particulars for the uhme, yes? <</speak>>
@@.next;[[Dine.|S1E2: Dinner Titlecard]]@@<<set $dinner to {score:5,active:true,title:"Tunsukh; held in Welcome"}>>
<<print setup.partyTitleCard(["The Barghur Estate", "Morbre", "Barghur Sovereignty"],"Tunsukh<br><small><sup>-held in welcome-</sup></small>","the Northern royal family",["party_title_frame_north_top.svg","party_title_frame_north_bottom.svg"])>>
@@.next;[[Continue.|S1E2: Tunsukh Start]]@@<<removeTask "12-woman-estate" "start">>
<<addTask "12-woman-estate" "tunsukh">>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<text>>
Your father's expression is tense - even for him - as he motions for the servants to fetch the first course. There must be a thousand questions behind those gritted teeth, but his duty as Archduke and host come before any of them.
``He is hardly alone in his curiosity. //The entire room has questions.// Were it not for concerns of decorum, you're certain those questions would be plucking at your <<if setup.hasTrait("packbonded")>>once-<<else>>old <</if>>friend until she was nothing more than bone.
``The silence is, ironically, uncourteous. Whether spurned on by the fear of being rude, or by the torture of his own curiosity, it is Lucas who dares to make conversation first.
<</text>>
<<speak "lucas.glasses">> It is a pleasure to meet you, Miss Khatar. I have been looking forward to this since the day I was named Prince of the Fifth Convoy. <</speak>>
<<text>>
He speaks with barely-contained enthuse. His fear that his Man of the Third Estate might be an assigned sycophant is a distant memory now - your father's appallment is all the proof he needs that this is not the case.
<</text>>
<<speak "imani.bow">> The pleasure is mine, Your Highness. I've admired your work for some time. <</speak>>
<<text>>
The praise the Prince so craves always has a way of catching him off guard. Blinking in surprise, he blurts:
<</text>>
<<speak "lucas.surprised">> You have? <</speak>>
<<speak "imani.neutral">> Of course. For a Nobleman of your birth to wield his pen on behalf of the commoner - it brings hope in hard times such as these. <</speak>>
<<text>>
Beside you, your father bristles. Hunkered over the table, he mutters to himself in that low, audible rumble which leaves one questioning whether he //means// to be heard.
<</text>>
<<speak "deion.neutral">> <sup>Hard times...</sup> *He scoffs beneath his breath.* <</speak>>
<<speak "imani.think">> *Imani's<<snout "" " ear flicks, and her">> head turns in his direction.* Your Grace. Have you a question for me? <</speak>>
<<speak "deion.neutral">> More than a few. *He grunts.* But there will be time for that later. <</speak>>
<<speak "imani.bow">> Mm. *She nods.* The sun always follows the Long Night; the moose follows the sun; all things in good time. <</speak>>
<<qSpeak "quincy.lookaway">> The... moose? <<if setup.hasTrait("dense")>>*What do moose have to do with this?*<</if>> <</qSpeak>>
<<text>>
<<if setup.hasTrait("dense")>>It must be a metaphor of sorts. But... since when does Imani use such figures of speech?<<else>>It's not that you don't understand the metaphor; she had the decency to summarize it, after all. The thing which surprises you is that she willingly invokes such a thing.<</if>>
<</text>>
<<speak "deion.neutral">> Architect. Why're you talking like that? <</speak>>
<<speak "imani.neutral">> The tern asks the eider, "why spread your wings?" Surely I needn't explain the ways of your own people, Your Grace. <</speak>>
<<text>>
She alludes to the Northern habit of speaking in "trick words."
``The Northern dialect is laden with obfuscation and allusion and other such vaguenesses; these trick words were meant to mislead eavesdropping spirits, so that they wouldn't meddle in mortal affairs. Of course, turns of phrase which confuse spirits confuse Midland dignitaries as well, and thus this manner of speech was swiftly abandoned by Northern Nobility and cityfolk.
``You never mourned the loss of this custom. Neither did Imani. The two of you agreed trick words were nonsense.
<</text>>
<<speak "deion.neutral">> I'm not asking you to explain the ways of my people, Imani. I'm asking you to explain ''your'' ways. <</speak>>
<<speak "imani.neutral">> My ways are those ways. <</speak>>
<<speak "deion.annoyed">> *He snorts in dismissal.* No one in Morbre speaks in trick words. <</speak>>
<<speak "imani.smirk">> Hares come in every color, Your Grace: //black.// <</speak>>
<<text>>
An orderly line of servants emerge from the kitchen. Each bears a small, triangular plate and a tall mug of chilled goat's milk. The dishes are placed in a circular fashion with the thinnest end pointing inward so that they lay like the radial petals of a flower. In accordance with customs, your father grabs the first plate, D'Angelo the second, and you the third. Then, one by one, the rest of the table follows.
<</text>>
@@.next;[[Face your dish.|S1E2: Tunsukh Round1]]@@<<dinner "tunsukh">>
<<text>>
The first dish is a classic start to a tunsukh: a section of pickled red onion, brined with a bit of tundra pepper but served on its own. Typically, these pickles are mild, and the vinegar calls one's attention more than the lingering tinge of pepper. You approach the onion at the end of your fork without worry.
<</text>>
<<img 2 "tunsukh_onion.png" "Your next dish: a pickled onion." `["modeNeutral"]`>>
<<tunsukh 0 70 "S1E2: Tunsukh PR1" "S1E2: Tunsukh PR1">><</tunsukh>><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.alertG;''SUCCESS''@@ - You triumphed against the heat of the tunsukh." `{icon:"hare",color:"green"}`>>
<<text>>
You chew the onion. The flavor is sharp, but its heat is barely a tingle. It's almost refreshing, really.
``Aside from a wrinkle of Lucas's nose, the table is unbothered. The conversation continues as normal - for now.
<</text>>
<<speak "dangelo.neutral">> @@.lilt;So what've you been up to, Nini?@@ <</speak>>
<<speak "deion.angry">> *Your father huffs.* No business talk, D'Angelo. <</speak>>
<<speak "dangelo.unsure">> I mean //her life,// dad. @@.singsong;Sheesh.@@ <</speak>>
<<speak "dangelo.unsure">> It's been what, seven years? She's prob'ly married with kids! Maybe even grandkids! <</speak>>
<<speak "deion.annoyed">> Grandkids!? What the Hell are you on about, boy? That's stupid. <</speak>>
<<speak "dangelo.eyeroll">> Is it? You'll never know if it's stupid unless you ask. <</speak>>
<<text>>
<<if setup.hasTrait("packbonded")>>You cast a look of disbelief down at your fork. Such an idea never occurred to you - the Imani in your memory remained youthful and unconcerned with such ideas - but most women would be wed by now, wouldn't they?<<else>>An involuntary snort of disbelief escapes your nostrils. You understand what D'Angelo means - most commoner women //would// be wed by now - but Imani is haretouched. Your kind famously dies alone.<</if>>
``<<if setup.hasTrait("packbonded")>>And yet, the<<else>>The<</if>> mere suggestion is enough to make Imani laugh.
<</text>>
<<speak "imani.laugh">> @@.surprise;Ahahaha!@@ No, Your Grace. I am unwed. <</speak>>
<<speak "imani.neutral">> As for what I've done the past few years, well - quite a lot. I apprenticed to a storyteller for a time, and when I came into my own I decided to dedicate myself to the Preservationist Society. <</speak>>
<<speak "lucas.thinking">> Pardon my ignorance - "the Preservationist Society?" <</speak>>
<<speak "imani.neutral">> A loose association of those who have pledged to protect the Old Ways. Much was lost in Unification. The tapestry of our history has been rent by the blades of war, trodden underfoot by pilgrims; we preservationists salvage what threads we can. <</speak>>
<<speak "lucas.smug">> Ah! What a striking metaphor! <</speak>>
<<text>>
Imani's mouth pulls into a stiff-lipped smile, and a hoot of laughter rises from her throat. It is odd to see such motion from her stony features.
``<<if setup.hasTrait("packbonded")>>You realize you haven't many memories of her //happy.//<<else>>A part of you almost wonders whether she has been //practicing.//<</if>>
<</text>>
<<speak "imani.laugh">> @@.lilt;It is no metaphor, Your Highness!@@ *She barks, her voice rising with amusement.* <</speak>>
<<speak "imani.smirk">> The North of the past was no place for ink and paper. Beyond the southern forests, wood is rare and ink freezes. We wove our stories in wool instead. <</speak>>
<<speak "imani.neutral">> The tapestries I speak of are literal, as was their destruction by the Church all those years ago. <</speak>>
<<speak "lucas.flustered">> @@.surprise;//Oh!//@@ *He yelps, equal parts fascinated and abashed by her correction.* I see. <</speak>>
<<choose>>
<<if $qStats.skills.etiquette >= 10>>
<<gate `["etiq",1]` [[So you're a historian?|S1E2: Tunsukh PR1 2][$response to "hist"]]>><<set $response to "hist">><</gate>>
<<gate `["etiq",1]` [[It's admirable work that you're doing.|S1E2: Tunsukh PR1 2][$response to "cool"]]>><<set $response to "cool">><</gate>>
[[Do you... believe in the Old Ways?|S1E2: Tunsukh PR1 2][$response to "believe"]]
[[Did you become a Barehander because of this?|S1E2: Tunsukh PR1 2][$response to "bare"]]
<<else>>
[[Do you... believe in the Old Ways?|S1E2: Tunsukh PR1 2][$response to "believe"]]
[[So you're a historian?|S1E2: Tunsukh PR1 2][$response to "hist"]]
[[Did you become a Barehander because of this?|S1E2: Tunsukh PR1 2][$response to "bare"]]
[[It's admirable work that you're doing.|S1E2: Tunsukh PR1 2][$response to "cool"]]
<</if>>
<</choose>><<once>><<switch $response>>
<<case "hist">>
<<set $dinner.score += 2>>
<<case "cool">>
<<set $dinner.score += 1>>
<<case "believe">>
<<set $dinner.score -= 1>>
<<case "bare">>
<<set $dinner.score -= 3>>
<<toneLoss "elijah">>
<</switch>><</once>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<switch $response>>
<<case "hist">>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think">> So... like a historian, then...? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> You've become a historian, then. <</qSpeak>>
<</if>>
<<text>>
<<if setup.hasTrait("dense")>>At least<<else>>Or rather,<</if>> you //hope// what she does is scholarly. While Imani never struck you as the sort to be swayed by magic or nostalgia, it is not unheard of for a Northerner to trade reason for gods upon discovering a taste for folk history. //Rare,// yes, but far enough within the realm of possibility to make her hesitation unsettling.
<</text>>
<<speak "imani.think">> I suppose, yes. <</speak>>
<<speak "imani.tilt">> Such words are usually reserved for men of the city, of formal education. What we do as preservationists is independent of any institution. We've no college to fund our research, and our only teachers are one another. <</speak>>
<<speak "lucas.smug">> How admirable! <</speak>>
<<case "believe">>
<<qSpeak "quincy.lookaway">> Do you... believe in the Old Ways? <</qSpeak>>
<<text>>
Though rare, it is not unheard of for a Northerner to abandon reason in favor of Old Gods upon discovering a taste for folk history. You hope her interest is scholarly - but Imani neither confirms nor denies her motives.
<</text>>
<<speak "imani.neutral">> My beliefs are my own. I'd rather not delve into the particulars amongst mixed company. <</speak>>
<<if $rumor.faith>>
<<speak "imani.lookaway">> As a man of the North sect, surely you understand. <</speak>>
<<qSpeak "quincy.surprised">> Oh. Ah... right. *She must have seen the papers. You'll have to correct that misunderstanding later.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Ah. <</qSpeak>>
<</if>>
<<speak "kaitos.thinking">> Yeah. Cetolists're like that too. <</speak>>
<<speak "imani.neutral">> Doves and ravens, Your Glove. I would not compare the Old Ways to any <<if $rumor.faith>>foreign <</if>>form of Cerostianism. <</speak>>
<<speak "kaitos.look">> *He shrugs.* <sup>Still sounding kinda Cetolist to me...</sup> <</speak>>
<<case "cool">>
<<qSpeak "quincy.neutral">> Admirable work, from a scholarly perspective. <</qSpeak>>
<<text>>
Or rather, you //hope// what she does is scholarly. While Imani never struck you as the sort to be swayed by magic or nostalgia, it is not unheard of for a Northerner to trade reason for gods upon discovering a taste for folk history. //Rare,// yes, but well within the realm of possibility.
<</text>>
<<speak "imani.tilt">> Our history is a library set ablaze. I could not live with myself if I simply stood aside and let it burn. <</speak>>
<<speak "lucas.devastated">> A most terrible thought! <</speak>>
<<case "bare">>
<<qSpeak "quincy.think">> So... it's through this work that you came to work with the Barehanders? <</qSpeak>>
<<speak "imani.neutral">> Yes and no. <</speak>>
<<text>>
Her response is slow and deliberate. And //vague.//
<</text>>
<<qSpeak "quincy.neutral">> I don't understand. Did you or did you not? <</qSpeak>>
<<text>>
Imani's expression turns unreadable. Her mouth is upturned, but her teeth grit behind stiff lips.
<</text>>
<<speak "imani.think">> The Preservationists are not an arm of the Barehanders. *She explains.* They are united only in their mission to see that the past is remembered. How one feels about the present is of no business to the society. <</speak>>
<<speak "imani.lookaway">> Rabbits are not hares; you cannot assume both carry venom simply because they share the same taiga. <</speak>>
<<speak "elijah.bashful">> Speaking of "business," I fear this is starting to sound too much like it. Curious as I may be! <</speak>>
<<speak "imani.neutral">> I am inclined to agree. <</speak>>
<</switch>>
<<speak "deion.annoyed">> *Your father utters a nearly unintelligible grumble:* <sup><<if $response != "bare">>Thrilled that education of yours's being put to good use.<<else>>"Not an arm." Sure. Bet mosta those pagans're just swell.<</if>></sup> <</speak>>
<<speak "imani.lookaway">> Pardon? <</speak>>
<<speak "deion.angry">> I said, "second course's here." <</speak>>
<<text>>
He most certainly did not. And yet, the servants come bearing the distinct wedge-shaped plates regardless.
<</text>>
@@.next;[[Face your dish.|S1E2: Tunsukh Round2]]@@<<dinner "tunsukh">>
<<text>>
For the second round of tunsukh, you are given a chopped carrot. You know from experience that it is a chili glaze which coats the root. The odd sagging texture of the flesh and uneven cover tells you it sat in the kitchen a touch too long whilst you waited for Imani's arrival.
<</text>>
<<img 2 "tunsukh_carrot.png" "Your next dish: a glazed carrot." `["modeNeutral"]`>>
<<tunsukh 30 50 "S1E2: Tunsukh Round2 Win" "S1E2: Tunsukh Round2 Fail">><</tunsukh>><<set $dinner.active to false>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.red;''FAILURE''@@ - The pain of the tunsukh was too great." `{icon:"hare",color:"red"}`>>
<<toneLoss "dangelo" "mettle">>
<<text>>
You feel a fond sort of pity when you hear the Prince make a noise of anguish and reach for his milk.
<</text>>
<<speak "lucas.surprised" `["tunsukh"]`>> @@.stutter;Gak!!@@ *He yelps, scrambling for the mug before him.* <</speak>>
<<text>>
How quaint that a simple glazed carrot is too much for his Midland palette.
``Alas, your confidence leads you astray; as you chew your carrot, you realize something is //terribly, horribly wrong.//
``In your mastication, a deviant pepper flake makes its way up the back of your throat and into your nostril. The irritation sends you into a coughing fit from which there is no recovery. You've no choice but to take a swig of milk from your glass and hope the burn ceases.
``It is a humiliating defeat for a Northern man such as yourself... but at least you are not alone in your failure.
<</text>>
<<speak "dangelo.silly">> Wow, Quince! Can't believe I outlasted you! Guess some of Princey's Midlandiness's rubbing off on you. <</speak>>
<<text>>
He gives you a friendly punch in the arm. You offer no reply, because the tunsukh forbids it.
<</text>>
<<speak "deion.neutral">> You shush. The boy's pride has been through enough, D'Angelo. *He scolds your brother, but his stern eyes seem to place blame upon you instead.* <</speak>>
<<include "S1E2: Tunsukh PR2">><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.alertG;''SUCCESS''@@ - You triumphed against the heat of the tunsukh." `{icon:"hare",color:"green"}`>>
<<text>>
The Prince makes a noise like the cry of a frightened pup. You feel a fond inkling of pity watching him reach for his milk.
<</text>>
<<speak "lucas.surprised" `["tunsukh"]`>> @@.stutter;Gak!!@@ *He yelps, scrambling for the mug before him.* <</speak>>
<<text>>
How quaint that a simple glazed carrot is too much for his Midland palette. The spice is stronger than that of the onion, certainly, but you hardly notice it over the cloying sweetness of the honey. If anything, the sugar is more abrasive on your tongue.
<</text>>
<<include "S1E2: Tunsukh PR2">><<speak "kaitos.thinking">> I liked it. Good heat, good sweet. <</speak>>
<<speak "deion.annoyed">> You're not supposed to like it. *He snaps.* It's a test of endurance. <</speak>>
<<speak "kaitos.look">> <sup>Uh...</sup> <</speak>>
<<text>>
In the face of an Archduke's scolding, Kaitos hesitates. The blank look in his eyes tells you he hasn't the context to decide how much groveling the situation calls for. Fortunately, Elijah is familiar enough with the boundaries of your father's temper to apologize on his behalf.
<</text>>
<<speak "elijah.bashful">> Forgive him, Your Grace. He's from //Octantis.// *He chuckles as though the Holy city of Ceros were some quaint outpost.* <</speak>>
<<speak "deion.annoyed">> *Your father merely grunts in response.* <</speak>>
<<text>>
The grunt signifies one of two things: his acceptance or disinterest. Either way, he allows Elijah to steer the conversation towards proper topics, much to the relief of all at the table.
<</text>>
<<speak "elijah.smile">> So, Miss Khatar! I hope your journey was a pleasant one? <</speak>>
<<speak "imani.think">> The weather was difficult coming out from Tebenka, but such is the way of spring. Snow one day, rain the next. <</speak>>
<<speak "imani.neutral">> But I am grateful; I have <<print $salmiak>>. No matter how hard the path before me, I never walk it alone. <</speak>>
<<speak "elijah.confused">> <<print $salmiak>>...? <</speak>>
<<if $dinner.active>>
<<qSpeak "quincy.neutral">> Her hare. <<print $licorice>>'s brother. <</qSpeak>>
<<else>>
<<speak "dangelo.neutral">> <<print $salmiak>>'s her hare. <</speak>>
<</if>>
<<speak "elijah.surprised">> //Oh!// *He exclaims, taken aback.* So you're haretouched as well, then! <</speak>>
<<speak "imani.neutral">> *Her eyes narrow.* Have you an issue with this? <</speak>>
<<if $dinner.active>>
<<choose "quincy.think">>
<<trait "shameful" [[Could you blame him if he did?|S1E2: Tunsukh PR2 Answer]]>><<set $response to "shameful">><</trait>>
[[That's a good question. Do you, Elijah?|S1E2: Tunsukh PR2 Answer][$response to "q"]]
<<link "<span>Well, it <i>will</i> make public relations difficult.</span>" "S1E2: Tunsukh PR2 Answer">><<set $response to "pr">><</link>>
<<if $qStats.skills.etiquette >= 10>>
<<gate `["etiq",1]` [[Elijah has never mistreated me for having been haretouched.|S1E2: Tunsukh PR2 Answer][$response to "friend"]]>><<set $response to "friend">><</gate>>
<<else>>
[[Elijah has never mistreated me for having been haretouched.|S1E2: Tunsukh PR2 Answer][$response to "friend"]]
<</if>>
[[So long as he keeps his judgments to himself, it doesn't matter.|S1E2: Tunsukh PR2 Answer][$response to "nomatter"]]
<</choose>>
<<else>>
<<text>>
...Has he? You realize you've never spoken at length with Elijah about your <<if setup.hasTrait("shameless")>>nature<<else>>curse<</if>>. You listen, attentive - you may not be able to ask your own questions, but perhaps you'll still hear an answer.
<</text>>
<<speak "elijah.think">> Ah! Well, no! It simply explai-- //I mean//-- I see it. <</speak>>
<<speak "elijah.neutral">> It makes perfect sense that you would be haretouched. <</speak>>
<<speak "imani.think">> Mm. I do wonder what you mean by that. <</speak>>
<<speak "elijah.confused">> Nothing uncouth, I assure you! I simply mean... your selection. The broader context of Barehand iconography. <</speak>>
<<speak "elijah.smile">> It's quite fitting. <</speak>>
@@.next;[[Continue.|S1E2: Tunsukh PR2 2]]@@
<</if>><<once>>
<<switch $response>>
<<case "shameful">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneGain "elijah" "intent">>
<<set $dinner.score -= 1>>
<<case "pr">>
<<toneGain "elijah" "intent">>
<<set $dinner.score -= 2>>
<<case "q">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<set $dinner.score += 0>>
<<case "friend">>
<<toneGain "elijah">>
<<set $dinner.score += 1>>
<<case "nomatter">>
<<set $dinner.score += 0>>
<</switch>><</once>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<switch $response>>
<<case "shameful">>
<<qSpeak "quincy.lookaway">> Could you blame him, if he did...? <</qSpeak>>
<<text>>
Imani's <<if setup.hasTrait("packbonded")>>eyes narrow<<else>>gaze softens<</if>>. With a <<if setup.hasTrait("packbonded")>>curt sniff of the nose<<else>>pained exhale<</if>>, she scolds you.
<</text>>
<<speak "imani.lookaway">> I see you're still suckling at that poison teat. Do you not yearn for dignity? <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "imani.neutral">> You needn't answer now. Think on it. <</speak>>
<<text>>
Elijah gives a nervous chuckle.
<</text>>
<<speak "elijah.nervous">> Ah... if I may clear my name... <</speak>>
<<case "pr">>
<<qSpeak "quincy.think">> My appointment was <<if setup.hasRep("ambition")>>contentious<<else>>a disaster<</if>> as it is. To have half the Convoy's representatives be haretouched... Well, it will make public relations difficult. <</qSpeak>>
<<speak "imani.smirk">> The mockingbird sings a number of songs. You needn't worry about me; speaking is my craft. <</speak>>
<<text>>
Elijah gives a nervous chuckle.
<</text>>
<<speak "elijah.bashful">> Ah... if I may clear my name... <</speak>>
<<case "q">>
<<qSpeak "quincy.think">> ...That's a good question. Have you an issue with the haretouched, Elijah? <</qSpeak>>
<<speak "elijah.nervous">> @@.stutter;Your Grace, I suggested nothing of the sort!@@ *He stammers, his smile pleading.* It simply... explains a few things! <</speak>>
<<case "friend">>
<<qSpeak "quincy.neutral">> You needn't worry, Imani. Elijah has never mistreated me on the grounds of my <<if setup.hasTrait("shameless")>>nature<<else>>curse<</if>>. <</qSpeak>>
<<speak "imani.neutral">> ...If that is your experience, I will take your word for it. <</speak>>
<<speak "elijah.confused">> My apologies. I did not intend to be rude. I was simply surprised! <</speak>>
<<case "nomatter">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> So long as he keeps his judgments to himself, it makes no difference to me. <</qSpeak>>
<<speak "imani.neutral">> ...I see. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> If he does, he keeps his judgments to himself. I can't ask for more. <</qSpeak>>
<<speak "imani.lookaway">> You could, had you the self-respect. <</speak>>
<</if>>
<<text>>
Elijah gives a nervous chuckle.
<</text>>
<<speak "elijah.bashful">> Ah... if I may clear my name... <</speak>>
<</switch>>
<<speak "elijah.think">> I cast no judgment on Miss Khatar for being haretouched. Thinking on it, it makes perfect sense. <</speak>>
<<speak "imani.think">> Does it, now? <</speak>>
<<speak "elijah.think">> Well, yes. In the broader context of Barehand iconography. <</speak>>
<<speak "elijah.smile">> It's quite fitting. <</speak>>
@@.next;[[Continue.|S1E2: Tunsukh PR2 2]]@@<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<text>>
When the servants come to clear the table, Imani's empty plate is replaced with an ornate box. The clack of the wood against the table prompts her to flinch in surprise.
<</text>>
<<speak "imani.surprised">> What is this...? <</speak>>
<<speak "deion.neutral">> *Your father answers in a grumble.* A gift from the Northern Throne to the Man of the Third Estate. <</speak>>
<<text>>
Imani's brow furrows. She casts a look of uncertainty at the Archduke before opening the box with the same caution one would disarm a snare.
<</text>>
<<speak "imani.think">> ...A pair of men's slippers. *She says flatly.* I've no need of these. <</speak>>
<<speak "deion.annoyed">> Well, //pardon me.// We expected a //Man// of the Third Estate. <</speak>>
<<speak "imani.lookaway">> It's not that, Your Grace. These are meant for leisure. I've no use for them in the field. <</speak>>
<<speak "deion.neutral">> So my gift is too lavish? *He grunts.* What, should I have gotten you pemmican? <</speak>>
<<speak "imani.bow">> Forgive me, sir. I do not mean to sound ungrateful. <</speak>>
<<speak "imani.neutral">> If you mean to offer a token of your good will, have these sent to the old tailor who lives on Third Street. He was kind enough to mend my cloak for hardly a fee. <</speak>>
<<speak "deion.neutral">> Hrnghgh. <</speak>>
<<text>>
Your father's response is a wordless grumble. He gestures for the staff to remove the box, the fate of their contents unknown.
``A few minutes later, the servants return with the third set of dishes. Placing them upon the table, their arrangement is smaller and <<if $dinner.active>>neater without<<else>>tighter without you and<</if>> the Prince's participation. Lucas watches your father and brother from behind his mug with a lost, sheepish expression. He is unused to holding his tongue at the dinner table; you suspect such a thing is even more trying to endure than the mild heat of the carrot which expelled him. <<if $dinner.active>>You spare him a pitying glance before taking your plate<<else>>You cast him a look of sympathy<</if>>.
<</text>>
<<if $dinner.active>>
@@.next;[[Face your dish.|S1E2: Tunsukh Round3]]@@
<<else>>
@@.next;[[Continue.|S1E2: Tunsukh PR3]]@@
<</if>><<dinner "tunsukh">>
<<text>>
The third round of a tunsukh is often called "the round of regret." You're fairly certain it has a //proper// name in the Old tongue, but "the round of regret" is the one most uttered below the treeline. Usually, the dish is something dainty and innocuous - like a small helping of shredded goat or half a boiled egg - marinated in chili oil. Those who underestimate the dish based on its size find themselves quite miserable, hence the moniker.
``This time, it is some variety of thin-sliced meat. The orc your father mentioned earlier, perhaps. The thinness of the sliver and the brilliant red tinge of the sauce makes it difficult to identify.
<</text>>
<<img 2 "tunsukh_meat.png" "Your next dish: thin-sliced meat." `["modeNeutral"]`>>
<<tunsukh 60 30 "S1E2: Tunsukh Round3 Win" "S1E2: Tunsukh Round3 Fail">><</tunsukh>><<set $dinner.active to false>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.red;''FAILURE''@@ - The pain of the tunsukh was too great." `{icon:"hare",color:"red"}`>>
<<toneLoss "dangelo" "mettle">>
<<text>>
Bringing your fork to your mouth, your suspicions are confirmed. The slices were definitely sourced from an orc, not any horned or antlered beast. The meaty flavor is almost pleasant at first. The heat of the sauce takes a moment to find you, but once the burning begins, it descends upon you with even greater strength than you had expected. You grit your teeth and endure, but the irritation in the back of your throat seems to crawl into your ears.
``You might have willed yourself through it, had you been alone with the sensation, but the huffing and panting from the other men at the table chafes your resolve.
<</text>>
<<include "S1E2: Tunsukh PR3">><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.alertG;''SUCCESS''@@ - You triumphed against the heat of the tunsukh." `{icon:"hare",color:"green"}`>>
<<text>>
Bringing your fork to your mouth, your suspicions are confirmed. The slices were definitely sourced from an orc, not any horned or antlered beast. The meaty flavor is almost pleasant at first. The heat of the sauce takes a moment to find you, but when the burning begins, you are prepared. You've weathered far worse third course dishes; this one is perfectly tolerable.
<</text>>
<<include "S1E2: Tunsukh PR3">><<if !$dinner.active && !hasVisited("S1E2: Tunsukh Round3 Fail")>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<text>>
The third round of a tunsukh is often called "the round of regret." You're fairly certain it has a //proper// name in the Old tongue, but "the round of regret" is the title most uttered below the treeline. Usually, the dish is something dainty and innocuous - like a tiny sliver of thin-sliced goat or half a boiled egg - marinated in chili oil. Those who underestimate the dish based on its size find themselves quite miserable, hence the moniker.
``You're not certain //what// it is on the end of D'Angelo's fork this tunsukh - the thin slice of meat is tinged too red by its sauce to tell - but you know by Kaitos's face that it must be painful.
<</text>>
<</if>>
<<speak "kaitos.frighten" `["tunsukh"]`>> @@.lilt;Whew!@@ @@.stutter;Thassit for me!@@ *Wheezing, the Southerner grabs his milk. He spills it down his front as he downs the glass.* <</speak>>
<<if hasVisited("S1E2: Tunsukh Round3 Fail")>>
<<text>>
Seeing Kaitos guzzle his drink evokes a deep and visceral jealousy. The part of you which is weak knows your own milk sits right beside you, and reaches your hand toward it. In the end, you are unable to stop it; the heir to the Northern throne proves himself no stronger than a dignitary.
<</text>>
<<qSpeak "quincy.tilt" `["tunsukh"]`>> *The milk soothes the burn in your mouth, but salts the wound on your pride.* <</qSpeak>>
<<text>>
The remaining participants share a chuckle, though you can plainly see a tear well in the corner of D'Angelo's eye.
<</text>>
<<else>>
<<text>>
<<if $dinner.active>>...But perhaps that is your Northern tastes speaking. The rest of the table<<else>>And so, the round of regret humbles yet another dignitary. The remaining participants<</if>> share<<if $dinner.active>>s<</if>> a chuckle, though you can plainly see a tear well in the corner of D'Angelo's eye.
<</text>>
<</if>>
<<speak "dangelo.laugh" `["tunsukh"]`>> That's the third round for you! Really gets ya if you're not prepared! <</speak>>
<<speak "elijah.bashful">> Yes, quite the burn, hm? <</speak>>
<<if $dinner.active>>
<<qSpeak "quincy.neutral">> That's odd. I thought it was rather tame for the third round. <</qSpeak>>
<<speak "imani.think">> As did I. Perhaps the kitchens bought a weak crop...? <</speak>>
<<else>>
<<speak "imani.think">> Actually, I was wondering whether the kitchens had bought a weak crop. <</speak>>
<</if>>
<<text>>
<<if !$dinner.active && !hasVisited("S1E2: Tunsukh Round3 Fail")>>Without having tasted the dish yourself, you cannot say whether she boasts; the cool tone of her voice clarifies nothing.<<elseif !$dinner.active>>Your mouth burns. Surely, she must be boasting.<<else>>There is a terrible thing which happens when you and Imani agree: your innocent statements of fact reach the ears of others as boasting.<</if>> Your father's eyes narrow.
<</text>>
<<if $dinner.active>>
<<choose "quincy.lookaway">>
<<check `["etiq",setup.DCKey["easy"]]` [[*Attempt to change the subject, to be safe.*|S1E2: Tunsukh PR3 2]]
>><<set $response to "change">><</check>>
[[Is something wrong, father?|S1E2: Tunsukh PR3 2][$response to "wrong"]]
<</choose>>
<<else>>
@@.next;[[Continue.|S1E2: Tunsukh PR3 2]]@@
<</if>><<once>><<if $dinner.active>>
<<if $response == "change">>
<<if setup.checkPass()>>
<<set $dinner.score += 3>>
<<else>>
<<set $dinner.score -= 1>>
<</if>>
<</if>>
<</if>><</once>>
<<set _dangeloInterject to false>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<if $dinner.active>>
<<if $response == "change">>
<<if setup.checkPass()>>
<<toneGain "dangelo" "mettle">>
<<text>>
Whatever threat your father sees in your shared consensus, you do not wish to stoke it any further. Perhaps the table would benefit from a topic unrelated to kitchen matters.
<</text>>
<<qSpeak "quincy.lookaway">> Imani. Being a storyteller, you must know... many tales. <</qSpeak>>
<<skillCheck>>
<<text>>
It feels like a weak gesture on your part, but Imani needs only an excuse to speak of her work and you've presented her with just that. With a confident air, she replies:
<</text>>
<<speak "imani.smirk">> Indeed, I do. I even know a few that would be appropriate at the dinner table. <</speak>>
<<text>>
Some of the tension in the air abates. Your father's flared nostrils return to their standard size and shape. It seems your ploy has worked, for now.
<</text>>
<<else>>
<<set _dangeloInterject to true>>
<<text>>
Whatever threat your father sees in your shared consensus, you do not wish to stoke it any further. Perhaps the table would benefit from a detour away from your estate's kitchens.
<</text>>
<<qSpeak "quincy.neutral">> Imani. How is $salmiak these days? <</qSpeak>>
<<skillCheck>>
<<text>>
Alas, hares are not a welcome topic either.
<</text>>
<<speak "deion.angry">> *<<snout "A vein appears on your father's forehead." "The fur on your father's neck rises.">>* <</speak>>
<<qSpeak "quincy.surprised">> Ah, I meant-- <</qSpeak>>
<</if>>
<<else>>
<<set _dangeloInterject to true>>
<<qSpeak "quincy.tilt">> Is something the matter, father? <</qSpeak>>
<<speak "deion.angry">> ''No.'' *He says, too forcefully.* Not at all. <</speak>>
<<speak "deion.annoyed">> *In spite of his declaration of fineness, he goes on to mumble:* <sub>Weak crop... just what is she implying...</sub> <</speak>>
<<speak "imani.lookaway">> I wasn't implying anything, Your Grace. <</speak>>
<<speak "deion.annoyed">> Oh, really? <</speak>>
<</if>>
<<if _dangeloInterject>>
<<text>>
D'Angelo's smile tenses, ever so slightly. With too much enthusiasm, he wrests hold of the topic.
<</text>>
<<speak "dangelo.smilestress">> @@.lilt;Nini!@@ *He says, too loud.* You apprenticed to a storyteller, right? <</speak>>
<<speak "imani.surprised">> Ah-- I am a storyteller, yes. <</speak>>
<<speak "dangelo.silly">> Then why haven't you told us a story yet? C'mon! I'm sure you've got some weird ones. <</speak>>
<<speak "imani.smirk">> Indeed, I do. I even know a few that would be appropriate at the dinner table. <</speak>>
<</if>>
<<else>>
<<text>>
On one hand, you feel unease keeping silent with your father so <<snout "red-faced" "bristled in the coat">>; on the other, you are relieved that his problem is not yours to solve. D'Angelo is not so lucky. You catch a brief flash of annoyance on his face and a roll of the eyes, but he quickly shifts his demeanor to something lighter.
<</text>>
<<speak "dangelo.neutral">> So, Nini, you apprenticed to a storyteller, right? <</speak>>
<<speak "imani.neutral">> I am a storyteller, yes. <</speak>>
<<speak "dangelo.silly">> Then why haven't you told us a story yet? C'mon! I'm sure you've got some weird ones. <</speak>>
<<speak "imani.smirk">> Indeed, I do. I even know a few that would be appropriate at the dinner table. <</speak>>
<</if>>
<<if _dangeloInterject>>
<<speak "elijah.think">> That's quite a relief. *He states in a strangely decisive voice.* The Old Ways tales can be... well, lewd. <</speak>>
<<else>>
<<speak "elijah.bashful">> That's quite a relief! The Old Ways tales can be... well, lewd. <</speak>>
<</if>>
<<speak "dangelo.disrespectful">> Hey, I'm alright with lewd! <</speak>>
<<speak "elijah.nervous">> <sup>I am not.</sup> <</speak>>
<<speak "imani.laugh">> Worry not, Your Excellency. The story I've in mind is bereft of fornication. <</speak>>
<<text>>
Tension leaves your father's face, though his expression remains a frown. The prospect of a story presents new, less grievous offenses for him to gripe about.
<</text>>
<<speak "deion.annoyed">> Then what's the damn point of it? <</speak>>
<<speak "imani.neutral">> You won't know until I tell it now, will you? *She replies evenly.* <</speak>>
<<speak "imani.bow">> This story is an old one - from a time before the three kingdoms, when the North belonged to the clans... <</speak>>
@@.next;
[[The table quiets in anticipation of her tale.|S1E2: Tunsukh Story 1]]
@@<<text>>
Tellers tell of a valley to the east. There, embraced by snow-capped mountains, lived a small clan...
<<img 2 "eyestory-1.png" "The snowy mountains, with taiga beneath." `["modeNeutral"]`>>
``Within this clan lived a @@.green;''husband''@@ and his aging @@.accent;''wife''@@. Though the pair had been trying to conceive for many years, the goddess @@.black;''Amalugh''@@ had never blessed them with child.
``Every year, the wife watched with longing as her clan-sisters's children grew beautiful and strong. Spring after spring, she prayed to the Old Gods... and spring after spring, her prayers went unanswered.
``The warmth and abundance of the Long Day came and went. Another year, barren.
``//...Or so thought the husband.//
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 2]]@@<<text>>
The Long Night was still fresh when he returned from the hunt to find the sight he'd always dreamed of: his wife, nursing a bundled child.
``''@@.green;"My love!"@@'' he exclaimed. ''@@.green;"You were with child?"@@''
``His wife beamed. Never had she looked so lovely by the firelight.
``But... When she pulled the infant from her breast, the husband realized in horror what she had done.
<<img 2 "eyestory-2.png" "The hare-child, embraced by his new mother." `["modeNeutral"]`>>
``The child she suckled was no boy, but a hare.
``//His wife had snatched the newborn kit of a doe as her own.//
``''@@.green;"You must return him,"@@'' he begged. ''@@.green;"His mother will come looking for him. She will kill us both!"@@''
``''@@.accent;"His mother is dead."@@'' she replied. ''@@.accent;"No one is looking for him."@@''
``''@@.green;"But - but he is not a boy!"@@'' cried the husband. ''@@.green;"He is a hare!"@@''
``''@@.accent;"He is small, and the night is dark."@@'' insists his wife. ''@@.accent;"So long as we keep him away from the fire, none will be the wiser."@@''
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 3]]@@<<text>>
The husband knew it was wrong, but he could not bring himself to stand against his wife. At long last, she had the child they always dreamed of. //At long last, he was a father!// And the babe - he was an orphan. Who else but his wife had the kind heart and willing breast to suckle a motherless hare?
``In the months which followed, they were as any other family. The hare-child, who they named ''@@.red;Kenan@@'', grew stronger and brighter each day. A simple lie kept their secret:
``@@.accent;//"Pity our poor boy. A spirit sneezed upon his bed when he was but a babe, and now the light of the fire makes him ill."//@@
``For a time, that was enough, and Kenan and the clan were none the wiser.
<<img 2 "eyestory-3.png" "Kenan, frolicking in the darkness." `["modeNeutral"]`>>
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 4]]@@<<text>>
Although Kenan was a good son, and he did his very best to keep himself from the light of the fire as his parents demanded, his shape betrayed the lie. While he lived his life in the dark, the beat of his four paws upon the ground was plain to hear, the <<snout "the silk of his pelt" "the length of his ears">> easily felt...
``The clan grew suspicious.
``And it was only a matter of time before Kenan would realize the truth for himself. The wife knew this, and it pained her very soul.
``''@@.accent;"When the Long Day comes, he'll see us for what we are!"@@'' she sobbed. ''@@.accent;"He'll know we lied. He won't be our son anymore!"@@''
``Her husband held her close. //The thought of losing the child they had waited so long for - the thought of his wife's despair// - it grieved him terribly. In that moment, he cared not what was right; his only thought was for his family.
<<img 2 "eyestory-4.png" "Husband and wife embracing." `["modeNeutral", "img-small"]`>>
``And so, he replied:
``''@@.green;"Then I'll make sure he'll never see again."@@''
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 4.2]]@@<<text>>
<<img 2 "eyestory-5.png" "The night sky." `["modeNeutral"]`>>
That night, the husband switched Kenan's water for wine. The hare-child's lids grew heavy, and he slipped into a deep, deep sleep...
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 4.3]]@@<<text>>
And... whilst his surrogate son slept... the husband took his knife and cut out the boy's eyes.
<<img 2 "eyestory-6.png" "The husband, cutting out the hare-child's eyes." `["modeNeutral"]`>>
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 4.4]]@@<<text>>
Horrified at what he had done, the husband took his hare-child's ruby red eyes onto the ice. To ensure his so-called son never discovered his treachery, he cast both eyes into the sea.
<<img 2 "eyestory-7.png" "The husband casts the hare-child's eyes into the sea." `["modeNeutral"]`>>
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 5]]@@<<text>>
Kenan never saw the sunrise. And yet, when the Long Day came, he knew something was amiss.
``The hare-child was used to living in the dark, and he knew the valley well. It was not his blindness which bothered him. Rather, it was his clan.
``As the spring sun warmed his pelt, elders grew distant, and his friends grew colder. Beneath the daylight, the truth he was denied was plain for all to see. Wherever he went, the clan would whisper amongst each other, so low that he could not hear: //from ears to tail, that Kenan boy is a hare.//
<<img 2 "eyestory-8.png" "The eyeless Kenan. His clanmates gossip amongst themselves in his presence." `["modeNeutral","img-small"]`>>
``And - //little by little// - even the husband and wife who raised him came to see him as such. When summer came, the husband did not teach his hare-son to fish or weave as the other fathers taught their boys. Between his paws and his blindness, he could not hope to learn such skills.
``Instead, Kenan was left alone amongst the clan's hares, much to the hare-child's confusion. //He was not haretouched! So why, then, did his whole clan agree he belonged beside them?// How was he to become a man if his father would not mentor him? Why was he made to down bones and offal while the rest of the clan ate warm bowls of wander stew?
<</text>>
<<storyteller "imani_teller_yell.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 6]]@@<<text>>
Kenan's life as a half-man was a dull and dreary one, but it was livable. For years he endured out of love for his clan; the wistful memory of better times was reason enough to stay.
``That is, until he came of age - and he was threatened with //one final indignity.//
``''@@.green;"Son, you're a man now,"@@'' the husband began.
``At first, Kenan was ecstatic - those were the words he had waited years to hear! But - as his father continued - //the pit of his stomach turned cold.//
''@@.green;"I hate to do this to you, boy, but we have enough bucks in the clan. I'm going to have to geld you. It's for your own good."@@''
<<img 2 "eyestory-9.png" "The husband approaches Kenan, who recoils at the threat of mutilation." `["modeNeutral"]`>>
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 7]]@@<<text>>
Kenan did not want to be gelded. He fled as fast as his legs could carry him, running faster than he ever had before.
<<img 2 "eyestory-10.png" "Kenan runs across the land." `["modeNeutral","img-max"]`>>
``It was easy to outrun the man he once called father, but his words were not so easily left behind. Accusations of ingratitude chased him across the tundra, crawling up through his ears and into his thoughts. The cries of his clanmates echoed in his head: //"that hare has gone mad!"//
``In the throes of anguish, it was easy for Kenan to believe he was mad.
``But, to believe he was a hare... was unthinkable.
<</text>>
<<storyteller "imani_teller_yell.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 8]]@@<<text>>
Kenan ran for days. He ran through the valley, past the mountains, to the distant lands of the west tundra...
``He ran and he ran and he ran, until he had no strength left to run. And when he had no strength left to run, he curled up beneath the cliffs and waited to die. He prayed to Amalugh for a gentle death...
<<img 2 "eyestory-11.png" "Falling into despair, Kenan prays to the goddess for a merciful end." `["modeNeutral","img-small"]`>>
``...But the voice who answered did not belong to the goddess of men.
``''@@.red;"Are you alright?"@@''
``Kenan didn't know how to answer. Not only because he was unsure, but because the stranger spoke in a tongue he had never heard. //And yet, he understood the meaning of words...!//
``''@@.red;"It will be alright."@@'' the stranger assured him. ''@@.red;"That old hunter can't follow you here. See the gorge? Those weak legs could never make the leap."@@''
``''@@.alertR;"I don't see anything,"@@'' Kenan admitted, his voice shaking.
``The stranger paused. Taking a closer look, he gasped, ''@@.red;"You've lost your eyes! You poor kit."@@''
``The stranger's pity and presumption itched at Kenan's pelt. ''@@.alertR;"Don't you call me 'kit!'"@@'' he spat. //''@@.alertR;"And I didn't lose my eyes, I never had any!"@@''//
``''@@.red;"Of course you did!"@@'' the stranger insisted right back. ''@@.red;"Don't be embarrassed. Here - I'll help you look for them!"@@''
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 9]]@@<<text>>
It was a strange offer, but Kenan was alone and clanless. With nothing left to lose, he agreed to follow the stranger in search of the eyes he never knew.
``It was a futile journey, of course - //those ruby eyes had been swallowed by dolphins long ago// - but Kenan was surprised to find it was a pleasant one.
<<img 2 "eyestory-12.png" "Kenan and the guide travel through the hills." `["modeNeutral"]`>>
``His guide was a good-natured fellow, and so he learned to tolerate his doting. It became a comfort instead, reminding him of the elders in his clan, back when they believed him to be human. The old guide was strange, certainly... but he was also warm and familiar.
``For the first time in many years, Kenan felt at ease.
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 9.2]]@@<<text>>
The pair spent the whole of summer traveling together. They journeyed through high mountains and deep valleys; thick woods and barren tundra; coasts and hills — all in pursuit of a treasure they'd no hope of finding.
<<img 2 "eyestory-13.png" "The sun sinks on the horizon as the long day draws to a close." `["modeNeutral","img-small"]`>>
``As summer's light began to fade, the old guide grew wistful.
``''@@.red;"The Long Day is nearly over,"@@'' he lamented. ''@@.red;"And we've yet to find your eyes..."@@''
``''@@.alertR;"That's alright,"@@'' said Kenan softly. ''@@.alertR;"I can't miss what I never knew."@@''
``The old guide's heart ached for the hare-child. Kenan would never know the majesty of the North's great peaks, or the grand sunrise which followed the Long Night. He would never see the shimmer of fresh snow at dusk or watch the fresh green sedge emerge in spring...
``He had become so accustomed to living with his loss that he could not imagine his life whole.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 9.3]]@@<<text>>
The injustice of it all was unbearable. Stricken with grief, the guide knew he must do //something// - something //drastic.//
``''@@.red;"I have an idea,"@@'' said the guide. ''@@.red;"Hold still."@@''
``What the guide had in mind, the young buck couldn't begin to guess. But he trusted his travel companion, and so he held still the best he could.
<<img 2 "eyestory-14.png" "The guide reaches for Kenan." `["modeNeutral"]`>>
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 9.4]]@@<<text>>
Ears twitching in curious anticipation, the hare-child waited...
``He heard a terrible squelch... then something //round// and //moist// press against his face.
``With a pop, it settled into his eye socket... and he blinked for the first time in years.
<<img 2 "eyestory-15.png" "Kenan, now bearing a single eye." `["modeNeutral","img-small"]`>>
``The guide had given him one of //his own// eyes.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E2: Tunsukh Story 10]]@@<<text>>
For the first time, he saw the brilliance of the tundra bathed in sunset, of orange light and purple shadows - //of moss and sedge, hills and valleys, of rock and earth and sky and clouds and everything that lies between--//
``It was the first - and most //wondrous// - thing he had never seen.
``Breathless, Kenan turned to the guide to thank him. But what he saw was not a kind old stranger with a hunched back and weathered hands - instead, he saw a pelt as black as night. Two long ears, four strong legs, and a single ruby-red eye...
<<img 2 "eyestory-16.png" "Kenan and his father, seeing one another at last." `["modeNeutral","img-max"]`>>
``//...for he looked upon his real father.//
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Continue.|S1E2: Tunsukh PR3 3]]@@<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<speak "imani.bow">> That is the story of "Kenan's Eye." <</speak>>
<<text>>
You're certain you've heard that story before as a boy, but her telling was so vivid that for a moment, you forgot where you were.
``How is it that everyone in your past became so eloquent whilst you weren't looking? You cannot help but feel as though you have been... left behind, somehow.
<</text>>
<<speak "deion.neutral">> Always hated that story. <</speak>>
<<speak "imani.neutral">> *Imani gives an absent shrug of the shoulders.* It was Father's favorite, when I was a girl. <</speak>>
<<speak "deion.angry">> Bunch of nonsense. *He scoffs.* Hares trading eyes... and how the Hell did they teach the little runt to speak human? <</speak>>
<<speak "dangelo.eyeroll">> //Guh.// It's a story, dad. Sometimes impossible stuff happens. <</speak>>
<<speak "elijah.confused">> Yes, ah, I believe it's meant to be symbolic, sir... <</speak>>
<<speak "deion.annoyed">> //Symbolic!// Psh. *He waves his hand as if batting their arguments aside.* It's lazy storytelling if you ask me. Completely takes you outta it when they start throwing in magic. <</speak>>
<<text>>
Imani remains cool in the face of his scorn. When she disagrees, her tone is even and her expression unbothered.
<</text>>
<<include "S1E2: Tunsukh PR3 nextround">><<speak "imani.bow">> With all due respect, Your Grace: I disagree. The Old Ways tales eschew rationality for a purpose. Magic is not invoked out of carelessness; it strengthens the heart of the tale. <</speak>>
<<speak "imani.neutral">> I know you know this. <</speak>>
<<speak "deion.neutral">> I know, I know. The Northern Kingdom //loves// its stories! Doesn't mean its Archduke has to like 'em. <</speak>>
<<text>>
With a roll of the eyes, your father beckons the servants for the next round.
<</text>>
<<speak "elijah.point">> Ah! Next is the kogaan, isn't it? Oh, I cannot wait! <</speak>>
<<speak "dangelo.yeesh">> Aw, man... the kogaan... *D'Angelo slumps in his chair.* I can never get past the kogaan... <</speak>>
<<if $dinner.active>>
@@.next;[[Face your dish.|S1E2: Tunsukh Round4]]@@
<<else>>
@@.next;[[Continue.|S1E2: Tunsukh PR4]]@@
<</if>><<dinner "tunsukh">>
<<text>>
Following the round of regret, a tunsukh turns serious. From here on, the dishes only grow more difficult to stomach. Laid before you is a small cube of fatty goat: the aforementioned //kogaan.// Meant to be eaten in one bite, the juicy fat within is meant as your final bit of comfort before the dinner turns cruel - //if// you can stomach the painfully peppered crust which conceals it.
<</text>>
<<img 2 "tunsukh_cube.png" "Your next dish: a pepper-crusted cube of fat." `["modeNeutral"]`>>
<<tunsukh 75 20 "S1E2: Tunsukh Round4 Win" "S1E2: Tunsukh Round4 Fail">><</tunsukh>><<set $dinner.active to false>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.red;''FAILURE''@@ - The pain of the tunsukh was too great." `{icon:"hare",color:"red"}`>>
<<toneLoss "dangelo" "mettle">>
<<text>>
The heat is strong, but the texture of rendered fat beneath is soothing on the tongue and pleasant between your teeth. In your enjoyment, you make the mistake of savoring it for a chew too many and bite down on a peppercorn. It cracks between your teeth. In attempting to swallow it down, it catches in your throat, and you find yourself unable to breathe without discomfort.
``You've no choice but to down your milk.
<</text>>
<<qSpeak "quincy.tilt" `["tunsukh"]`>> *The drink soothes the burn in your mouth, but salts the wound on your pride. Your silence is required, but your coughing continues for some time.* <</qSpeak>>
<<text>>
Your display of anguish only heightens your brother's fear. In a vain attempt to avoid your fate, his shaking hand reaches for his knife so that he might eat his kogaan in more manageable pieces. The scolding he receives is immediate and pitiless.
<</text>>
<<include "S1E2: Tunsukh PR4">><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.alertG;''SUCCESS''@@ - You triumphed against the heat of the tunsukh." `{icon:"hare",color:"green"}`>>
<<toneGain "dangelo" "mettle">>
<<text>>
The heat is strong, but the texture of rendered fat beneath is soothing on the tongue and pleasant between your teeth. You take care to bite using only your front teeth; you cannot risk disturbing the pepper crust more than you must. Architect help you if one of those peppercorns catches <<snout "between your molars" "under fang or between molars">>. You chew and swallow without incident.
``You've never shared the secret to your survival with D'Angelo, hence his struggle with the kogaan. He must understand some principle of the idea, however, as he makes a subtle attempt to reach for his knife so that he might eat it in more manageable pieces. This does not go unnoticed, and the scolding he receives is immediate and pitiless.
<</text>>
<<include "S1E2: Tunsukh PR4">><<if !$dinner.active && !hasVisited("S1E2: Tunsukh Round4 Fail")>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<text>>
Following the round of regret, a tunsukh only grows more serious. From here on, the dishes only grow more difficult to stomach. Each remaining participant receives a small cube of fatty goat: the aforementioned //kogaan//. Meant to be eaten in one bite, the juicy fat within is meant as the final bit of comfort before the dinner turns cruel - //if// one can stomach the painfully peppered crust which conceals it.
``Your brother famously cannot. He knows this, and so he subtly reaches for his knife so that he might eat it in more manageable pieces. This does not go unnoticed, and the scolding he receives is immediate and pitiless.
<</text>>
<</if>>
<<speak "elijah.nervous">> @@.surprise;Your Grace!@@ <</speak>>
<<speak "imani.furrow">> @@.intense;Mind tradition!@@ <</speak>>
<<speak "deion.angry">> @@.intense;Do it right, boy, or not at all!@@ <</speak>>
<<speak "dangelo.yeesh">> *The knife drops from his hand and clatters down onto the table.* //Alright, alright!// I hear you! <</speak>>
<<text>>
Fearfully, D'Angelo takes the entire cube upon his fork and places it into his mouth...
<</text>>
<<speak "dangelo.harrowed" `["tunsukh"]`>> *The wheezing cough which results is rough and thunderous. He drowns it with milk.* <</speak>>
<<if $dinner.active>>
<<text>>
As he sets his empty mug upon the table, his gaze drops down to his plate with shame. Lucas and Kaitos offer him pained looks of sympathy, and he joins them in silence. <<if setup.hasTrait("packbonded")>>You offer a bit of light teasing, as is your duty as younger brother.<<else>>You share a small //"hm"// of amusement with Imani.<</if>>
<</text>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> Better luck next time, perhaps. *You chide.* <</qSpeak>>
<<speak "imani.smirk">> Yes. Better luck next time. <</speak>>
<<else>>
<<qSpeak "quincy.pleased">> Hm. <</qSpeak>>
<<speak "imani.smirk">> Hm. <</speak>>
<</if>>
<<text>>
It must be novel for her, having outlasted the heir to the Northern throne.
``Alas, she is only allowed to relish her victory for so long, as another decorated box is placed on the table before her. She casts a hesitant glance at your father before opening the box and retrieving a bundle of large, white plumes.
<</text>>
<<else>>
<<text>>
As he sets his empty mug upon the table, he gazes drops down to his plate with shame. Lucas and Kaitos offer him pained looks of sympathy, and he joins them in silence.
``Imani gives a small //"hm"// of amusement, barely audible. It must be novel for her, having outlasted both heirs to the Northern throne. Alas, she is only allowed to relish her victory for so long, as another decorated box is placed on the table before her. She casts a hesitant glance at your father before opening the box and retrieving a bundle of large, white plumes.
<</text>>
<</if>>
<<speak "imani.think">> Swan quills. *She says idly as she pulls a single feather from the bundle to examine it more closely.* Pretty. But, I always found the shafts a little broad to write with... <</speak>>
<<speak "deion.neutral">> What, you want these sent to the old tailor too? <</speak>>
<<speak "imani.neutral">> I did not say that. Large as they are, they will be of use once I've run my rook quills through. <</speak>>
<<speak "deion.annoyed">> Of course. *He snorts.* Wonderful second choice for when you run out of trash-bird feathers. <</speak>>
<<speak "imani.neutral">> You know I am a practical woman. I mean no offense. <</speak>>
<<text>>
For all that your father berated you for your inability to behave as Northern Nobility should, he makes a poor effort at governing his own temper.
<</text>>
<<speak "deion.angry">> @@.intense;You mean no offense!?@@ <</speak>>
<<text>>
His fist slams upon the table with ill-contained rage; the entire table bolts upright.
<</text>>
<<speak "elijah.nervous">> *Elijah sits with his hands clasped politely and a look of deep concern upon his face.*. . . <</speak>>
<<speak "kaitos.look">> *Kaitos watches, rapt.* . . . <</speak>>
<<speak "dangelo.unsure">> *D'Angelo seems embarrassed to look.* . . . <</speak>>
<<speak "lucas.flustered">> *You cannot tell which bothers Lucas more: being present for this tiff, or the fact he has been barred from participation.* . . . <</speak>>
<<if $dinner.active>>
<<choose "quincy.lookaway">>
<<if setup.hasTrait("packbonded")>>
<<trait "packbonded" [[Father, she means no offense.|S1E2: Tunsukh PR4 Answer]]>><<set $response to "burger">><</trait>>
<<gate `["etiq",7]` [[Imani... the gifts are a symbolic gesture.|S1E2: Tunsukh PR4 Answer]] "hide">><<set $response to "imani">><</gate>>
<<else>>
<<trait "dispersal" [[Imani... the gifts are a symbolic gesture.|S1E2: Tunsukh PR4 Answer]]>><<set $response to "imani">><</trait>>
<<gate `["etiq",7]` [[Father, she means no offense.|S1E2: Tunsukh PR4 Answer]] "hide">><<set $response to "burger">><</gate>>
<</if>>
[[You can't expect Lazarus's representative to grovel in thanks over a few off-key gifts, Father.|S1E2: Tunsukh PR4 Answer][$response to "burger2"]]
[[You forget that you speak to the ruler of your kingdom, Imani.|S1E2: Tunsukh PR4 Answer][$response to "imani2"]]
<</choose>>
<<else>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "deion.angry">> @@.intense;Hardly a word for ''seven years!''@@ Then you got the gall to walk into my home wearing Barehander colors, and scrutinize my gifts!? <</speak>>
<<text>>
There is a shift in Imani's demeanor, slight as it is. Her brows lift in concern - or perhaps appeasement - and she dips her head in apology.
<</text>>
<<include "S1E2: Tunsukh PR4 nextround">>
<</if>><<once>>
<<switch $response>>
<<case "burger">>
<<set $dinner.score += 1>>
<<toneGain "imani">>
<<case "burger2">>
<<set $dinner.score -= 3>>
<<toneLoss "dangelo">>
<<toneGain "dangelo" "mettle">>
<<toneLoss "elijah" "intent">>
<<toneGain "imani" "insight">>
<<toneLoss "elijah">>
<<case "imani">>
<<set $dinner.score += 3>>
<<toneGain "imani" "insight">>
<<case "imani2">>
<<set $dinner.score -= 2>>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<</switch>>
<</once>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<if $response == "burger" || $response == "burger2">>
<<text>>
Growing up as your valet, Imani has seen first hand the impracticality of "fine things," and has learned she has no need of them. For any other Northern commoner, these unwanted gifts would be a welcome and glamorous novelty, and so your father feels attacked by her pragmatic reception.
``But he shouldn't. He knows Imani and her bluntness<<if $response == "burger2">> - and he knows that the Brothers of the Barehand have little interest in groveling to gloves<</if>>.
<</text>>
<<else>>
<<text>>
Growing up as your valet, Imani has seen first hand the impracticality of "fine things," and has learned she has no need of them. For any other Northern commoner, these unwanted gifts would be a welcome and glamorous novelty. You suspect that perhaps in the familiarity of dining with the Barghurs, this context has slipped her mind - that she receives them not as Imani Khatar, but as a delegate of the gloveless North.
<<if $response == "imani2">>
<p>If she means to play the part of a diplomat, she is off to a poor start.</p>
<</if>>
<</text>>
<</if>>
<<switch $response>>
<<case "burger">>
<<set $tempQ.dinner.dadPolite to true>>
<<qSpeak "quincy.neutral">> Father. You know that she means no offense. <</qSpeak>>
<<text>>
Your father snorts and rumbles in frustration, and for a minute you wonder whether reaching him is a lost cause - but when he speaks again, it is with less intensity, less anger. He retracts his hand and adjusts his spectacles in a sheepish step back from his outburst.
<</text>>
<<speak "deion.neutral">> That's the damned problem. <</speak>>
<<speak "deion.tired">> Hardly a word for //seven years!// Then she walks into my home wearing Barehander colors, and scoffs at my gifts. <</speak>>
<<text>>
There is a shift in Imani's demeanor, slight as it is. Her brows lift in concern - or perhaps appeasement - and she dips her head in apology.
<</text>>
<<case "imani">>
<<set $tempQ.dinner.imaniPolite to true>>
<<qSpeak "quincy.neutral">> Imani... the gifts are a symbol of goodwill to the Northern peoples. <</qSpeak>>
<<text>>
You can only hope that she knows that you say it not to criticize, but to remind. <<if setup.hasTrait("dispersal")>>You've a better chance of reaching her than your father, after all.<</if>>
<</text>>
<<speak "imani.surprised">> *A look of realization flashes in her eyes.* O-oh. Right. <</speak>>
<<speak "deion.annoyed">> Tch! Hardly a word for ''seven years!'' Then you got the gall to walk into my home wearing Barehander colors, and scrutinize my gifts? <</speak>>
<<speak "imani.tilt">> . . . <</speak>>
<<text>>
Imani nods in understanding. Though her face remains stern, she dips her head in apology.
<</text>>
<<case "burger2">>
<<qSpeak "quincy.neutral">> Did you honestly expect the speaker for the Brothers to grovel in thanks over a few tokens of luxury? <</qSpeak>>
<<speak "deion.bigmad">> @@.intense;Well, I certainly expected him to accept those tokens with a little grace!@@ <</speak>>
<<speak "deion.angry">> @@.intense;Hardly a word for ''seven years!''@@ And she's got the gall to walk into MY home wearing Barehander colors, and pick apart MY gifts!? <</speak>>
<<speak "imani.neutral">> . . . <</speak>>
<<text>>
With a steady face, Imani offers an obligatory bow.
<</text>>
<<case "imani2">>
<<set $tempQ.dinner.imaniPolite to true>>
<<qSpeak "quincy.neutral">> Mind that your gifts are more than items, Imani. They are gestures of goodwill granted by your Archduke. <</qSpeak>>
<<speak "imani.think">> ...Good will. *Her statement carries an air of skepticism.* <</speak>>
<<speak "deion.angry">> Yes, good will! Not that you'd know anything about that. <</speak>>
<<speak "deion.angry">> @@.intense;Hardly a word for ''seven years!''@@ Then you walk into my home wearing Barehander colors, and scrutinize my gifts!? <</speak>>
<<speak "imani.neutral">> Hm. <</speak>>
<<text>>
With cold eyes, Imani takes an obligatory bow. There is an edge in her voice as she says:
<</text>>
<</switch>>
<<include "S1E2: Tunsukh PR4 nextround">><<speak "imani.bow">> I apologize, sir. <</speak>>
<<text>>
Her <<if $response == "imani2">>"efforts"<<else>>efforts<</if>> <<if $tempQ.dinner.dadPolite>>only prompt an awkward mutter from your father: an indecipherable string of wordlike grunts that almost sound like an apology.<<else>>just barely placate him, if at all. His nostrils flare as he makes a show of righting his scarf and demands the next round. For the servants, it must be a relief to leave the room, and dreadful to return.<</if>>
<</text>>
<<if $tempQ.dinner.dadPolite>>
<<speak "imani.think">> Pardon? <</speak>>
<<speak "deion.angry">> @@.intense;I said "servants, next round!"@@ <</speak>>
<</if>>
<<if $dinner.active>>
@@.next;[[Face your dish.|S1E2: Tunsukh Round5]]@@
<<else>>
@@.next;[[Continue.|S1E2: Tunsukh PR5]]@@
<</if>><<dinner "tunsukh">>
<<text>>
Often, the first dish after the kogaan is the last which could pass as a believable dish in an honest meal. Before you the servants place a large roast pepper, wrapped with a thin length of marinated goat. Experience tells you that its innards have been scooped out and replaced with a mix of braised meat - //stewed in chili broth, of course// - and diced onion.
<</text>>
<<img 2 "tunsukh_stuffpepper.png" "Your next dish: a stuffed pepper, wrapped in goat." `["modeNeutral"]`>>
<<tunsukh 85 15 "S1E2: Tunsukh Round5 Win" "S1E2: Tunsukh Round5 Fail">><</tunsukh>><<set $dinner.active to false>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.red;''FAILURE''@@ - The pain of the tunsukh was too great." `{icon:"hare",color:"red"}`>>
<<toneLoss "dangelo" "mettle">>
<<text>>
You fully intend to proceed with caution as your <<snout "incisors" "fangs">> pierce the flesh of the pepper. As you apply further pressure, however, the pepper bursts regardless, coating your mouth with stinging, burning chili oil. At once, your mouth is ablaze. Your forfeit is not even a question.
<</text>>
<<qSpeak "quincy.harrowed" `["tunsukh"]`>> *You swish the milk around your mouth; it dulls the pain only slightly.* <</qSpeak>>
<<text>>
At least you are not alone in your failure. Only moments after your surrender, Elijah breaks into a terrible sweat.
<</text>>
<<include "S1E2: Tunsukh PR5">><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.alertG;''SUCCESS''@@ - You triumphed against the heat of the tunsukh." `{icon:"hare",color:"green"}`>>
<<toneGain "elijah">>
<<text>>
Your mastication is gentle and cautious. The skin of the pepper is only so hot, but the filling is an unknown. You take great care with your <<snout "incisors" "fangs">> so as not to disturb its contents. As soon as swallowing it becomes manageable, you do. It burns your throat on the way down, and you feel your face flush - but your hands remain where they are. You resist the allure of the goat's milk set beside you.
``Across the table, Elijah breaks into a terrible sweat.
<</text>>
<<include "S1E2: Tunsukh PR5">><<if !$dinner.active && !hasVisited("S1E2: Tunsukh Round5 Fail")>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<text>>
The first dish after the kogaan is the last that could pass as a sane component of a meal: a roast pepper, stuffed with a mixture of meat braised in chili broth. You do not envy the remaining participants as Imani, Elijah, and your father take their first bites. Then, their second, and their third...
``Then - quite abruptly - Elijah breaks into a terrible sweat.
<</text>>
<</if>>
<<speak "elijah.surprised" `["tunsukh"]`>> @@.stutter;My word, that is... that...@@ *He trails off. He cannot bring himself to talk through the burn.* <</speak>>
<<speak "elijah.bashful" `["tunsukh"]`>> *With a sheepish smile, he takes his drink and forfeits.* <</speak>>
<<text>>
Only <<if $dinner.active>>three<<else>>two<</if>> participants remain now.
<</text>>
<<speak "deion.neutral" `["tunsukh"]`>> Surprised you made it this far. Good work. *He keeps his composure, but his nose drips.* <</speak>>
<<if $dinner.active>>
<<qSpeak "quincy.neutral">> Oh. Thank you...? <</qSpeak>>
<<speak "deion.annoyed" `["tunsukh"]`>> *Your father snorts.* Not you, boy. I was talking to the girl. <</speak>>
<<speak "imani.neutral">> Woman. *She corrects.* I am grown, Your Grace. <</speak>>
<</if>>
<<speak "imani.think">> <<if $dinner.active>>But it<<else>>It<</if>> has been quite the test. *She says, outwardly unbothered.* I am glad to see that you did not-- <</speak>>
<<text>>
Before Imani can finish her thought, a servant swaps her plate for another box - the largest yet. Her brow furrows ever so slightly as she opens her latest offering. Within it, she finds a lavish cloak, embroidered all over and lined with feathers. She looks to the garment, then to your father.
<</text>>
<<if $tempQ.dinner.imaniPolite>>
<<speak "imani.neutral">> It's... lovely. <</speak>>
<<text>>
A flat expression of gratitude unfelt.
<</text>>
<<speak "deion.neutral" `["tunsukh"]`>> Well? You going to try it on, then? <</speak>>
<<speak "imani.lookaway">> ...I already have a perfectly fine cloak. <</speak>>
<<speak "deion.annoyed" `["tunsukh"]`>> Really? Perfectly fine, that old scrap you're wearing? <</speak>>
<<speak "imani.neutral">> Yes. It's warm, and easy to repair on the road. A cloak like this would need skilled hands and spare coin to keep it in its best condition. <</speak>>
<<text>>
She folds the cloak neatly, stowing it back in its box and replacing the lid.
<</text>>
<<else>>
<<speak "imani.neutral">> ...I already have a cloak. *She states, placing it back in the box and closing the lid.* <</speak>>
<</if>>
<<speak "imani.think">> Such a thing would better serve your groundskeeper. My father always complained of the cold under your employ... <</speak>>
<<if $tempQ.dinner.dadPolite>>
<<speak "deion.annoyed" `["tunsukh"]`>> @@.surprise;''HAH!''@@ When did you get funny? Your old man wouldn't have taken water from me if you lit him on fire. <</speak>>
<<speak "deion.neutral" `["tunsukh"]`>> Two years ago I offered to taxi him to Morbre for a visit, and his pride was //so wounded// he hasn't written me back since! <</speak>>
<<text>>
Imani grows quiet. With a troubled expression, she returns the cloak to the hands of your servants. She doesn't so much as look back as she murmurs:
<</text>>
<<else>>
<<speak "deion.angry" `["tunsukh"]`>> @@.yell;''HAH!''@@ *He barks, slamming his palm against the table so hard that the cutlery jumps.* @@.intense;Your old man wouldn't have accepted a ''damn thing'' from me even if he were dying!@@ <</speak>>
<<speak "deion.annoyed" `["tunsukh"]`>> The fool's too proud to even write me back! ''Two years ago'' I offered to taxi him to Morbre for a visit, and he ''never'' forgave me! <</speak>>
<<text>>
His outburst goes unacknowledged by Imani as she returns the box to the hands of your servants. She doesn't so much as look back as she murmurs:
<</text>>
<</if>>
<<speak "imani.furrow">> Of course he hasn't written. *Her lip curls, however slight.* My father is dead. <</speak>>
<<speak "deion.surprised" `["tunsukh"]`>> *Your father's jaw hangs agape. He makes several noises of shock and anger, but none of them are words.* <</speak>>
<<if $dinner.active>>
<<choose "quincy.surprised">>
[[Your father died...? When?|S1E2: Tunsukh PR5 Answer][$response to "surprise"]]
[[I am sorry to hear that.|S1E2: Tunsukh PR5 Answer][$response to "sympathy"]]
<</choose>>
<<else>>
<<text>>
He is speechless, and no one but Imani has the right to speak. All the table can do is watch in tense, uncomfortable silence as your father struggles to sputter out a single word:
<</text>>
<<speak "deion.angry" `["tunsukh"]`>> @@.yell-loud;DEAD!?@@ <</speak>>
<<speak "imani.neutral">> For a little over two years, yes. I've made my peace with it. <</speak>>
<<include "S1E2: Tunsukh PR5 nextround">>
<</if>><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<if $response == "sympathy">>
<<text>>
The proper thing to say in such a situation is //"I am sorry"// or something of the sort. Seeing as your father is still grappling with the news, it seems the duty of offering condolences falls to you. And so, you give them:
<</text>>
<<qSpeak "quincy.neutral">> My condolences. <</qSpeak>>
<<text>>
It is awkward and stilted. You haven't the life experience to understand her loss beyond the hypothetical, and quite frankly you never quite knew what to make of her father, either.
``The groundskeeper was an odd man for certain: distant and irritable, but offering strange gestures of mercy when you least expected. Unknowable as he was, he was ever-present through your childhood. To hear he has died... Well, it feels as though you should feel something. You feel nothing in particular.
<</text>>
<<speak "imani.neutral">> I appreciate the sentiment. *A tired exhale passes through her lips.* He had been ill for some time. When he finally passed, he hadn't been himself in many years. <</speak>>
<<else>>
<<qSpeak "quincy.surprised">> Mister-- *You realize you do not recall his name.* Ah-- your father died? <</qSpeak>>
<<text>>
The groundskeeper was an odd man for certain: distant and irritable, but offering strange gestures of mercy when you least expected. Unknowable as he was, he was ever-present through your childhood. To hear he has died... Well, it feels as though you should feel something. Aside from your surprise, you feel nothing in particular.
<</text>>
<<speak "imani.neutral">> Two years ago. *A tired exhale passes through her lips.* Of course, he was ill for longer. By the time he finally passed, he hadn't been himself in many years. <</speak>>
<</if>>
<<speak "imani.tilt">> I've made my peace with it. <</speak>>
<<include "S1E2: Tunsukh PR5 nextround">><<text>>
<<if $dinner.active>>Though her eyes are downcast, there<<else>>There<</if>> is no mistiness to them, no waver in her voice... only a disappointment so mundane that she may as well have been grieving the shift from autumn to winter.
``A reaction utterly unlike your father's.
``He shakes in his seat, his hands grasping the armrests as though they might escape his hold. Whatever pain this news has brought him has <<if $tempQ.dinner.dadPolite>>set fire his poise<<else>>stoked his anger rather than quelled it<</if>>. He laughs, mad.
<</text>>
<<speak "deion.bigmad" `["tunsukh"]`>> @@.yell-loud;AHAHAH!@@ *He barks<<if !$dinner.active>> across the silence of the table<</if>>.* @@.yell;OF COURSE HE'D GO AND DIE WITHOUT TELLING ME!@@ <</speak>>
<<speak "deion.annoyed" `["tunsukh"]`>> That's ''JUST'' like him. Typical. <</speak>>
<<text>>
Nose running and face red, he whips his head to the nearest servant and demands:
<</text>>
<<speak "deion.angry" `["tunsukh"]`>> @@.yell;''NEXT COURSE!''@@ <</speak>>
<<if $dinner.active>>
@@.next;[[Face your dish.|S1E2: Tunsukh Round6]]@@
<<else>>
@@.next;[[Continue.|S1E2: Tunsukh PR6]]@@
<</if>><<dinner "tunsukh">>
<<text>>
It is not possible for the cooks to guess the length of a tunsukh based on the number of participants. Some tunsukhs fail to reach their fourth round; others stubbornly outlast all dishes. And so, when a tunsukh runs long, the kitchen brings out a series of pickled peppers: whole, with seeds, brined and marinated in their own heat. As they age, the burn only grows more intense.
``Eating even one can be a challenge.
<</text>>
<<img 2 "tunsukh_chili.png" "Your next dish: a lone chili." `["modeNeutral"]`>>
<<tunsukh 90 10 "S1E2: Tunsukh Round6 Win" "S1E2: Tunsukh Round6 Fail">><</tunsukh>><<set $dinner.active to false>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.red;''FAILURE''@@ - The pain of the tunsukh was too great." `{icon:"hare",color:"red"}`>>
<<toneLoss "dangelo" "mettle">>
<<text>>
The sensation of the pepper in your mouth is nothing short of harrowing. Your fear urges you to swallow it as fast as possible and be done with it, but the mere act of maneuvering it towards the back of your throat spreads the burn all throughout your mouth. The pain is blinding, and you feel the heat ring in your ears. The table grows distant, your surroundings dreamlike. Half-deranged, you scramble for your milk, clutching it for dear life as you bring it to your lips.
<</text>>
<<qSpeak "quincy.harrowed" `["tunsukh"]`>> *You swish the milk around your mouth, but the strength of the pepper is so absolute that it barely soothes.* <</qSpeak>>
<<text>>
Your forfeit is hardly even acknowledged. Your <<snout "skin" "fur">> is sticky with sweat. Imani and your father look almost as terrible as you, but the burn of the tunsukh is nothing compared to the burn of their resentment. Decorum and sense forgotten, they trade snips <<snout "through" "with lolled tongues and">> panting breaths.
<</text>>
<<include "S1E2: Tunsukh PR6">><<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<alert "@@.alertG;''SUCCESS''@@ - You triumphed against the heat of the tunsukh." `{icon:"hare",color:"green"}`>>
<<toneGain "dangelo" "mettle">>
<<toneGain "elijah">>
<<text>>
The sensation of the pepper in your mouth is terrible indeed. The mere act of maneuvering it towards the back of your throat spreads the burn all throughout your mouth. The heat rings in your ears, and you feel dizzy - //but you refuse to be bested.// You swallow. Your chest burns.
``When your wits return to you, your mouth is still ablaze. Your <<snout "skin" "fur">> is sticky with sweat. Imani and your father look just as terrible as you, but the burn of the tunsukh is nothing compared to the burn of their resentment. Decorum and sense forgotten, they trade snips <<snout "through" "with lolled tongues and">> panting breaths.
<</text>>
<<include "S1E2: Tunsukh PR6">><<if !$dinner.active && !hasVisited("S1E2: Tunsukh Round6 Fail")>>
<<dinner "tunsukh">>
<<img 2 "2_tunsukh.png" "The dinner table, set for the tunsukh." `["modeNeutral"]`>>
<<text>>
Two lone peppers are set on the table. The once-floral arrangement of the plates has been stripped down to two opposing triangles.
``It is not possible for the cooks to guess the length of a tunsukh based on the number of participants. Some tunsukhs fail to reach their fourth round; others stubbornly outlast all dishes. And so, when a tunsukh runs long, the kitchen brings out a series of pickled peppers: whole, with seeds, brined and marinated in their own heat. As they age, the burn only grows more intense.
``Eating even one can be a challenge. Neither Imani nor your father balk as they meet it, remaining stalwart even as their <<snout "skin" "fur">> becomes drenched with sweat. The burn of the tunsukh is nothing compared to the burn of their resentment. Courtliness and sense forgotten, they trade snips <<snout "through" "with lolled tongues and">> panting breaths.
<</text>>
<</if>>
<<if $tempQ.dinner.imaniPolite>>
<<speak "imani.lookaway" `["tunsukh"]`>> So you begrudge my father for //dying?// *She asks with gentle offense.* <</speak>>
<<else>>
<<speak "imani.laugh" `["tunsukh"]`>> So you begrudge my father for //dying?// *She scoffs, incredulous.* <</speak>>
<</if>>
<<speak "deion.angry" `["tunsukh"]`>> For his ''PRIDE,'' Imani. He'd still be here if it weren't for that moose-headed sense of pride! <</speak>>
<<speak "deion.annoyed" `["tunsukh"]`>> @@.intense;And you, ''girl.''@@ *He jabs a finger at Imani, sweat pouring down his <<snout "face" "snout">>.* You're no better than he is. <</speak>>
<<if $dinner.active>>
<<text>>
This is precisely opposite to how your father demanded this evening go. D'Angelo sits still as a statue, teeth gritted; Kaitos fidgets nervously with his silverware; Elijah watches with the tensest smile you've ever seen; Lucas flexes his jaw with rebuttals he knows he cannot say without violating tradition.
``You must intervene. You are the only one who can. But - the lingering pain of the pickled pepper impairs you.
<</text>>
<<qSpeak "quincy.lookaway" `["tunsukh"]`>> *Your voice is weak and rasping as you protest:* Father-- <</qSpeak>>
<<speak "deion.angry" `["tunsukh"]`>> @@.intense;Silence, boy!@@ <</speak>>
<<else>>
<<text>>
This is precisely opposite to how your father demanded this evening go. D'Angelo sits still as a statue, teeth gritted; Kaitos fidgets nervously with his silverware; Elijah watches with the tensest smile you've ever seen; Lucas flexes his jaw with rebuttals he knows he cannot say without violating tradition.
``Would it be a larger faux pas to speak, or to allow your father to sabotage his own plans? And if you spoke, would he even listen?
<</text>>
<</if>>
<<speak "deion.bigmad" `["tunsukh"]`>> YOU led a charmed life here<<if $dinner.active>>, Imani<</if>>. Fed! @@.intense;Literate!@@ @@.surprise;Clothes on your back, a roof over your head!@@ <</speak>>
<<speak "deion.annoyed" `["tunsukh"]`>> There are men who woulda ''killed'' to have their daughter raised in such comforts! And you dare to think yourself so //downtrodden// that you join hands with terrorists!? <</speak>>
<<text>>
Imani's <<snout "lip curls with contempt" "hackles raise in a silent growl">>.
``It is plain to see that her patience with your father has worn thin. Even so, she takes a breath - collects herself - and attempts to explain.
<</text>>
<<speak "imani.furrow" `["tunsukh"]`>> I needn't be under the unicorn's hoof myself to see that the trampled suffer. *She asserts, her voice curt and constrained.*
<</speak>>
@@.next;[[Continue.|S1E2: Tunsukh PR6 2]]@@<<speak "imani.neutral" `["tunsukh"]`>> My sympathy goes to those who need it - not those who buy it. What Lazarus and the Brothers do, they do for the people. <</speak>>
<<speak "deion.bigmad" `["tunsukh"]`>> @@.yell;LOOK AT THE HILLSIDE OUTSIDE OF TOWN, IMANI!@@ *He snarls, fist thumping against wood once again.* @@.intense;WHO DID THAT HELP!?@@ <</speak>>
<<speak "imani.furrow" `["tunsukh"]`>> Your worry is for the mines. //Of course.// Coin and favor over your own subjects. Typical. *She sniffs.* And //disappointing.// <</speak>>
<<speak "imani.smirk" `["tunsukh"]`>> I am most grateful that the Fifth Convoy is not beholden to the opinions of throne-addled men like you. The men at its helm are men of reason. <</speak>>
<<speak "lucas.surprised">> . . .! <</speak>>
<<if $dinner.active>>
<<qSpeak "quincy.surprised">> Imani, I-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> . . .! <</qSpeak>>
<</if>>
<<speak "deion.angry" `["tunsukh"]`>> @@.surprise;BAH!@@ *He pants, both from his rage and the spice of the pepper.* You can't really believe //MY// SON approves of your little masked highwayman destroying HIS countryside!? <</speak>>
<<speak "imani.neutral" `["tunsukh"]`>> The Prince and his Right Hand needn't approve of Lazarus's methods. Just his ideas. <</speak>>
<<speak "deion.bigmad" `["tunsukh"]`>> @@.yell;YOU'VE LOST YOUR MIND IF YOU THINK MY BOY WILL STAND FOR THIS!@@ ``He damn near died in that blast! <</speak>>
<<speak "imani.neutral" `["tunsukh"]`>> A mother cat does not decide the stripes of its kittens. Quintrell is his own man. <</speak>>
<<text>>
She turns to you, eyes burning into yours.
<</text>>
<<speak "imani.neutral" `["tunsukh"]`>> ''He can speak for himself.'' <</speak>>
<<speak "deion.angry" `["tunsukh"]`>> @@.intense;Oh he CAN, CAN HE?@@ Go on, son, tell her! <</speak>>
<<text>>
Now //all// eyes are on you, expectant, watching with bated breath for your response - a response which shall surely incite someone's wrath no matter what you say. <<if $dinner.active>>You are cornered.<<else>>You feebly offer your empty mug in an attempt to escape, but the sanctity of tradition has been so utterly disrespected that your father wrenches it from your hand.<</if>>
<</text>>
<<if !$dinner.active>>
<<speak "deion.annoyed" `["tunsukh"]`>> None of that nonsense, boy. ``@@.intense;''NOW ANSWER.''@@ <</speak>>
<</if>>
<<choose "quincy.harrowed">>
<<if $dinner.active>>
<<ideal "cunning" [[*Down your milk in order to avoid answering.*|S1E2: Tunsukh Force Choose]]>><</ideal>>
<</if>>
<<chooseRep "orthodox" [[Effective change begins with the law. Destroying the mines was needless and dangerous.|S1E2: Tunsukh Choose Orthodox]]>>
<<chooseRep "rebel" [[Only a fool obeys a broken hierarchy. Rebellion was inevitable.|S1E2: Tunsukh Choose Rebel]]>>
<</choose>><<text>>
There is only one way to escape this. You raise your mug to your lips and begin to drink - only for your father to wrench it from your hands and hurl it across the room. It hits the wall with a terrible clatter, sending milk all over the walls and the floors.
<</text>>
<<speak "deion.annoyed" `["tunsukh"]`>> Forget the tunsukh, boy. *His eyes are wild and wrathful.* @@.intense;''NOW ANSWER.''@@ <</speak>>
<<choose "quincy.harrowed">>
<<chooseRep "orthodox" [[Effective change begins with the law. Destroying the mines was needless and dangerous.|S1E2: Tunsukh Choose Orthodox]]>>
<<chooseRep "rebel" [[Only a fool obeys a broken hierarchy. Rebellion was inevitable.|S1E2: Tunsukh Choose Rebel]]>>
<</choose>><<flag 231>>
<<repute "orthodox">>
<<enemy "imani">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah" "intent">>
<<toneGain "dangelo">>
<<img 2 "2_tunsukhend_orthodox.png" "The room's attention turns to Quincy. His answer comes as a disappointment to Imani." `["img-max"]`>>
<<include "S1E2: Tunsukh End">><<flag 230>>
<<repute "rebel">>
<<friend "imani">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneGain "dangelo" "mettle">>
<<img 2 "2_tunsukhend_rebel.png" "The room's attention turns to Quincy. His father is stunned and furious at his answer." `["img-max"]`>>
<<include "S1E2: Tunsukh End">><<removeTask "12-woman-estate" "tunsukh">>
<<addTask "12-woman-estate" "meet">>
<<addCodex "imani">>
<<addCodex "tunsukh">>
<<addCodex "oldways">>
<<addCodex "trickwords">>
<<addCodex "preservationists">>
@@.next;[[Continue.|S1E2: after dinner preloc]]@@<<text>>
Your brother has hardly had a moment's rest. He has just finished directing the youngest of the guards on some task or another, and as the man scampers off, D'Angelo gives a shivering stretch, grimacing at the pull.
<</text>>
<<speak "dangelo.disappointed" >> . . . <</speak>>
<<qSpeak "quincy.neutral" >> Have I come at a poor time? <</qSpeak>>
<<speak "dangelo.surprised" >> What? Nah! Just stretchin'! <</speak>>
<<speak "dangelo.silly" >> Always got time for a little tittle-tattle with my brother. *He rearranges his face into his usual smile, forehead covered in a sheen of sweat.* <</speak>>
<<speak "dangelo.neutral" >> 'Sides... Wanted to say thanks for not telling Dad about Vick. So, thanks. <</speak>>
<<choose "quincy.neutral" >>
[[You should take a break.|S1E2: Camp Dangelo First 2][$response to "break"]]
[[I can come back if you're busy...|S1E2: Camp Dangelo First 2][$response to "busy"]]
<<trait "jester" [[Kaitos needs your help; it's urgent.|S1E2: Camp Dangelo First 2]]>><<set $response to "kaitos">><</trait>>
[[Improper horsemanship can cause leg pain like that, you know.|S1E2: Camp Dangelo First 2][$response to "horse"]]
<</choose>><<switch $response>>
<<case "break">>
<<toneGain "dangelo">>
<<qSpeak "quincy.neutral" >> You're in need of a break. <</qSpeak>>
<<speak "dangelo.silly" >> Let me put it this way! If one more guard comes over to me, I might stick my head in your hare's mouth and tell her to bite down. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.think" >> Won't work. She doesn't enjoy the pieces that are all fat and gristle. <</qSpeak>>
<<speak "dangelo.laugh" >> @@.intense;HEY!@@ There must be //somethin'// in there. I mean, still hurts when I bash my forehead against Vick's. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> Won't work. She only obeys my command. <</qSpeak>>
<<speak "dangelo.neutral" >> What if I ask her pretty please? <</speak>>
<<qSpeak "quincy.lookaway">> Uh... <</qSpeak>>
<</if>>
<<speak "dangelo.yeesh" >> <<if !setup.hasTrait("jester")>>Never mind. <</if>>Wanna give me a break? Make it seem like we're talking about something important. Maybe if I look @@.singsong;presently engaged@@, someone won't come up and tell me they somehow set their haversack ablaze or something. <</speak>>
<<case "busy">>
<<qSpeak "quincy.lookaway" >> I can return later if you're busy... <</qSpeak>>
<<speak "dangelo.surprised" >> @@.intense;''NO!''@@ Don't leave me. I've been so busy I haven't even had time to take a leak. <</speak>>
<<speak "dangelo.smilenervous" >> Like I said. Always. Got. Time. For. Tittle-tattle. With. You. <</speak>>
<<speak "dangelo.yeesh">> Please stay for a bit. Might make it seem like we're talking about something important. Maybe if I look @@.singsong;presently engaged@@, someone won't come up and tell me they somehow set their haversack ablaze or something. <</speak>>
<<case "kaitos">>
<<toneGain "dangelo">>
<<qSpeak "quincy.neutral" >> Asenath is in need of urgent assistance. <</qSpeak>>
<<speak "dangelo.harrowed" >> @@.stutter; For the love of Saint Methuselah's tiny nipples...@@ what does he need //now?// <</speak>>
<<qSpeak "quincy.neutral" >> He's forgotten how to button his breeches. He needs your guidance posthaste. <</qSpeak>>
<<speak "dangelo.harrowed" >> The Hell? I-- <</speak>>
<<speak "dangelo.laugh" >> @@.yell;HAW-HAW!@@
``Y'got me there.<</speak>>
<<speak "dangelo.yeesh" >> Hey, would you mind stayin' to chat for a bit? Maybe if I look @@.singsong;presently engaged@@, someone won't come up and tell me they've //actually// forgotten how to button their breeches //for real.//<</speak>>
<<case "horse">>
<<toneLoss "dangelo">>
<<qSpeak "quincy.neutral" >> Were you pressing your knees into your horse too much? It can lead to sore legs. <</qSpeak>>
<<speak "dangelo.grumpy" >> @@.intense;Hey!@@ My horsemanship's just fine, thank you. I'm not quite as helpless as the rest of these non-Northerners. <</speak>>
<<speak "dangelo.yeesh" >> Hanging on to Crumpet too hard is the least of my problems. It's more //I haven't even been able to take a leak without someone asking me for help in tying their bootlaces.// <</speak>>
<<speak "dangelo.neutralserious" >> Look. I need a moment. Here's what you're gonna do: Talk to me. Make it seem like we're discussing something important. Maybe if I look @@.singsong;presently engaged@@, someone won't come up and tell me they somehow set their haversack ablaze or something. <</speak>>
<</switch>>
<<speak "dangelo.silly">> So tell me, brother of mine, what's on your mind today? Bunnies? <</speak>>
<<qSpeak "quincy.lookaway">> <<if setup.hasTrait("jester") && setup.hasTrait("shameless")>>Of course. But that isn't why I've come.<<else>>*You shake your head.*<</if>> The Prince wishes to know when supper will be. <</qSpeak>>
<<speak "dangelo.smilestress" >> Oh, well... however long it takes these guards to finish setting up camp. So, you know - somewhere between the next hour and next fortnight. <</speak>>
<<text>>
Your question was too easily answered. He stops to scratch his head, pondering how to prolong his break.
<</text>>
<<speak "dangelo.silly">> ...What else you got? <</speak>>
<<include "S1E2: dangel camp hub">><<text>>
You need only wander into your brother's line of sight to catch his attention. Pushing past his guardsmen, he calls:
<</text>>
<<speak "dangelo.silly">> @@.singsong;Quincy!@@ Whaddya need, brother? <</speak>>
<<include "S1E2: dangel camp hub">><<choose>>
<<actions
[[Your opinion of Imani...|S1E2: dangel camp imani]]
[[About Crumpet's soundness...|S1E2: dangel camp horse]]
[[Your thoughts on the Journey ahead...|S1E2: dangel camp journey]]
[[About Father and Vicky...|S1E2: dangel camp vicky]]
>>
<<present "fruitJar" [[*Hand him the candied fruit.*|S1E2: dangel camp fruit]]>><<passiveCheck 1 `["phys",setup.DCKey["hard"]]`>><</present>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<if setup.hasRep("rebel")>>
<<qSpeak "quincy.think" >> I still cannot believe //Imani// was chosen as Man of the Third Estate. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I still cannot believe //Imani// was chosen as Man of the Third Estate... <</qSpeak>>
<</if>>
<<speak "dangelo.yeesh" >> You're telling me. If you sat me down for a game of whist a week ago and asked, //"what do you put down on the odds that Nini would join a politic society and start talking in riddles,"// I would have bet the entire Northern treasury against it. <</speak>>
<<speak "dangelo.neutralserious" >> Her father ruined a good thing when they packed up for Lazgar. <</speak>>
<<qSpeak "quincy.neutral" >> A good thing? <</qSpeak>>
<<speak "dangelo.yeesh" >> Dad had a nice life set up for her and her old man. A cottage, food, taught her letters, let her keep that bunny of hers. She had structure. <</speak>>
<<speak "dangelo.concern" >> Barehanders must've felt like they struck a white artefact or something: a girl close to the North's royal family, far from home. Educated, but also //young, naive, and alone.// <</speak>>
<<choose>>
[[They're using her, then.|S1E2: dangel camp imani 2][$response to "use"]]
[[She's not naive. You underestimate her.|S1E2: dangel camp imani 2][$response to "naive"]]
[[What do you mean?|S1E2: dangel camp imani 2][$response to "close"]]
<</choose>><<switch $response>>
<<case "use">>
<<qSpeak "quincy.think">> So the Barehanders are using her, then. <</qSpeak>>
<<speak "dangelo.neutralserious" >> //Yup.// What happens when you first go off to VRMA? //You make new friends. No Mum and Dad and nursemaids watching over you all hours of the day.// Nobody's used to that sort of freedom at first, and so you go a bit mad. Get into all sorts of mischief. Test the waters, see what you can get away with. <</speak>>
<<speak "dangelo.unsure" >> Same thing if you pitch a sheltered Morbre girl into the frontiers of Lazgar. Promise her purpose. Maybe love. It'd be all too easy to fill her head with all sorts of conspiratorial nonsense about justice and "the people" and whatever else. <</speak>>
<<speak "dangelo.concern" >> He //knows// she was your valet. She said as much herself. Bunnyhead probably thinks that'll make you lenient. <</speak>>
<<qSpeak "quincy.tilt" >> What can I do? <</qSpeak>>
<<speak "dangelo.neutralserious" >> Your job. *He says firmly.* Nini has a lot of choices she wants to make. The important thing is that you don't let her make yours. <</speak>>
<<case "naive">>
<<qSpeak "quincy.neutral" >> I wouldn't say she is naive. You underestimate her. <</qSpeak>>
<<speak "dangelo.neutralserious" >> There's quill-sense and then there's sense-sense. Just because she's good at telling tales, that doesn't mean she's gotten good at knowing when a guy's telling one, yeah? <</speak>>
<<speak "dangelo.concern" >> Were I some whipster shit-stirrer in a rabbit mask, I'd maybe butter her up, romance her, fill her head with some high ideas about justice or whatever. <</speak>>
<<qSpeak "quincy.neutral" >> You don't know that's what's happened. <</qSpeak>>
<<speak "dangelo.neutralserious" >> You can't know it isn't, either. <</speak>>
<<speak "dangelo.concern" >> Look. Just focus on doing your job. *He says firmly.* Nini has a lot of choices she wants to make. The important thing is that you don't let her make yours. <</speak>>
<<case "close">>
<<qSpeak "quincy.think" >> What do you mean? <</qSpeak>>
<<if setup.hasTrait("dense")>>
<<speak "dangelo.eyeroll">> @@.lilt;Quin...@@ *He tuts.* Use your head for once. Just for a minute! <</speak>>
<<else>>
<<speak "dangelo.laugh" >> Oh, man. Come on. //Just think about it for a minute!// <</speak>>
<</if>>
<<speak "dangelo.unsure" >> She was your valet. Closest thing you had to a friend 'til VRMA. Were I some whipster shit-stirrer in a rabbit mask I'd maybe butter her up, romance her, fill her head with some high ideas about justice or whatever. <</speak>>
<<speak "dangelo.neutralserious" >> ...And then send her to try and influence the convoy headed by that same little Duke she served. <</speak>>
<<qSpeak "quincy.lookaway" >> Hm. <</qSpeak>>
<<speak "dangelo.concern" >> Look. Just focus on doing your job. *He says firmly.* Nini has a lot of choices she wants to make. The important thing is that you don't let her make yours. <</speak>>
<</switch>>
<<include "S1E2: dangel camp hub">><<qSpeak "quincy.neutral" >> We've completed the first leg of our journey thus far. <</qSpeak>>
<<speak "dangelo.laugh" >> //@@.lilt;"Leg?!"@@// <</speak>>
<<speak "dangelo.neutral" >> Brother, we haven't even completed a damn <<snout "toenail" "claw">>. Everyone's acting like we just finished a year-long campaign! <</speak>>
<<speak "dangelo.unsure" >> But I suppose no-one's born with marching legs... <</speak>>
<<speak "dangelo.smilestress" >> On the upside, 'least all those damned King's Army funerals I'm supposed to say something at got postponed on account of the Convoy business. I'll take sleeping on the ground again for a while over attending those. <</speak>>
<<qSpeak "quincy.surprised" >> Just how many were you invited to? <</qSpeak>>
<<speak "dangelo.neutral" >> Invited? 'Bout three hundred, if you include all the privates and little men from my division. Unfortunately, I had to accept at least all the ones with a "Lord" or "Master" title attached to the invitation. So at least five. <</speak>>
<<speak "dangelo.unsure" >> Or was it ten? <</speak>>
<<speak "dangelo.neutral" >> Either way: too many. <</speak>>
<<choose>>
[[You're rather irreverent about this.|S1E2: dangel camp journey 2][$response to "irreverent"]]
[[That sounds like a nightmare.|S1E2: dangel camp journey 2][$response to "nightmare"]]
<</choose>><<switch $response>>
<<case "irreverent">>
<<toneLoss "dangelo">>
<<qSpeak "quincy.neutral" >> You sound rather irreverent about this. Does the death of your comrades not bother you? <</qSpeak>>
<<speak "dangelo.silly" >> Some of them, sure. Some of the others were real pricks. <</speak>>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.tilt" >> I'm not sure I see where the humor is, D'Angelo. <</qSpeak>>
<<speak "dangelo.eyeroll" >> //Sheesh.// You're so serious about it. <</speak>>
<<speak "dangelo.neutralserious" >> 'Course it bother<b>ed</b> me. But then you keep it moving. I never got how standing around and crying about it changed the fact that they're buried in some Oponan swamp somewhere. It's just depressing. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> . . . <</qSpeak>>
<<speak "dangelo.neutralserious" >> //Kidding.// Sort of. See, it bother<b>ed</b> me. But then you keep it moving. I never got how standing around and crying about it changed the fact that they're buried in some Oponan swamp somewhere. It's just depressing. <</speak>>
<</if>>
<<speak "dangelo.neutral" >> Honestly, what I'm really worried about is having to write ten damn eulogies. <</speak>>
<<case "nightmare">>
<<toneGain "dangelo">>
<<qSpeak "quincy.tilt" >> You have to write ten eulogies? Nightmarish. <</qSpeak>>
<<speak "dangelo.eyeroll" >> <b>I know, right?!</b> Not even sure I know enough words to write that many. <</speak>>
<<speak "dangelo.neutral" >> What do I say? "So-and-so was a brave soldier. Unfortunately, he didn't even die a gold death. He got shiv'd in his sleep by a rebel. But I promise we killed that guy nice and good." <</speak>>
<<speak "dangelo.unsure" >> Never was particularly good with the pen. And what I know about how they went, well, it isn't stuff the widows would wanna hear. <</speak>>
<</switch>>
<<include "S1E2: dangel camp hub">><<qSpeak "quincy.neutral" >> Are you sure Crumpet is sound enough for this journey? <</qSpeak>>
<<text>>
The Tebenkan Fjord mare is older than D'Angelo himself. Over the years, she has been perfectly happy to be of service in everything from carrying you to Polaris for your first stagecoach ride to VRMA, to your father's trips about town.
``You were not particularly surprised to see her go when she boarded the ship with your brother across the sea — many a King's Army man brings an expendable horse for his pack beast overseas — but you certainly were when she reappeared in the Barghur Estate stables after, grey and crust-eyed as ever.
<</text>>
<<speak "dangelo.surprised" >> 'Course! <</speak>>
<<speak "dangelo.neutral" >> Man, Dad offered me a new sheen and everything. Apparently, Suleiman's been up to trying to breed some with thicker coats. But the bastard bit me when I tried to pet his nose. <</speak>>
<<speak "dangelo.silly" >> When I was in Opona - man, I tell you, a piece of ordnance exploded right near that little mare. Put a piece of shrapnel in her shoulder. Did she so much as slow? Nah. <</speak>>
<<speak "dangelo.neutral" >> At this point, I doubt a demon trying to drag her to Hell would be able to get Crumpet down.<</speak>>
<<text>>
You look to where the horses are hitched. Next to the leggy forms of Lucas's lithe sheen and Kaitos's towering bay, she looks squat and truncated.
<</text>>
<<speak "crumpet.neutral">> *The mare idly bites at her shoulder as you watch.* <</speak>>
<<choose "quincy.surprised">>
[[Shapnel in her shoulder didn't make her lame?|S1E2: dangel camp horse 2][$response to "lame"]]
[[I suppose she's proven her worth.|S1E2: dangel camp horse 2][$response to "worth"]]
<</choose>><<switch $response>>
<<case "lame">>
<<qSpeak "quincy.surprised" >> A piece of shrapnel in the shoulder didn't turn her lame? <</qSpeak>>
<<speak "dangelo.neutral" >> Nahh. She's a tough old girl. She carried my ass all the way out here without complaint. <</speak>>
<<speak "dangelo.silly" >> I wanna be just like her when I grow up. <</speak>>
<<case "worth">>
<<qSpeak "quincy.surprised" >> I suppose Crumpet's proven her worth, then. <</qSpeak>>
<<speak "dangelo.silly" >> Yep. Strong, capable. I wanna be just like her when I grow up. <</speak>>
<</switch>>
<<include "S1E2: dangel camp hub">><<qSpeak "quincy.neutral" >> ...Why did you thank me for not bringing up Victoria around Father? <</qSpeak>>
<<speak "dangelo.neutral" >> Ehhh. Just don't feel like his particular fire needed any more wood, what with the Nini situation. Y'know what I'm saying? <</speak>>
<<choose>>
[[You think he wouldn't approve of a female guard?|S1E2: dangel camp vicky 2][$response to "female"]]
[[Did Vicky do something?|S1E2: dangel camp vicky 2][$response to "doSomething"]]
[[I do not.|S1E2: dangel camp vicky 2][$response to "no"]]
<</choose>><<switch $response>>
<<case "female">>
<<qSpeak "quincy.think" >> I suppose he would disapprove of a female soldier... <</qSpeak>>
<<speak "dangelo.eyeroll" >> //'Course.// Not what I mean, though! <</speak>>
<<speak "dangelo.smilenervous" >> Just... don't really need him getting the wrong idea about me and Vick... he has //opinions// about Noblemen keeping common mistresses. You know his talk about it. <</speak>>
<<case "doSomething">>
<<qSpeak "quincy.think" >> Did Victoria do something while we were at the estate? <</qSpeak>>
<<speak "dangelo.laugh" >> Ha! No. ... Well, 'least not that I know of. <</speak>>
<<speak "dangelo.smilenervous" >> It's more just... don't really need him getting the wrong idea about me and Vick... he has //opinions// about Noblemen keeping common mistresses. You know his "talk" about it. <</speak>>
<<case "no">>
<<qSpeak "quincy.neutral" >> I do not. <</qSpeak>>
<<speak "dangelo.eyeroll" >> You know Dad. <</speak>>
<<speak "dangelo.smilenervous" >> He's got his opinions about Noblemen keeping common mistresses! You've heard his whole "talk" about it. Don't really need him getting the wrong idea about what's going on with me and Vick. <</speak>>
<</switch>>
<<text>>
You frown. //"Getting the wrong idea?"// You've seen //animals// with more modesty than the two of them. If your father assumed they were fornicating, it would be because he had a brain behind his eyes.
<</text>>
<<choose>>
[[Well, your secret is safe with me.|S1E2: dangel camp vicky safe]]
[[I never got this talk...|S1E2: dangel camp vicky talk]]
[[Isn't that what you're doing?|S1E2: dangel camp vicky mistress]]
<</choose>><<toneLoss "dangelo">>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" >> Is that not what you're doing though? Keeping Victoria as a mistress? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> Is that not what you're doing though? Keeping Victoria as a mistress? <</qSpeak>>
<</if>>
<<speak "dangelo.surprised" >> @@.intense;Hell no!@@ I'm not "keeping" her as anything! <</speak>>
<<qSpeak "quincy.lookaway" >> But you //are// consummate with her. And she is common. <</qSpeak>>
<<speak "dangelo.grumpy" >> Pshh. I was also //consummate// with that Viscountess with the wide hips we saw at the Keshets' party. Don't mean anything as serious as //"a mistress."// <</speak>>
<<speak "dangelo.eyeroll">> A guy can get up to a little mischief if he's smart about it, you know. Dad's @@.lilt;so sure@@ I'll be stupid and spend inside some brothel cat, and then I'll have to bring her and the baby bastard home or something. <</speak>>
<<speak "dangelo.yeesh" >> Look, I just don't want to get into that with him. //It's just not happening.// Not with Vick, or anyone else. I'm careful. <</speak>>
<<choose "quincy.lookaway">>
[[Alright. As long as you're careful...|S1E2: dangel camp vicky mistress sorry][$response to "care"]]
[[It's your life. I won't meddle.|S1E2: dangel camp vicky mistress sorry][$response to "do"]]
[[But fathering a bastard sounds like something you'd do, too.|S1E2: dangel camp vicky mistress would][$response to "would"]]
<</choose>><<toneGain "dangelo">>
<<friend "dangelo">>
<<if $response == "care">>
<<qSpeak "quincy.lookaway" >> Alright... as long as you're careful... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It's your life. I won't meddle. <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll" >> //Thank you!// *He exclaims, <<snout "breathing a sigh of relief" "tail falling in relief">>.* <</speak>>
<<speak "dangelo.silly" >> I do appreciate you keeping your trap shut. I like getting shouted at by Dad 'bout as much as you do. <</speak>>
<<include "S1E2: dangel camp hub">><<toneLoss "dangelo">>
<<toneLoss "dangelo">>
<<toneLoss "dangelo">>
<<enemy "dangelo">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway" >> But that //does// sound like something you'd do. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> But that //does// sound like something you'd do. <</qSpeak>>
<</if>>
<<text>>
What was previously a bemused expression on his face morphs in an instant. The lines on his <<snout "face" "muzzle">> double, then quadruple for best measure. He looks a gargoyle.
<</text>>
<<speak "dangelo.grumpy" >> @@.intense;Man, what did I do to you to make you such a fucking whisk?@@ <</speak>>
<<speak "dangelo.harrowed" >> @@.surprise;Elysium!@@ I'd rather go back to having the guards asking me to hold their Thomas while they piss. Get out of here. <</speak>>
<<text>>
With that, he turns his back on you and trudges back towards his duty.
<</text>>
@@.next;
[[Return to camp.|S1E2: First Camp]]
@@<<toneGain "dangelo">>
<<qSpeak "quincy.neutral" >> Well, I will continue to not mention Victoria to him. <</qSpeak>>
<<speak "dangelo.neutral" >> Thanks, man! You're a bang-up brother. <</speak>>
<<include "S1E2: dangel camp hub">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think" >> What? I've never gotten any "common mistress" talk. <</qSpeak>>
<<speak "dangelo.surprised" >> //What?// He never told you gave you the whole //"...and you'll have to put up the gloves for your bastard through VRMA, and it'll be a stain on the family name"// thing? <</speak>>
<<qSpeak "quincy.neutral" >> No. Not once. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised" >> Pardon me. The //what// talk? <</qSpeak>>
<<speak "dangelo.yeesh" >> The "don't dock with common girls" talk! You know, the whole //"...and you'll have to put up the gloves for your bastard through VRMA, and it'll be a stain on the family name"// thing? <</speak>>
<<qSpeak "quincy.tilt" >> No. I don't. *You are glad of this.* <</qSpeak>>
<</if>>
<<speak "dangelo.unsure" >> . . . <</speak>>
<<speak "dangelo.neutral" >> //Ohhhhh.// Yeah. Guess he never caught you with your paws up any skirts. <</speak>>
<<text>>
He gives a small chuckle, though he seems no less tense for it.
<</text>>
<<speak "dangelo.harrowed" >> ...Like, he never even mentioned it? <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<speak "dangelo.smilenervous" >> ...Huh. Funny. <</speak>>
<<include "S1E2: dangel camp hub">><<itemShow "fruitJar">>
<<toneGain "dangelo">>
<<speak "dangelo.surprised" >> Woah. Where'd that come from? Looks ancient! <</speak>>
<<qSpeak "quincy.neutral" >> It's the same bottle we found in Victoria's inn room. <</qSpeak>>
<<speak "dangelo.unsure" >> *He scratches the back of his head, eyes shifting about...* <</speak>>
<<speak "dangelo.surprised" >> *And then, seems to remember.* <</speak>>
<<speak "dangelo.grumpy" >> The ones you wouldn't let me have? <</speak>>
<<qSpeak "quincy.neutral" >> The very same. You may have them now. <</qSpeak>>
<<text>>
He takes the jar from you and shakes it. The candies become dislodged, sliding about in a frighteningly homogeneous mass. D'Angelo regards it with a disturbed expression. However, as he watches, his look of disgusts twists into a worryingly... //gracious// smile.
<</text>>
<<speak "dangelo.neutral" >> Aww, hey. I didn't know you were so generous. I just can't accept such a prize like this and eat them all myself! We should share. <</speak>>
<<qSpeak "quincy.neutral" >> No thank you. <</qSpeak>>
<<speak "dangelo.silly" >> @@.intense;<b>Oh, but I insist.</b>@@ <</speak>>
<<text>>
Like a hare leaping to catch a hawk, he makes a grab for your head. Arresting you beneath one arm, your face is mashed uncomfortably in his overcoat. He certainly //smells// like he has been sat under the sun on a horse all day. Immediately, you know yourself to be in mortal danger. Whatever he has planned is certain to be disgusting. And so, you push against his might with all your power.
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
It has been a long day, but your instincts have not dulled. To survive an older brother, any son born after must be willing to fight hard and fight dirty. As he fumbles with the bottle one-handed, an opening presents itself. You first step on his foot, then heave against his side in order to free yourself. In his surprise, the jar is sent hurdling towards the ground, where it smashes open upon a stone.
<</text>>
<<speak "dangelo.concern">> //Aww...// *He coos, rubbing the ribs you had thrashed into.* What a shame. <</speak>>
<<speak "dangelo.silly">> You really gotta be more careful, Quince. <</speak>>
<<else>>
<<text>>
...But a long day has worn you down. Your squirming is for naught.
``You hear the jar uncork, and very suddenly, a gelatinous mush is being shoved into your mouth. It is equal parts sweet and sour; the taste of fermenting fruit not quite masked by the crystallized sugar. D'Angelo's hand stays over your mouth for what feels like an eternity while you thrash, and then he releases you to mercifully spit the unpleasantness into the cotton grass.
<</text>>
<<speak "dangelo.concern" >> //Awww.// *He shakes the jar upside down.* Guess there's none left for me. <</speak>>
<<speak "dangelo.silly" >> But that my beloved brother enjoyed it, and that's what counts. <</speak>>
<<text>>
He lobs the empty jar into a nearby bush.
<</text>>
<</if>>
<<itemRemove "fruitJar">>
<<include "S1E2: dangel camp hub">><<text>>
Elijah sits perched atop one of his trunks. Though he greets you with a smile, the weariness of the day's travel is evident in his voice.
<</text>>
<<speak "elijah.neutral">> Your Grace. Did you need something? <</speak>>
<<qSpeak "quincy.neutral">> Just making sure your tents have been erected properly. That is all. <</qSpeak>>
<<speak "elijah.bashful">> Well, by all means. Inspect away. <</speak>>
<<text>>
He gives a wave behind him. His tent is immaculate.
``...In fact, the setup is so precise that it brings to mind an instructional illustration. Beholding its spectacularly adequate form, you find yourself puzzled as to why he looked apprehensive about the prospect of raising it himself.
<</text>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
Then, abruptly, a hunch overtakes you: he //didn't// raise it himself.
``Of course, you've no certain evidence of this. But you've no evidence for the //contrary,// either. The washed out blues of his cape and coat are as clean as they were when you dismounted, the whites of his gloves perfectly pristine. He does not look like a man who has been grubbing about the dirt threading poles and canvas.
<</text>>
<</if>>
<<choose>>
<<if setup.checkPass(1)>>
<<specialC "hunch" [[You didn't raise this tent.|S1E2: Camp Elijah First 2]]>><<set $response to "didnt">><</specialC>>
[[Nothing wrong here.|S1E2: Camp Elijah First 2][$response to "na"]]
<<else>>
[[Nothing wrong here.|S1E2: Camp Elijah First 2][$response to "na"]]
<<specialC "hunch" [[Looks... suspicious.|S1E2: Camp Elijah First 2]]>><<set $response to "sus">><</specialC>>
<</if>>
<</choose>><<switch $response>>
<<case "didnt">>
<<qSpeak "quincy.neutral">> You didn't raise this tent. <</qSpeak>>
<<text>>
Elijah blinks. In the shade of the wood, his large dark eyes look especially animal and unreadable.
<</text>>
<<speak "elijah.confused">> Well, no. Not by my own hand. I borrowed a pair of gentlemen from the guard to prepare it for me. <</speak>>
<<text>>
His admission is utterly casual, as though he hadn't acted in blatant contradiction to your brother's orders.
<</text>>
<<qSpeak "quincy.furrow">> ...D'Angelo's orders were to set //your own// tent. <</qSpeak>>
<<speak "elijah.surprised">> Well, yes, but - I'm a //practitioner.// <</speak>>
<<text>>
He says, as though his work explained his insubordination. As thought you could //forget.//
<</text>>
<<qSpeak "quincy.lookaway">> I don't see how that follows. <</qSpeak>>
<<speak "elijah.confused">> Well - I mean - *His brow creases.* A practitioner never does anything alone. We always have assistants. We have to conserve our strength. <</speak>>
<<choose "quincy.lookaway">>
<<gate `["emp",8]` [[White practice must be an exhausting line of work for that to be necessary.|S1E2: Camp Elijah First 3]] "hide">><<set $response to "white">><</gate>>
[[All he asked was that you raise your own tent.|S1E2: Camp Elijah First 3][$response to "all"]]
[[You were given a direct order, Elijah.|S1E2: Camp Elijah First Confront][$response to "order"]]
<</choose>>
<<case "sus">>
<<qSpeak "quincy.think">> Hm. It's perfect. *You mutter.* Too perfect... <</qSpeak>>
<<speak "elijah.confused">> What do you mean? <</speak>>
<<text>>
Truth be told, you haven't a clue. If there is something amiss here, it is invisible to the naked eye. Yet... you find his tent suspect regardless.
<</text>>
<<qSpeak "quincy.think">> I'm not sure. <</qSpeak>>
<<speak "elijah.confused">> You sound tired, Your Grace. <</speak>>
<<text>>
Though the feeling that you've overlooked something irks you still, you are forced to admit:
<</text>>
<<qSpeak "quincy.lookaway">> Somewhat. Probably. <</qSpeak>>
<<speak "elijah.point">> Perhaps whatever has you itching will become clear after some supper? <</speak>>
<<qSpeak "quincy.think">> Perhaps. <</qSpeak>>
<<include "S1E2: Camp Elijah Hub">>
<<case "na">>
<<if setup.checkPass(1)>>
<<text>>
However this tent came to stand, the practitioner has a place to sleep tonight. You suppose that is what matters.
<</text>>
<<qSpeak "quincy.think">> ...I see I had no reason to worry. <</qSpeak>>
<<else>>
<<text>>
It's admirable work. The practitioner's dedication to doing things by the book is quite evident.
<</text>>
<<qSpeak "quincy.think">> I see I had no reason to worry. <</qSpeak>>
<</if>>
<<speak "elijah.point">> Glad to hear I'm all up to code! *He chuckles.* <</speak>>
<<include "S1E2: Camp Elijah Hub">>
<</switch>><<switch $response>>
<<case "white">>
<<set $cFlags.elijah.whiteEffort to true>>
<<text>>
From the outside, it seems that the white practitioner is coddled at every turn. Their stamina and health is a precious thing, and working with victims of disease puts their life at regular risk. Common sentiment has come to the conclusion that they are to be spared from any additional exertion as thanks for their sacrifice, and this sort of //default gratitude// is reflected throughout Vesturian etiquette. Even the men are to be handled with a sense of chivalry typically reserved for the fairer sex.
``You've long dismissed this standard as... somewhat absurd. Another one of those strange social laws where its unquestionable nature obfuscates whether or not it is justified. But, after traveling alongside Elijah... you have begun to suspect it is.
<</text>>
<<qSpeak "quincy.tilt">> White conduction must be exhausting to warrant such accommodations. <</qSpeak>>
<<speak "elijah.smile">> Oh, it is! *He gives a good humored laugh.* <</speak>>
<<speak "elijah.think">> I know it seems //excessive,// but I promise it's all for good reason. "Exhaust yourself today, and you'll have no strength when you're needed tomorrow." Every little thing counts! <</speak>>
<<speak "elijah.frown">> So - apologies for being difficult. It can be quite frustrating at times. Even for me. <</speak>>
<<choose>>
[[Don't worry about it. Do what you must to conserve your strength.|S1E2: Camp Elijah First 4][$response to "dont"]]
[[I see. I'll let this slide, then.|S1E2: Camp Elijah First 4][$response to "slide"]]
<</choose>>
<<default>>
<<text>>
Vesturian standards of etiquette coddle the white practitioner at every turn. Their stamina and health is a precious thing, and working with victims of disease puts their life at regular risk. Common sentiment has come to the conclusion that they are to be spared from any additional exertion as thanks for their sacrifice, and this sort of //default gratitude// is reflected throughout Vesturian etiquette. Even the men are to be handled with a sense of chivalry typically reserved for the fairer sex.
``This sense of exception must be so engrained in Elijah's mind that the absurdity of it all has been lost. You are forced to gently remind him:
<</text>>
<<qSpeak "quincy.lookaway">> ...You were only asked to raise a tent. <</qSpeak>>
<<speak "elijah.think">> I know it seems //excessive,// but I promise it's all for good reason. "Exhaust yourself today, and you'll have no strength when you're needed tomorrow." Every little thing counts! <</speak>>
<<choose "quincy.lookaway">>
[[Never mind. What's done is done.|S1E2: Camp Elijah First 4][$response to "done"]]
[[You're making excuses.|S1E2: Camp Elijah First Confront][$response to "excuse"]]
<</choose>>
<</switch>><<switch $response>>
<<case "dont">>
<<toneGain "elijah">>
<<qSpeak "quincy.neutral">> *You shake your head.* Understandable. Do what you must to conserve your strength and keep in good health. <</qSpeak>>
<<speak "elijah.bashful">> *He breathes a sigh of relief.* Thank you. I am most grateful for your understanding, Your Grace. <</speak>>
<<case "slide">>
<<toneGain "elijah">>
<<qSpeak "quincy.neutral">> I see. I won't fault you for this, then. <</qSpeak>>
<<speak "elijah.bashful">> *He breathes a sigh of relief.* Thank you. I am most grateful for your understanding. <</speak>>
<<case "done">>
<<if hasVisited("S1E2: Camp Elijah First Confront")>>
<<text>>
You cannot imagine what such an act would accomplish, aside from wasting time and effort.
<</text>>
<</if>>
<<qSpeak "quincy.lookaway">> *An irked sigh escapes your nostrils.* <<if hasVisited("S1E2: Camp Elijah First Confront")>>No... <<else>>I suppose<</if>> what's done is done. <</qSpeak>>
<<speak "elijah.frown">> I apologize for making assumptions, Your Grace. The needs of my work can be quite frustrating at times. Even for me. <</speak>>
<</switch>>
<<include "S1E2: Camp Elijah Hub">><<toneLoss "elijah">>
<<switch $response>>
<<case "order">>
<<qSpeak "quincy.furrow">> You were given a direct order, Elijah. <</qSpeak>>
<<case "excuse">>
<<qSpeak "quincy.furrow">> Excuses. <</qSpeak>>
<</switch>>
<<speak "elijah.nervous">> *The practitioner shrinks back at your disapproval.* I apologize for the error in my judgment, Your Grace. Please know that I meant no disrespect. <</speak>>
<<speak "elijah.confused">> Is there some way I can make this right? Perhaps I could... take the tent down, and do it again myself? <</speak>>
<<choose "quincy.furrow">>
[[Yes. Do it over.|S1E2: Camp Elijah Tent Doover]]
[[No, that's ridiculous. What's done is done.|S1E2: Camp Elijah First 4][$response to "done"]]
<</choose>><<toneLoss "elijah">>
<<toneLoss "elijah">>
<<qSpeak "quincy.furrow">> Following orders as they were given would be a start, yes. <</qSpeak>>
<<text>>
The white practitioner smiles at you. It is the tight-lipped smile of submission given by a cornered dog.
<</text>>
<<speak "elijah.bashful">> Understood, sir. <</speak>>
<<text>>
Without further complaint, he lifts himself from his seat and meekly approaches his tent. With extreme hesitance, he jostles a support, clearly lost as to where he might even start the process.
<</text>>
<<qSpeak "quincy.lookaway">> The stakes. *You inform him.* <</qSpeak>>
<<speak "elijah.confused">> Right - of course. *He stammers.* Thank you, Your Grace. <</speak>>
<<text>>
He kneels down and begins attempting to pry the hammer-driven stake from the earth with his hands.
``You suspect this simple task will occupy him for quite some time.
<</text>>
@@.next;[[Return to camp.|S1E2: First Camp]]@@<<text>>
Elijah sits perched atop one of his trunks. Though he greets you with a smile, the weariness of the day's travel is evident in his voice.
<</text>>
<<speak "elijah.neutral">> Your Grace. Have you need of anything? <</speak>>
<<include "S1E2: Camp Elijah Hub">><<choose>>
<<actions
[[Your opinion of Imani...|S1E2: Camp Elijah Imani]]
[[The odd appearance of your steed...|S1E2: Camp Elijah Horse]]
[[Your thoughts on the journey ahead...|S1E2: Camp Elijah Journey]]
>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<text>>
You are not one to waste words about horses for the pleasure of it, but...
<</text>>
<<speak "paladin.neutral" "Elijah's Horse">> . . . <</speak>>
<<text>>
...you've no idea what kind of horse Elijah rides. It has the slender and leggy build of a Midland breed, but the shaggy coat of a Northern kind. Tied beside the other Convoy horses, it looks quite odd.
<</text>>
<<qSpeak "quincy.think">> Perhaps this is an odd question, but... what sort of horse is your steed? It's not a Tebenkan Fjord or a Kagthur cob... <</qSpeak>>
<<speak "elijah.point">> Oh, Paladin is a boreal dancer! *He beams.* <</speak>>
<<qSpeak "quincy.neutral">> Ah. A breed from the Boreal South, then. <</qSpeak>>
<<speak "elijah.think">> Yes. Bred for elegance and sport over labor! Hence why they look nothing like our own breeds up North. <</speak>>
<<speak "elijah.bashful">> He was a graduation gift from my Auntie. She knew I'd be working in the Midland most of the year, and wanted me to have something a tad more //dignified// to ride than a stout little pony. <</speak>>
<<choose>>
[[How kind of her.|S1E2: Camp Elijah Horse 2][$response to "kind"]]
[[Is a practical steed not dignified?|S1E2: Camp Elijah Horse 2][$response to "dig"]]
<</choose>><<switch $response>>
<<case "kind">>
<<qSpeak "quincy.neutral">> How kind. <</qSpeak>>
<<if $cFlags.elijah.hotauntie>>
<<speak "elijah.neutral">> My Auntie is a very thoughtful woman. <</speak>>
<<speak "elijah.think">> //One deserving of utmost respect.// <</speak>>
<<text>>
<<if setup.hasTrait("dense")>>You're uncertain as to why he places so much emphasis on his words. Respect is the default for high nobility.<<else>>There is an edge to his voice, however slight. You can only guess it has something to do with his persistent belief that you are infatuated with Lady Nephthei.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> Hm. <</qSpeak>>
<<speak "elijah.think">> Really, I couldn't have picked a better horse myself! <</speak>>
<<else>>
<<speak "elijah.bashful">> She's a very thoughtful woman. Why, I couldn't have picked a better horse myself! <</speak>>
<</if>>
<<case "dig">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.think">> Is there no dignity in a //practical// steed...? <</qSpeak>>
<<speak "elijah.confused">> *Elijah blinks, ponderous.* Well, of course there is! But... I've no need for a hardy little work horse as a practitioner in the Midland. And you know how Midlanders feel about their horses... so invested in //"elegant head shapes"// and //"graceful hocks!"//<</speak>>
<<speak "elijah.bashful">> If I had ridden into Diadem on a little cob, they never would have let me hear the end of it. Auntie //saved me.// <</speak>>
<</switch>>
<<speak "elijah.smile">> Paladin is a brave and noble beast. A little absent-minded at times, but he's yet to let me down! <</speak>>
<<include "S1E2: Camp Elijah Hub">><<qSpeak "quincy.think">> I'd like to hear your thoughts on the Convoy's Man of the Third Estate. <</qSpeak>>
<<speak "elijah.smile">> *His response is immediate. With a dip of the head and a flourish of his hand, he proclaims:* So long as she holds Vestur's best interests at heart, she is a friend. <</speak>>
<<text>>
Such an amicable answer comes as a surprise. Elijah is a man quite concerned with what is "proper," and there is much about Imani which eschews "properness." And that is //before// one considers her <<if setup.hasRep("rebel")>>murky ties<<else>>dubious allegiance<</if>> to the Brothers of the Barehand.
<</text>>
<<choose "quincy.surprised">>
<<ideal "orthodox" [[Let's hope she does.|S1E2: Camp Elijah Imani 2]]>><<set $response to "orthodox">><</ideal>>
[[I'm relieved to hear it.|S1E2: Camp Elijah Imani 2][$response to "relief"]]
[[I would have thought you'd take issue with her appointment.|S1E2: Camp Elijah Imani 2][$response to "issue"]]
<</choose>><<switch $response>>
<<case "orthodox">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah">>
<<qSpeak "quincy.lookaway">> Let's hope that she does. <</qSpeak>>
<<speak "elijah.frown">> Yes. For all our sakes. <</speak>>
<<speak "elijah.think">> It would be a lie to pretend I didn't have a qualm or two with her appointment. A follower of Lazarus among us... a woman usurping a man's tradition... <</speak>>
<<case "relief">>
<<qSpeak "quincy.tilt">> I'm relieved to hear it. <</qSpeak>>
<<speak "elijah.smile">> No need to worry, Your Grace. I am used to dealing with ah, //difficult personalities// and clashing points of view. I can set aside my reservations for the good of my country. <</speak>>
<<speak "elijah.bashful">> It would be a lie to pretend I didn't have a qualm or two. A follower of Lazarus among us... a woman usurping a man's tradition... <</speak>>
<<case "issue">>
<<qSpeak "quincy.think">> Hm. I would have thought you'd take issue with her appointment. <</qSpeak>>
<<speak "elijah.bashful">> Ah, well... it would be a lie to pretend I didn't have a qualm or two. A follower of Lazarus among us... a woman usurping a man's tradition... <</speak>>
<</switch>>
<<if $response != "orthodox">>
<<speak "elijah.point">> But I am not so short-sighted as to let my biases get in the way of that which must be done. We've all a part to play in The Architect's plan. I will survive a few ruffled feathers. <</speak>>
<<speak "elijah.confused">> I can only hope that Miss Khatar sees fit to offer the same courtesy in turn... <</speak>>
<<else>>
<<speak "elijah.confused">> But I am not so short-sighted as to let my biases get in the way of that which must be done. I can survive a few ruffled feathers. It's the larger picture that concerns me. <</speak>>
<</if>>
<<include "S1E2: Camp Elijah Hub">><<qSpeak "quincy.neutral">> Today was a long day. We've a great many long days ahead of us. <</qSpeak>>
<<speak "elijah.confused">> Indeed. It's a bit difficult to take in, even now... *He strokes his chin with nervous energy.* I know we've been preparing for this for the whole past month, but - it still feels like one minute I was making plans with the wife, and the next I was recieving Crown summons! <</speak>>
<<choose>>
<<gate `["emp",7]` [[You had plans with your wife?|S1E2: Camp Elijah Journey 2]] "hide">><<set $response to "wife">><</gate>>
[[I don't think anything could have prepared us for this.|S1E2: Camp Elijah Journey 2][$response to "noth"]]
[[Do you regret accepting your role as Convoy practitioner?|S1E2: Camp Elijah Journey 2][$response to "regret"]]
[[No use complaining about it now.|S1E2: Camp Elijah Journey 2][$response to "no"]]
<</choose>><<switch $response>>
<<case "wife">>
<<qSpeak "quincy.tilt">> You had plans with your wife...? <</qSpeak>>
<<text>>
Elijah nods. His smile is strained, albeit present.
<</text>>
<<speak "elijah.bashful">> With the wife. With the girls. With the family. *He sighs, shaking his head.* An entire year delayed. <</speak>>
<<speak "elijah.confused">> But I can't complain. If Vestur needs me, then she needs me. When duty calls, the righteous Noble answers. I will have to make up for lost time later. The Convoy has only the year. <</speak>>
<<speak "elijah.smilesad">> . . . <</speak>>
<<speak "elijah.confused">> I thought I'd have an easier time adjusting to being a part of //the first Convoy in a hundred years...// A silly assumption on my part, I suppose. <</speak>>
<<case "noth">>
<<qSpeak "quincy.lookaway">> I don't think anything could have prepared you for this. <</qSpeak>>
<<speak "elijah.bashful">> No, I suppose not. <</speak>>
<<speak "elijah.confused">> I guess the thing is - I'm used to being lead about by my work! Being part of //the first Convoy in a hundred years,// well, I thought it would feel like more of the same. Business as usual! <</speak>>
<<speak "elijah.smile">> A silly assumption on my part, I suppose. <</speak>>
<<case "regret">>
<<qSpeak "quincy.neutral">> Do you regret accepting those summons? <</qSpeak>>
<<speak "elijah.think">> When duty calls, the righteous Noble answers. I've no regrets. <</speak>>
<<speak "elijah.confused">> It's just - I'm used to being lead about by my work! Being part of //the first Convoy in a hundred years,// well, I thought it would feel like more of the same. Business as usual! <</speak>>
<<speak "elijah.smile">> A silly assumption on my part, I suppose. <</speak>>
<<case "no">>
<<qSpeak "quincy.neutral">> There's no use for regrets now. We've work to do. <</qSpeak>>
<<speak "elijah.bashful">> Oh, certainly, I agree! It's simply that - I'm used to being lead about by my work. I thought I'd have an easier time adjusting to being a part of //the first Convoy in a hundred years.// But I suppose that was my folly, hm? A silly assumption on my part. <</speak>>
<</switch>>
<<choose>>
[[How is your family taking your absence?|S1E2: Camp Elijah Journey Fam][$response to "family"]]
[[Indeed.|S1E2: Camp Elijah Journey 3][$response to "indeed"]]
<</choose>><<qSpeak "quincy.lookaway">> Silly indeed. <</qSpeak>>
<<speak "elijah.neutral">> Yes. We all have our moments! <</speak>>
<<include "S1E2: Camp Elijah Hub">><<toneGain "elijah">>
<<qSpeak "quincy.think">> How is your family adjusting to your absence? <</qSpeak>>
<<speak "elijah.smile">> Ah, well. They miss me already. So quick with those quills! I've received letters from all across the family wishing me a safe return. But... they are all very proud to see me serve the Fifth Convoy. <</speak>>
<<speak "elijah.bashful">> Hardest to read are the ones from the wife, of course. She and the girls miss me most. They ask about //anniversaries// and //birthdays// and whether I think the Convoy will be through by next Mare Carne... <</speak>>
<<speak "elijah.smilesad">> ...And again and again I must write: "unfortunately I cannot know, I cannot assume, and it would do no one good to raise hopes only to have them dashed by chance later." <</speak>>
<<choose>>
[[You knew you would be missed. Why did you accept?|S1E2: Camp Elijah Family 2][$response to "accept"]]
[[It was very noble of you to accept your duty, knowing what you would leave behind.|S1E2: Camp Elijah Family 2][$response to "duty"]]
[[You made your choice.|S1E2: Camp Elijah Family 2][$response to "leave"]]
<</choose>><<switch $response>>
<<case "accept" >>
<<qSpeak "quincy.neutral">> You knew you would be missed. Why did you accept? <</qSpeak>>
<<speak "elijah.think">> Because it is the honorable thing to do, of course. And besides - I am not the only practitioner with a family. If I did not accept, well... I'd simply be passing that burden down the line. <</speak>>
<<speak "elijah.smilesad">> Though I loathe to be apart from my wife and the girls, Vestur's safety is their safety as well. I'd say a year of //personal inconvenience// for the health of my country is a fair trade by any measure. <</speak>>
<<case "duty">>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.neutral">> It was quite noble of you to accept your nomination, with a wife and children at home. <</qSpeak>>
<<speak "elijah.smilesad">> Vestur's safety is their safety. A year of //personal inconvenience// for the health of my country is a fair trade by any measure. <</speak>>
<<speak "elijah.bashful">> And yet here I am, wistful all the same! I suppose it is only human to "mourn paths untaken," as the testaments say... <</speak>>
<<case "leave">>
<<toneLoss "elijah">>
<<qSpeak "quincy.neutral">> You made your choice. <<if setup.hasRep("apathy")>>Not all of us had such luxury.<<else>>Stand by it.<</if>> <</qSpeak>>
<<text>>
The practitioner brings his gloves together with a soft thud of his palms. It is a pleading gesture.
<</text>>
<<speak "elijah.bashful">> I am aware, Your Grace. Pay me no mind, I only muse. <</speak>>
<</switch>>
<<include "S1E2: Camp Elijah Hub">><<text>>
By the time the Convoy guard unpacked their horses, Imani's hide tent was already standing. A bevy of other comforts have sprung up around it in the interim.
``Imani toils over a wooden loom so large it seems unthinkable that it must collapse into a form small enough to fit in $salmiak's panniers. Stretched across the beam is a square panel in progress; as she passes the shuttle through the warp, you are able to make out the angled legs of what must be a herd of hares.
<</text>>
<<speak "imani.neutral" >> Quintrell. *She says, without looking up.* <</speak>>
<<qSpeak "quincy.neutral" >> I didn't know you weave. <</qSpeak>>
<<speak "imani.neutral" >> To be a preservationist, a man must weave his tale with both voice and yarn. *She passes the shuttle again.* <</speak>>
<<speak "imani.lookaway" >> *More plainly, she says:* The tale of this Convoy will be consequential to the Northern people. And so, I will tell it in a Northern fashion. <</speak>>
<<text>>
Imani presses the fibers down with a comb, admiring her work thus far. The weave is even, and the image bold.
``Growing up in Morbre, record by tapestry is an art you'd only ever known to be practiced by ancient, shriveled grandmothers who still clung to their youth on the tundra. Now, it seems, they've thrown this dying torch to a youth desperate to retake what settled life has denied her.
<</text>>
<<speak "imani.neutral" >> And, it is a chance to practice. When I find tapestry records of the Old Ways, I will know how to repair and recreate them. <</speak>>
<<speak "imani.think" >> ...Only, it is a shame to need to purchase roving. The fuller in Morbre looked at me as if I'd grown two heads when I said I was looking for snowshoe fiber. <</speak>>
<<speak "imani.lookaway" >> He had it, somewhere in the back. Twice as expensive as Midland goat fiber. Our own beasts. <</speak>>
<<speak "imani.neutral" >> I ran an idea by the scribe: that I be permitted to purchase a snowshoe for the journey. That way I could dye yarn with salmonberries instead of purchasing this Southern cochineal color. I could spin directly off its back, it could in turn carry more supplies for the Convoy... <</speak>>
<<speak "imani.laugh" >> He didn't even know what a snowshoe was. He was none too pleased with the idea - worried the horses might mistake it for a very small, very white hare of some sort. $licorice and $salmiak bring them enough unease as it stands. A sensible enough concern... <</speak>>
<<speak "imani.lookaway" >> But I begrudge his sensibility. It compromises my art. <</speak>>
<<choose>>
[[You could just purchase the cheaper wool.|S1E2: imani camp intro 2][$response to "cheap"]]
[[Sorry your art is compromised.|S1E2: imani camp intro 2][$response to "art"]]
[[You complain like a Midlander.|S1E2: imani camp intro 2][$response to "midlander"]]
[[Lucas might be pleased to hear he isn't the only one to give up comforts.|S1E2: imani camp intro 2][$response to "lucas"]]
<</choose>><<set $tempQ.imaniCounter to 0>>
<<switch $response>>
<<case "cheap">>
<<qSpeak "quincy.neutral" >> You should just purchase the goat wool, then. <</qSpeak>>
<<speak "imani.smirk" >> //You should ride a horse rather than a hare!// They far more abundant and easy to handle. <</speak>>
<<speak "imani.furrow" >> They are not the same. The softness of the wool in the hand, how they dye, how they keep out the cold... for some things, there are no easy Midland replacements. <</speak>>
<<text>>
You will have to take her word for it, you suppose.
<</text>>
<<case "art">>
<<qSpeak "quincy.neutral" >> I am sorry your art is, er, compromised. <</qSpeak>>
<<speak "imani.laugh" >> Ah, the melodrama in my words is laid bare when repeated by you. It is alright. <</speak>>
<<speak "imani.bow" >> Those coins your father dumped on the ground will net me more than enough snowshoe roving to finish this blanket, and then some. <</speak>>
<<case "midlander">>
<<qSpeak "quincy.neutral" >> You complain like a Midlander. <</qSpeak>>
<<speak "imani.laugh" >> I suppose I do. <</speak>>
<<speak "imani.think" >> It is strange to find myself back in the truly settled North. Life in Morbre makes all the less sense, after my time on the frontier... <</speak>>
<<speak "imani.bow" >> But it is no real matter. Those coins your father dumped on the ground will net me more than enough snowshoe roving to finish this blanket, and then some. <</speak>>
<<case "lucas">>
<<qSpeak "quincy.neutral" >> Lucas would be pleased to hear he isn't the only one to make sacrifices traveling with the Convoy. <</qSpeak>>
<<speak "imani.laugh" >> You've grown a sense of humor, Quintrell. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> It came in with the mustache. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Have I?<</qSpeak>>
<</if>>
<<speak "imani.bow" >> *She chuckles <<if setup.hasTrait("jester")>>at your jest<<else>>without clarification<</if>>.* It is no real matter. Those coins your father dumped on the ground will net me more than enough snowshoe roving to finish this blanket, and then some. <</speak>>
<</switch>>
<<speak "imani.neutral" >> But what brings you out here? Am I needed? <</speak>>
<<qSpeak "quincy.neutral" >> Nothing. I simply wanted to speak with you. <</qSpeak>>
<<speak "imani.think">> If it is brief. I hope to finish at least another foot while there is daylight. *Her eyes are again on her work, her hands a flurry of activity.* <</speak>>
<<include "S1E2: imani camp hub">><<text>>
Imani toils over a wooden loom so large it seems unthinkable that it must collapse into a form small enough to fit in $salmiak's panniers. Stretched across the beam is a square panel in progress; as she passes the shuttle through the warp, you are able to make out the angled legs of what must be a herd of hares.
<</text>>
<<speak "imani.neutral" >> But what brings you out here? Am I needed? <</speak>>
<<include "S1E2: imani camp hub">><<choose>>
<<actions
[[Your scar?|S1E2: imani camp scar]]
[[How did you become a preservationist?|S1E2: imani camp preservationist]]
[[How did you fall in with the Brothers?|S1E2: imani camp brothers]]
[[Lazarus?|S1E2: imani camp lazarus]]
[[Your belief in the Old Ways?|S1E2: imani camp oldways]]
>>
<<set _salmiakL to ""+$salmiak+" has grown.">>
<<onceLink _salmiakL "S1E2: imani camp salmiak">>
<</onceLink>>
<<if !hasVisited("S1E2: imani camp convoy dangel","S1E2: imani camp convoy kaitos","S1E2: imani camp convoy lucas","S1E2: imani camp convoy vicky","S1E2: imani camp convoy elijah")>>
[[Our fellow Convoy members...|S1E2: imani camp convoy]]
<</if>>
<<if $tempQ.imaniCounter >=3>><<actions[[Are you avoiding my questions?|S1E2: imani camp avoid]]>><</if>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<once>><<set $tempQ.imaniCounter++>><</once>>
<<qSpeak "quincy.neutral" >> You know Lazarus? <</qSpeak>>
<<speak "imani.tilt">> I know Lazarus. <</speak>>
<<speak "imani.furrow">> ...And I will not disclose his identity, nor his location, nor his next move. Even if I wanted to, I do not know myself. <</speak>>
<<speak "imani.neutral">> I am in no mood to field questions about him any further this evening. The Convoy guards have already asked me everything from where he was born to what he smells like. <</speak>>
<<include "S1E2: imani camp hub">><<once>><<set $tempQ.imaniCounter++>><</once>>
<<qSpeak "quincy.neutral" >> That's quite the scar over your eye. When did that happen? <</qSpeak>>
<<if hasVisited("S1E2: imani camp brothers")>>
<<speak "imani.think" >> This is another long story. Longer even, than the tale of how I joined the Brothers. <</speak>>
<<else>>
<<speak "imani.think" >> It is a tale best told when we have hours to spare, not minutes. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> But it is a scar. There is a mechanical origin. <</qSpeak>>
<<speak "imani.neutral" >> Another time, Quintrell. <</speak>>
<<include "S1E2: imani camp hub">><<once>><<set $tempQ.imaniCounter++>><</once>>
<<qSpeak "quincy.neutral" >> How did you become a preservationist? <</qSpeak>>
<<speak "imani.think" >> A rook wakes one day to a shock. She looks down and finds herself naked as a roast fowl. She looks then to her flock, and to her horror, finds them all as ragged as she. A terrible revelation dawns: //they have forgotten how to preen themselves,// and without their glossy feathers, they will soon //forget to fly,// too. <</speak>>
<<speak "imani.tilt" >> And so, she begins to chew at their jagged pin feathers. They may squawk and beat her with their wings and think her irksome and foolish, and the others like her, too. But in time, when their backs are once again dark and glossy as a hare beneath an aurora, they will understand. <</speak>>
<<qSpeak "quincy.neutral" >> . . . <</qSpeak>>
<<speak "imani.neutral" >> . . . <</speak>>
<<qSpeak "quincy.neutral" >> I was hoping for the real story. <</qSpeak>>
<<speak "imani.neutral" >> I gave it to you. <</speak>>
<<qSpeak "quincy.neutral" >> Alright. <</qSpeak>>
<<include "S1E2: imani camp hub">><<once>><<set $tempQ.imaniCounter++>><</once>>
<<qSpeak "quincy.neutral" >> How did you fall in with the Brothers of the Barehand? <</qSpeak>>
<<if hasVisited("S1E2: imani camp scar")>>
<<speak "imani.neutral" >> Yet another story for another time, Quintrell. <</speak>>
<<else>>
<<speak "imani.think" >> It is a tale best told when we have hours to spare, not minutes. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> Surely there's a short version? <</qSpeak>>
<<speak "imani.neutral" >> None that would satisfy your curiosity. <</speak>>
<<include "S1E2: imani camp hub">><<qSpeak "quincy.neutral" >> I have a question about what you said during the Tunsukh. <</qSpeak>>
<<speak "imani.tilt" >> *She sighs, the topic of the disastrous dinner having long grown wearisome. Still, she does not object to your question.* <</speak>>
<<qSpeak "quincy.lookaway" >> ...Are you really a believer of the Old Ways? <</qSpeak>>
<<text>>
This gives her pause. The mechanical pace of her hands at the loom slows until she only passes the shuttle through the warp at a snail's pace, lips pursed. Eventually, she sets the shuttle on top of her work. The ruby eye of one of the tapestry's hares has just become visible.
<</text>>
<<speak "imani.think" >> There are degrees of belief, in the way there are degrees of truth. <</speak>>
<<speak "imani.neutral" >> Ask a man what color water is, he would say blue. Conductors wield //blue// meur, sailors sail the great //blue// sea. <</speak>>
<<speak "imani.think" >> But is that truly what he believes? He is not met with some great shock when he finds the lake turns blood red at sunset, or the pail of water he brought in for his horses to be gray like the stable. He knows a deeper truth: that water's color is that of a mirror. <</speak>>
<<speak "imani.neutral" >> But he was not lying when he responded with a simple, "blue." There are deep truths, and there are truths of convenience. Water is blue. <</speak>>
<<speak "imani.bow" >> It is in that way, that yes: I am a child of Amalugh. A believer of of the Old Ways.<</speak>>
<<choose "quincy.think">>
<<trait "dense" [[That doesn't make any sense. Water isn't blue.|S1E2: imani camp oldway 2]]>><<set $response to "denseblue">><</trait>>
<<trait "cerebral" [[Technically, water isn't blue.|S1E2: imani camp oldway 2]]>><<set $response to "cerebralblue">><</trait>>
[[So, you do believe.|S1E2: imani camp oldway 2][$response to "yes"]]
[[So, you do not believe.|S1E2: imani camp oldway 2][$response to "no"]]
<<ideal "cunning" [[You pretend to follow the Old Ways out of convenience.|S1E2: imani camp oldway 2]]>><<set $response to "convenience">><</ideal>>
[[Can you restate that in plain Vesturian?|S1E2: imani camp oldway 2][$response to "vesturian"]]
<</choose>><<switch $response>>
<<case "denseblue">>
<<qSpeak "quincy.furrow" >> The man in your metaphor is not lying. He is entirely wrong. <</qSpeak>>
<<speak "imani.think" >> Is he? So long as the skies are clear, then the statement holds true. <</speak>>
<<qSpeak "quincy.eyebrow" >> Water is not blue because it has no color. Your theoretical man knows that. It would be simpler and more correct if he replied to the question with, "water is the color of what surrounds it." <</qSpeak>>
<<speak "imani.smirk" >> This would make teaching children their colors more troublesome. <</speak>>
<<qSpeak "quincy.neutral" >> I understood well enough it was not blue. <</qSpeak>>
<<speak "imani.think" >> Allow me to present this problem, then: A sign for a well is made. The artist wishes to depict water. What color should he paint it? <</speak>>
<<qSpeak "quincy.neutral" >> It depends what else is depicted around the water. <</qSpeak>>
<<speak "imani.neutral" >> The water is by itself, in the void of the sign. <</speak>>
<<qSpeak "quincy.neutral" >> Then it does not matter. <</qSpeak>>
<<speak "imani.smirk" >> Does it not? You would drink from a well where the sign depicted say, yellow droplets of liquid? <</speak>>
<<qSpeak "quincy.tilt" >> ...Hm. <</qSpeak>>
<<speak "imani.smirk" >> //Hm.// <</speak>>
<<case "cerebralblue">>
<<qSpeak "quincy.tilt" >> I do not think we gain anything by splitting truths. "Water is the color of that which surrounds it" is no harder to grasp than "water is blue." <</qSpeak>>
<<speak "imani.neutral" >> But it is still only half the truth. Water is nearly always blue when rendered by an artist's brush. It is not always the color of its surroundings, in this case. <</speak>>
<<qSpeak "quincy.neutral" >> Painted water isn't real water. <</qSpeak>>
<<speak "imani.neutral" >> But it //is// how we communicate the //idea// of water. The symbol of water holds as much truth and power in our lives as the real thing. They are inextricable. <</speak>>
<<speak "imani.think" >> Imagine a map in which the rivers are drawn in //yellow// ink rather than blue. Would you be keen to drink from such a river, or is the idea... *Her words hang there, awaiting your conclusion.* <</speak>>
<<qSpeak "quincy.tilt" >> ...Off-putting. <</qSpeak>>
<<speak "imani.smirk" >> And there you have it. <</speak>>
<<case "yes">>
<<qSpeak "quincy.eyebrow" >> So, you //do// believe in the Old Ways? <</qSpeak>>
<<speak "imani.neutral" >> In a way, yes. <</speak>>
<<qSpeak "quincy.eyebrow" >> In what way do you not? <</qSpeak>>
<<speak "imani.laugh" >> If Amalugh were to //descend from the mountains and stand before me in the flesh,// well, it would come as a great surprise. <</speak>>
<<speak "imani.neutral" >> But that does not mean I do not understand her power. <</speak>>
<<case "no">>
<<qSpeak "quincy.eyebrow" >> So, you are //not// a believer of the Old Ways? <</qSpeak>>
<<speak "imani.neutral" >> In many ways, no. <</speak>>
<<qSpeak "quincy.eyebrow" >> In what way are you a believer, then? <</qSpeak>>
<<speak "imani.laugh" >> Amalugh cannot descend from the mountains and stand before me in the flesh. <</speak>>
<<speak "imani.neutral" >> But that does not mean I do not understand her power. <</speak>>
<<case "convenience">>
<<qSpeak "quincy.eyebrow" >> So you are pretend to be a follower of the Old Ways out of convenience? <</qSpeak>>
<<speak "imani.think" >> *She ponders for a moment.* //"Convenience"// is but one reason I am a follower. <</speak>>
<<qSpeak "quincy.neutral" >> I presume most the Brothers are followers too, then. <</qSpeak>>
<<speak "imani.think" >> Not a many as you would think. We Barehanders come in as many variations as hares do in their pelt color. <</speak>>
<<speak "imani.neutral" >> But when a storyteller speaks... all Brothers stop and listen. Be they a follower of the Old Ways, a Cerostian, or a man who flirts with agnosticism. They all understand this power. <</speak>>
<<speak "imani.think" >> A feat few sybils could achieve. <</speak>>
<<case "vesturian">>
<<qSpeak "quincy.neutral" >> Could you state that in plain Vesturian? <</qSpeak>>
<<speak "imani.neutral" >> "It is complicated." <</speak>>
<<qSpeak "quincy.think" >> I understood that much. <</qSpeak>>
<<speak "imani.laugh" >> Then you understand well enough. <</speak>>
<</switch>>
<<qSpeak "quincy.neutral" >> But- <</qSpeak>>
<<speak "imani.neutral" >> *She snatches the conversation like a cat snatches a mackerel from a fish stall.* Allow me a question in return, Quintrell. <</speak>>
<<if $rumor.faith>>
<<speak "imani.neutral" >> What lead you to become a man of the Architect? <</speak>>
<<text>>
The sigh that escapes your lips is audible. An eyebrow raises in response.
<</text>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.eyebrow" >> A very annoying man with a pen. <</qSpeak>>
<<speak "imani.surprised" >> Oh? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. Very rudely, he decided this for me, published it in the papers, and now it is so. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> I'm not. This is all a misunderstanding.<</qSpeak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> It was a slip of the tongue. A bet poorly made. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> He was talking very fast, and asking a lot of questions... <</qSpeak>>
<</if>>
<</if>>
<<speak "imani.laugh" >> So you fumbled in front of the press? Is that it? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. I am not a follower of the North sect. Or any sect. <</qSpeak>>
<<speak "imani.think" >> I see. <</speak>>
<<speak "imani.neutral" >> Then, you truly are a godless man? <</speak>>
<<else>>
<<speak "imani.neutral" >> Are you truly a godless man? <</speak>>
<</if>>
<<choose>>
[[I've yet to see reason to be otherwise.|S1E2: imani camp oldway 3][$response to "whynot"]]
<<if $rumor.faith>> <<ideal "ambition" [[Privately, yes. But if it is expedient not to be in public...|S1E2: imani camp oldway 3]]>><<set $response to "ambition">><</ideal>>
[[Yes. The Horse's Mouth has not accepted my retraction.|S1E2: imani camp oldway 3][$response to "yes"]]
<<else>>
<<ideal "ambition" [[Yes. But I wonder if it would be more expedient to not be.|S1E2: imani camp oldway 3]]>><<set $response to "ambition">><</ideal>>
[[Yes.|S1E2: imani camp oldway 3][$response to "yes"]]
<</if>>
[[Is that a problem?|S1E2: imani camp oldway 3][$response to "problem"]]
<</choose>><<switch $response>>
<<case "whynot">>
<<qSpeak "quincy.neutral" >> I've yet to see reason to be otherwise. <</qSpeak>>
<<speak "imani.smirk" >> You have yet to hear convincing evidence? <</speak>>
<<qSpeak "quincy.neutral" >> I have yet to //see// with my eyes anything even hinting at the idea of such. <</qSpeak>>
<<speak "imani.smirk" >> You always were a skeptic. <</speak>>
<<case "ambition">>
<<if $rumor.faith>>
<<qSpeak "quincy.lookaway" >> I do not. But if it makes me a more palatable Right Hand for some to believe I am part of the North sect... <</qSpeak>>
<<qSpeak "quincy.neutral" >> I suppose there is no reason to correct "The Horse's Mouth." <</qSpeak>>
<<speak "imani.neutral" >> It has been palatable to //some.// But not to many, I suspect. <</speak>>
<<qSpeak "quincy.neutral" >> Still more so than not believing in the Architect at all. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I do not. But the truth becoming a headline has not helped me at all. <</qSpeak>>
<<qSpeak "quincy.neutral" >> I suspect I might be a more palatable Right Hand if I feigned devotion to the Architect. Perhaps I should. <</qSpeak>>
<</if>>
<<speak "imani.think" >> Perhaps. <</speak>>
<<case "yes">>
<<if $rumor.faith>>
<<qSpeak "quincy.furrow" >> Yes. And "The Horse's Mouth" refuses to print retractions. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<</if>>
<<speak "imani.smirk" >> Ever the skeptic. <</speak>>
<<qSpeak "quincy.neutral" >> Is that a problem? <</qSpeak>>
<<speak "imani.neutral">> No. <</speak>>
<<case "problem">>
<<qSpeak "quincy.eyebrow" >> Is this now a problem? <</qSpeak>>
<<speak "imani.neutral" >> No. Not at all. <</speak>>
<<speak "imani.smirk" >> It's a comfort. <</speak>>
<</switch>>
<<include "S1E2: imani camp hub">><<qSpeak "quincy.neutral" >> $salmiak has grown. <</qSpeak>>
<<speak "imani.think" >> Yes. As has <<print $licorice>>; she was still chewing her ears like a kit before Father and I left. <</speak>>
<<speak "imani.smirk" >> $salmiak has grown his manners well, but his skull a little thick, if you ask me. He is so tolerant that he's frequently mistaken for a miner's hare. When people learn he is wild-born they do not believe me. <</speak>>
<<speak "imani.neutral" >> When they were born, Amalugh gave our twins two gifts to share among themselves. $licorice may have taken the wit... but my son made off with a kind heart. <</speak>>
<<text>>
She looks fondly over to where her hare dozes, enjoying the late evening rays of the lowering sun.
<</text>>
<<speak "salmiak.closedEye" >> . . . <</speak>>
<<speak "imani.smirk" >> ...Sweet fellow. <</speak>>
<<include "S1E2: imani camp hub">><<qSpeak "quincy.furrow" >> ...Are you avoiding my questions? <</qSpeak>>
<<speak "imani.tilt" >> I am trying to enjoy my leisure after a long day's travel. <</speak>>
<<qSpeak "quincy.neutral" >> ...That is a yes, then. <</qSpeak>>
<<speak "imani.neutral" >> Yes. <</speak>>
<<include "S1E2: imani camp hub">><<qSpeak "quincy.neutral" >> I'm curious as to what you think of your fellows in the Convoy. <</qSpeak>>
<<speak "imani.neutral" >> We all have a shared goal. That is enough to render us comrades in this venture. <</speak>>
<<qSpeak "quincy.neutral" >> I meant more specifically. <</qSpeak>>
<<speak "imani.think" >> //Poor at pitching camp?// *She offers with a shrug.* I haven't had much time to form an opinion. <</speak>>
<<include "S1E2: imani camp convoy hub">><<choose>>
<<actions
[[D'Angelo?|S1E2: imani camp convoy dangel]]
[[Kaitos?|S1E2: imani camp convoy kaitos]]
[[Lucas?|S1E2: imani camp convoy lucas]]
[[Victoria?|S1E2: imani camp convoy vicky]]
[[Elijah?|S1E2: imani camp convoy elijah]]
>>
[[Let's talk about something else.|S1E2: imani camp convoy leave]]
<</choose>><<qSpeak "quincy.neutral">> That's all I wanted to know. <</qSpeak>>
<<speak "imani.think" >> *She says nothing.* <</speak>>
<<include "S1E2: imani camp hub">><<qSpeak "quincy.neutral" >> Have you had an opportunity to speak with D'Angelo yet? <</qSpeak>>
<<speak "imani.tilt" >> . . . <</speak>>
<<text>>
She looks to where your brother is currently explaining to a Convoy guard how to position the tent poles. He demonstrates how to position them, then allows the guard to follow his example.
``As he watches the guard struggle, he has a moment of quiet. He takes the opportunity to sigh and scratch his behind.
<</text>>
<<speak "imani.think" >> Not yet... *She mutters, equal parts wistful and repelled.* <</speak>>
<<include "S1E2: imani camp convoy hub">><<qSpeak "quincy.neutral" >> What do you think of our white practitioner? <</qSpeak>>
<<speak "imani.neutral" >> A model Northern Nobleman. He honors a most necessary pledge, he behaves honorably in a tunsukh... I've yet to hear him say so much as a poor word against his fellow man. <</speak>>
<<speak "imani.think" >> I suppose he's what you'd call... "a gentleman." *There is hesitance in her voice.* <</speak>>
<<include "S1E2: imani camp convoy hub">><<qSpeak "quincy.neutral" >> What of Asenath? <</qSpeak>>
<<speak "imani.think" >> The scribe? He is not given to speech, that's for certain. *She sighs.* And... well... I think it a shame that he has been made to pay for the actions of his uncle. <</speak>>
<<if setup.hasRep("orthodox")>>
<<qSpeak "quincy.eyebrow">> ...You speak as though your Brothers have nothing to do with it. <</qSpeak>>
<<speak "imani.neutral">> I am well aware of what Lazarus has done. I'm simply against the idea of punishing a man for the work of another. *She shakes her head.* That holds true regardless of the who and why. <</speak>>
<<else>>
<<speak "imani.lookaway">> The idea of punishing one man for the work of another doesn't sit well with me. *She shakes her head.* That holds true regardless of the who and why. <</speak>>
<</if>>
<<include "S1E2: imani camp convoy hub">><<qSpeak "quincy.neutral" >> The Prince has taken a liking to you. <</qSpeak>>
<<speak "imani.lookaway" >> I have noticed. He has been most gracious and... *Apprehension crosses her features once more.* ...//forward// in his kindness. <</speak>>
<<choose>>
[[He is a man who puts good grace before convention. You'll get used to it.|S1E2: imani camp convoy lucas2][$response to "right"]]
[[He can be a bit... much.|S1E2: imani camp convoy lucas2][$response to "much"]]
[[Is that a problem?|S1E2: imani camp convoy lucas2][$response to "prob"]]
<</choose>><<switch $response>>
<<case "right">>
<<qSpeak "quincy.neutral">> Lucas is a man who puts good grace before titles and social conventions. You'll adapt in time. <</qSpeak>>
<<speak "imani.lookaway">> *Her brows pinch ever so slightly... but she nods.* Yes... Mr. Andimeur is quite unusual among his kind. <</speak>>
<<case "much">>
<<qSpeak "quincy.lookaway">> I am aware that he can be a touch... overwhelming. <</qSpeak>>
<<speak "imani.surprised">> No, it's-- *She stammers.* //Well--// yes. <</speak>>
<<speak "imani.lookaway">> He is... unconventional. I'm unsure as to how I should act in turn, as a commoner. <</speak>>
<<case "prob">>
<<qSpeak "quincy.eyebrow">> Is his kindness a problem? <</qSpeak>>
<<speak "imani.surprised">> No. Of course not. <</speak>>
<</switch>>
<<speak "imani.bow" >> <<if $response == "much">>Nevertheless... <<else>>I-- <</if>> I am honored to be his counsel. <</speak>>
<<include "S1E2: imani camp convoy hub">><<qSpeak "quincy.neutral" >> How do you feel about Victoria? <</qSpeak>>
<<speak "imani.bow" >> A woman of the North, and it shows. She has frontier tenacity, a doe playing the bull through sheer force of will. She locks antlers with the others and lives to tell the tale. <</speak>>
<<speak "imani.lookaway" >> ...Although, I cannot say I am fond of the //feigned density// in her //soldier's act.// <</speak>>
<<choose>>
[[..."Feigned?"|S1E2: imani camp convoy vicky 2][$response to "feigned"]]
[[You respect her.|S1E2: imani camp convoy vicky 2][$response to "respect"]]
[[I don't think it's an act.|S1E2: imani camp convoy vicky 2][$response to "soldier"]]
<</choose>><<switch $response>>
<<case "feigned">>
<<qSpeak "quincy.eyebrow" >> ...//Feigned// density? <</qSpeak>>
<<speak "imani.neutral" >> It can behoove a woman to play innocent, Quintrell. <</speak>>
<<qSpeak "quincy.lookaway">> ..."Innocent." *That descriptor does not at all apply to Victoria.* <</qSpeak>>
<<speak "imani.think">> What I mean to say is: many believe a woman's work is best done with a closed mouth and a still tongue. The same could be said of a soldier. His job is to //obey,// not //think.// <</speak>>
<<speak "imani.bow" >> A woman who has survived in the King's Army surely knows the consequence of speaking one's mind. <</speak>>
<<qSpeak "quincy.neutral" >> ...Hm. <</qSpeak>>
<<case "soldier">>
<<qSpeak "quincy.eyebrow" >> ...I don't think it's an act. She //is// a soldier<<if setup.hasTrait("cerebral")>>, and she //is// dense<</if>>. <</qSpeak>>
<<speak "imani.neutral" >> You are a Duke, but the part you play does not come to you naturally. It must be //performed.// It is the same for her. <</speak>>
<<text>>
You find this comparison lacking, but Imani seems to think it explanation enough.
<</text>>
<<case "respect">>
<<qSpeak "quincy.neutral" >> You respect her, then. <</qSpeak>>
<<speak "imani.neutral" >> She walks a life I could not. To play the part of the obedient soldier takes a sort of restraint I simply do not possess. <</speak>>
<<qSpeak "quincy.lookaway">> ...Restraint. *That doesn't sound like a quality of Victoria's to your ears.* <</qSpeak>>
<</switch>>
<<include "S1E2: imani camp convoy hub">><<text>>
You are relieved to find that the Convoy's scribe has indeed managed to erect his own tent. Of course, the odd angle of the stakes and the disheveled state of the canvas indicate it was not set without a fight...
``Beside it, Kaitos sits in the dirt with a large brass cage draped in a dark sheet. Soft cooing emanates from beneath the draped cloth.
<</text>>
<<qSpeak "quincy.think">> ...You're responsible for our messenger pigeons? <</qSpeak>>
<<speak "kaitos.glance">> *He shrugs.* S'part of correspondence... I guess... <</speak>>
<<text>>
He guesses correct. Really, it should come as a surprise to neither of you. It makes perfect sense that the Left Hand he is meant to replace //would// be responsible for the Convoy's messengers as well as its messages.
``Of course, cleaning gryph-bird feces off cage bars isn't a very dignified work for a kingdom heir. That's probably why it never came up much in the tales.
<</text>>
<<choose>>
[[Have you worked with messenger pigeons before?|S1E2: Camp Kaitos First 2][$response to "work"]]
[[I don't like the sound of that.|S1E2: Camp Kaitos First 2][$response to "dont"]]
<</choose>><<switch $response>>
<<case "work">>
<<qSpeak "quincy.neutral">> Have you worked with messenger pigeons before? <</qSpeak>>
<<speak "kaitos.thinking">> Mmhmm. Dad had one, for the business. Fancy guy, knew the Southern capitals. <</speak>>
<<case "dont">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.lookaway">> Hm. I don't like the sound of that... <</qSpeak>>
<<speak "kaitos.stare">> The cooing? *He asks dryly.* <</speak>>
<<qSpeak "quincy.neutral">> No. Placing that responsibility on you. <</qSpeak>>
<<speak "kaitos.neutralserious">> S'fine. *He asserts.* I know birds. <</speak>>
<<qSpeak "quincy.think">> Is that so? <</qSpeak>>
<<speak "kaitos.glance">> Mmhmm. Dad had one, for the business. Fancy guy, knew the Southern capitals. <</speak>>
<</switch>>
<<speak "kaitos.thinkinghard">> 'Course, these guys're fancier... //all of 'em// know //all// the capitals... and a bunch of cities... <</speak>>
<<speak "kaitos.glance">> Apparently, they had a whole pigeon pageant last month while we were running around... these guys're the best of the best. Fastest, smartest fliers out there. <</speak>>
<<speak "kaitos.look">> *He clicks his tongue.* And I gotta fit their //big big// cage into my little one man tent... <</speak>>
<<choose>>
[[That sounds unpleasant.|S1E2: Camp Kaitos First 3][$response to "sorry"]]
[[We all have sacrifices to make.|S1E2: Camp Kaitos First 3][$response to "sacrifice"]]
[[You're the one who wanted to be the Convoy scribe. Deal with it.|S1E2: Camp Kaitos First 3][$response to "deal"]]
<</choose>><<switch $response>>
<<case "sorry">>
<<qSpeak "quincy.lookaway">> That sounds... unpleasant. <</qSpeak>>
<<speak "kaitos.pleased">> *He shrugs.* Is what it is. I'll manage. <</speak>>
<<case "sacrifice">>
<<qSpeak "quincy.neutral">> We all have sacrifices to make. <</qSpeak>>
<<speak "kaitos.stare">> Uh-huh. And mine's birds. <</speak>>
<<case "deal">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral">> As is your duty. *You remind him.* The one you chose. <</qSpeak>>
<<speak "kaitos.stare">> Mmhmm. <</speak>>
<</switch>>
<<if $response != "deal">>
<<speak "kaitos.glance">> Not safe to just... leave 'em out over night. Foxes and stuff. <</speak>>
<<speak "kaitos.look">> Just hope they stop with the //@@.singsong;"coo... coo..."@@// once the sun goes down. <</speak>>
<<else>>
<<speak "kaitos.idle">> Not safe to just... leave 'em out over night. Foxes and stuff. Whatever. I get it. <</speak>>
<</if>>
<<include "S1E2: Camp Kaitos Hub">><<text>>
Beside his tent, Kaitos sits in the dirt with the covered cage of the Convoy's messenger pigeons. It seems their cooing has quieted for the evening; only the occasional rustle of feathers betrays its contents.
<</text>>
<<speak "kaitos.glance">> Hm? <</speak>>
<<include "S1E2: Camp Kaitos Hub">><<choose>>
<<actions
[[Your opinion of Imani...|S1E2: Camp Kaitos Imani]]
[[Your poor horsemanship...|S1E2: Camp Kaitos Horse]]
[[Your thoughts on the journey ahead...|S1E2: Camp Kaitos Journey]]
>>
<<if hasVisited("PREP: Camp Kaitos - Hair")>>
<<present "hairlock" [[I'm still pondering the lock of hair I found in Oscar's Clinic.|S1E2: Camp Kaitos Hairlock]]>><</present>>
<<else>>
<<present "hairlock" [[Do you know anything about this lock I found?|S1E2: Camp Kaitos Hairlock]]>><</present>>
<</if>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<qSpeak "quincy.think">> What do you make of our new Man of the Third Estate? <</qSpeak>>
<<speak "kaitos.neutral">> I dunno. Awful lady for a man, don't you think? <</speak>>
<<qSpeak "quincy.neutral">> You take issue with her sex, then. <</qSpeak>>
<<if !setup.tone("kaitos")>>
<<text>>
For some reason, Kaitos //laughs.// It is reflexive and immediate.
<</text>>
<<speak "kaitos.smile">> @@.singsong;Pff!@@ Man, why you always gotta think the worst thing? <</speak>>
<<else>>
<<text>>
Kaitos hums, lolling his head to one side.
<</text>>
<</if>>
<<speak "kaitos.look">> S'not what I meant. Just using my eyes and noticing: the title and the title holder don't, like, match. <</speak>>
<<qSpeak "quincy.lookaway">> Hm. <</qSpeak>>
<<speak "kaitos.stare">> Look, I don't really care about everyone traditioning the right way, or hens doing whatever. S'just not my business. And a Southern gennlemen minds his own business. "Good business to mind one's own business." <</speak>>
<<speak "kaitos.thinking">> That said... <</speak>>
<<speak "kaitos.stare">> Yeah, I don't think I like her. <</speak>>
<<choose>>
[[Why not?|S1E2: Camp Kaitos Imani 2][$response to "why"]]
[[Give her time to warm up to you.|S1E2: Camp Kaitos Imani 2][$response to "takes"]]
[[She can be difficult to get along with.|S1E2: Camp Kaitos Imani 2][$response to "diff"]]
[[That's understandable.|S1E2: Camp Kaitos Imani 3][$response to "understand"]]
<</choose>><<toneLoss "kaitos" "insight">>
<<switch $response>>
<<case "why">>
<<qSpeak "quincy.think">> Really. Why not? <</qSpeak>>
<<speak "kaitos.disgruntled">> ...Whaddyou mean, "why?" You were there when Lazarus blew up the mine, man! You //saw// what happened to those hills! And-- and she thinks that's a good idea. //Even though you were there.// <</speak>>
<<case "takes">>
<<qSpeak "quincy.tilt">> Imani can take a while to become comfortable with new people. Give her time before you cast judgment. <</qSpeak>>
<<speak "kaitos.disgruntled">> //'Scuse me?// She's a Barehand. Her "Lazarus" nearly got us both killed! <</speak>>
<<case "diff">>
<<qSpeak "quincy.neutral">> Imani can be... difficult to adjust to. *You admit.* <</qSpeak>>
<<speak "kaitos.disgruntled">> Yeah, um, that's not the um, the issue here. <</speak>>
<<speak "kaitos.sulk">> She's a Barehand. Her "Lazarus" nearly got us both killed, man. <</speak>>
<</switch>>
<<speak "kaitos.look">> Like, you coulda died, and she doesn't care. Doesn't that bother you? A little? <</speak>>
<<if $cFlags.kaitos.stillGuilty>>
<<speak "kaitos.scoff">> Or is working with Lazarus only suspicious when it's //me// and //I didn't even do it?// <</speak>>
<</if>>
<<if setup.hasTrait("dense")>>
<<text>>
You blink. You suppose you hadn't thought of it that way.
<</text>>
<<else>>
<<text>>
Truth be told... it's difficult to parse how you //do// feel. Life has thrown so much at you in such short order; the details bleed and it all runs gray in your mind after a while.
<</text>>
<</if>>
<<choose "quincy.surprised">>
[[I didn't die. I'm not going to begruge her for "ifs."|S1E2: Camp Kaitos Imani 3][$response to "didnt"]]
[[It does.|S1E2: Camp Kaitos Imani 3][$response to "still"]]
<</choose>><<switch $response>>
<<case "still">>
<<qSpeak "quincy.tilt">> Of course it troubles me. It's just... <</qSpeak>>
<<speak "kaitos.glance">> Yeah, I know. You go back and all. Childhood friends. <</speak>>
<<qSpeak "quincy.lookaway">> *You nod.* <</qSpeak>>
<<speak "kaitos.stare">> That's rough. <</speak>>
<<case "didnt">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.furrow">> I didn't die. I'm not going to begrudge her for events that never transpired. <</qSpeak>>
<<speak "kaitos.stare">> 'Kay. So it's just... fine that she's the number one girl of the guy who nearly killed us both. I get it. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "kaitos.look">> Look man, just keep your eyes open. That's all I'm saying. <</speak>>
<<case "understand">>
<<toneGain "kaitos" "insight">>
<<text>>
Considering what transpired at Naktoga, you cannot fault him for his distrust. He heard as clearly as you did: Imani stands by the methods of her leader.
<</text>>
<<qSpeak "quincy.lookaway">> That's understandable. <</qSpeak>>
<<speak "kaitos.look">> Good luck to you and Luke with that one. Eesh. <</speak>>
<</switch>>
<<include "S1E2: Camp Kaitos Hub">><<qSpeak "quincy.neutral">> Today marks the first day of a long and arduous journey. <</qSpeak>>
<<speak "kaitos.idle">> *He makes a grunt of agreement, almost but not quite a real world.* Yuh. <</speak>>
<<qSpeak "quincy.neutral">> . . . <</qSpeak>>
<<if !setup.tone("kaitos")>>
<<speak "kaitos.stare">> . . . <</speak>>
<<else>>
<<speak "kaitos.neutral">> . . . <</speak>>
<</if>>
<<text>>
Predictably, the conversation lapses into silence. You and Kaitos trade dull, meaningless looks for at least two minutes before the Southerner decides to bother with his participation.
<</text>>
<<speak "kaitos.glance">> ...Guess I gotta get looking for Uncle Kal soon. <</speak>>
<<qSpeak "quincy.eyebrow">> ...Have you any leads? <</qSpeak>>
<<speak "kaitos.neutralserious">> *He shrugs his shoulders.* Dunno yet. Maybe. <</speak>>
<<speak "kaitos.look">> <<if hasVisited("PREP: Camp Kaitos - Unusual")>>Like I said before, he got debts.<<else>>Man got debts.<</if>> Habit of making enemies. If one of those enemies knows where he went... well, we're gold. <</speak>>
<<speak "kaitos.glance">> But I won't know 'til a pigeon comes back. 'Til then, I'm just lookin' and prayin'. <</speak>>
<<if setup.tone("kaitos")>>
<<speak "kaitos.doleful">> "@@.singsong;Please, Architect above!@@ Show me which way he went so //I// can //go home!//" <</speak>>
<</if>>
<<choose>>
[[Best of luck with the pigeons. Hopefully you'll hear something useful.|S1E2: Camp Kaitos Journey 2][$response to "luck"]]
[[You're in for a difficult search, then.|S1E2: Camp Kaitos Journey 2][$response to "diff"]]
[[So what you're saying is: you don't have leads.|S1E2: Camp Kaitos Journey 2][$response to "dont"]]
<</choose>><<switch $response>>
<<case "luck">>
<<toneGain "kaitos">>
<<qSpeak "quincy.tilt">> Best of luck with the pigeons. Hopefully one of his contacts will share something useful. <</qSpeak>>
<<speak "kaitos.thinking">> Yeah, hoping... <</speak>>
<<speak "kaitos.stare">> And if they don't... they prolly will for some coin. <</speak>>
<<speak "kaitos.glance">> <sup>Hopefully the kind of coin I can, y'know, spend.</sup> <</speak>>
<<case "diff">>
<<qSpeak "quincy.lookaway">> ...You're in for a difficult search, then. <</qSpeak>>
<<speak "kaitos.stare">> *He nods mutely, his locs bobbing along with the motion of his head.* <</speak>>
<<case "dont">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.think">> So what you mean to say is: you haven't any leads at all. <</qSpeak>>
<<speak "kaitos.stare">> *His nose wrinkles, but he has nothing to offer in his own defense save for a mute shrug.* <</speak>>
<</switch>>
<<include "S1E2: Camp Kaitos Hub">><<qSpeak "quincy.think">> I was pondering your poor horsemanship earlier... <</qSpeak>>
<<speak "kaitos.stare">> Mmhmm? <</speak>>
<<text>>
The Southerner looks at you expectantly. Your gesture towards the topic is too broad. He desires specificity.
``Alas, narrowing down your concerns is... difficult.
<</text>>
<<choose "quincy.tilt">>
[[I'm a little concerned about your riding skills.|S1E2: Camp Kaitos Horse 2][$response to "concerned"]]
[[Have you never ridden through country before?|S1E2: Camp Kaitos Horse 2][$response to "hills"]]
[[Did you skip riding class?|S1E2: Camp Kaitos Horse 2][$response to "skip"]]
[[Is your horse impaired somehow?|S1E2: Camp Kaitos Horse 2][$response to "horse"]]
[[Are you impaired somehow?|S1E2: Camp Kaitos Horse 2][$response to "impaired"]]
[[It's impressive how bad you are at riding.|S1E2: Camp Kaitos Horse 2][$response to "impress"]]
[[You'll never survive on the frontier riding like that.|S1E2: Camp Kaitos Horse 2][$response to "never"]]
<</choose>><<switch $response>>
<<case "concerned">>
<<qSpeak "quincy.tilt">> I am... concerned about them. <</qSpeak>>
<<speak "kaitos.look">> S'fair. *He admits.* I mean, I'm not really much of like... a horse guy. Pretty bad with horses. <</speak>>
<<case "hills">>
<<qSpeak "quincy.lookaway">> Have you never ridden through country before...? <</qSpeak>>
<<speak "kaitos.thinking">> Well... no. *He admits.* I mean, I haven't really ridden much at all since VRMA. Not much of a horse guy. <</speak>>
<<case "skip">>
<<qSpeak "quincy.tilt">> Did you skip riding class at VRMA...? <</qSpeak>>
<<speak "kaitos.scoff">> No. <</speak>>
<<qSpeak "quincy.lookaway">> Alright. Did you //fail// riding class at VRMA? <</qSpeak>>
<<speak "kaitos.disgruntled">> //No.// *He protests.* <</speak>>
<<speak "kaitos.thinking">> Well. Almost. <</speak>>
<<speak "kaitos.thinkinghard">> Not much of a horse guy. <</speak>>
<<case "horse">>
<<qSpeak "quincy.lookaway">> Is your horse perhaps... impaired somehow? <</qSpeak>>
<<speak "kaitos.glance">> *Kaitos sighs.* Nah... s'not his fault. I'm no good with horses. Not much of a horse guy. Always been bad with horses. <</speak>>
<<case "impaired">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.lookaway">> Are you impaired somehow? <</qSpeak>>
<<speak "kaitos.disgruntled">> Are //you// impaired somehow? *He retorts.* <</speak>>
<<qSpeak "quincy.furrow">> I asked first. <</qSpeak>>
<<speak "kaitos.scoff">> //No.// *He protests with a snort.* Just not really much of a horse guy, that's all. <</speak>>
<<case "impress">>
<<qSpeak "quincy.think">> It's... impressive how unskilled you are. <</qSpeak>>
<<speak "kaitos.thinking">> Hah, yeah. Not really much of a horse guy... <</speak>>
<<case "never">>
<<qSpeak "quincy.neutral">> It was horrid. You'll never survive on the frontier riding like that. <</qSpeak>>
<<speak "kaitos.smile">> Aw, c'mon. Not //that// bad. I'm just not much of a horse guy. <</speak>>
<</switch>>
<<qSpeak "quincy.surprised">> But you travel. <</qSpeak>>
<<speak "kaitos.stare">> Mmhmm. Coach. <</speak>>
<<qSpeak "quincy.lookaway">> Always? Is that not inconvenient? <</qSpeak>>
<<speak "kaitos.pleased">> @@.singsong;Pssht.@@ I'm from the South. S'not really horse land down there. Mountains and jungles and cliffs. <</speak>>
<<speak "kaitos.smile">> You ever seen a horse climb a tree? Or a cliff? They're not so good at it. Look at poor Bumbo. He look like he's good at climbing cliffs to you? *He throws an arm out.* <</speak>>
<<text>>
You know the answer already. Nevertheless, your eyes instinctively follow his flailing gesture to the Convoy horses tied at the edge of camp.
<</text>>
<<speak "bumbo.neutral">> *The massive bay he rides does not look any more suited for scaling sheer cliff than the rest of them.* <</speak>>
<<text>>
It is common knowledge up North that hooves fare poorly against steep, rocky terrain. Even those who revile the hare admit to their <<if setup.hasTrait("shameless")>>superior <</if>>utility in such contexts. You find yourself wondering if perhaps hares would be the better choice for traversing the South as well.
``//Hah!// Hares in the Southern jungles. What a novel idea. Perhaps <<switch $lStats.base>><<case 0 1 10>>$licorice might finally put the glint of her pelt to use there<<default>>those green-coated hares might finally put the glint of their pelts to use there<</switch>>, amongst those large emerald leaves and dark canopies...
<</text>>
<<qSpeak "quincy.pleased">> *Withholding a chuckle, you tell him:* No, they are not. <</qSpeak>>
<<speak "kaitos.stare">> //Exactly.// Horsies down South, we mostly just use 'em to pull barges... *He scratches his head.* So yeah, um, I haven't //really// been on a horse since my last horse class, and that was years ago, so... <</speak>>
<<choose "quincy.lookaway">>
[[So you're learning all over again.|S1E2: Camp Kaitos Horse 3][$response to "learn"]]
[[This is serious, you know. The Convoy can't wait for a poor rider.|S1E2: Camp Kaitos Horse 3][$response to "serious"]]
<</choose>><<switch $response>>
<<case "learn">>
<<qSpeak "quincy.tilt">> So you must learn to ride all over again... <</qSpeak>>
<<speak "kaitos.neutral">> Not //all// over again. I mean... I remember how to ride. S'just that, uh... <</speak>>
<<set _kaitosReact to "kaitos.look">>
<<set _kaitosReact2 to "kaitos.glance">>
<<case "serious">>
<<qSpeak "quincy.furrow">> This is serious, you know. The Convoy cannot afford to wait around for a novice rider. <</qSpeak>>
<<speak "kaitos.stare">> Tch. I remember how to ride. S'just that, uh... <</speak>>
<<set _kaitosReact to "kaitos.thinkinghard">>
<<set _kaitosReact2 to "kaitos.stare">>
<</switch>>
<<speak _kaitosReact >> I'm scared of horses...? <</speak>>
<<text>>
//A grown Nobleman, frightened of horses.//
``The idea feels so absurd that you can hardly wrap your mind around it.
<</text>>
<<qSpeak "quincy.think">> Scared of... horses. *You repeat. It does not sound any more believable from your own lips.* <</qSpeak>>
<<speak _kaitosReact2 >> I mean, Bumbo's not scary. Pretty nice guy, for a horse. S'more the... whole //horse-riding thing.// You get me? <</speak>>
<<text>>
As a hare rider... you truly and earnestly do not. Horses haven't fangs that pierce flesh, nor corroding venom. Their gate is smooth and even. They are the most simple, docile animal a man could possibly ride.
<</text>>
<<choose "quincy.lookaway">>
<<gate `["emp",7]` [[*Attempt to understand.* I suppose it is still a large animal...|S1E2: Camp Kaitos Horse 4]] "hide">><<set $response to "sup">><</gate>>
[[No.|S1E2: Camp Kaitos Horse 4][$response to "no"]]
[[You're hopelessly unequipped for this journey.|S1E2: Camp Kaitos Horse 4][$response to "hopeless"]]
<</choose>><<switch $response>>
<<case "sup">>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.think">> Hm... <</qSpeak>>
<<text>>
You strain your mind, attempting to comprehend his fear.
You've fallen off a hare before; it is a long way down, and a horse is just as large. Likewise, a hare's hind paws can deliver a dreadful kick, and so it stands to reason that being kicked by hooves must be terrible as well. The sanded antlers of a riding horse may not be sharp, but a bludgeoning is no less painful for drawing no blood...
``//Ah - and being a man with only one life to lose.// That must make these prospects all the more terrifying.
<</text>>
<<qSpeak "quincy.think">> ...I think I understand your reticence. <</qSpeak>>
<<speak "kaitos.doleful">> Scary stuff, man. *<<snout "He winces with" "His ears pin back, and he whines">> a wordless whimper of discomfort.* And they're so-- so //tall.// Eurgh. <</speak>>
<<case "no">>
<<qSpeak "quincy.neutral">> No. I do not. <</qSpeak>>
<<speak "kaitos.thinkinghard">> Well, yeah. You're a hare guy. Normal stuff doesn't scare you. <</speak>>
<<qSpeak "quincy.lookaway">> ...I don't think there's a Noble here who would agree with you that a fear of horses is "normal stuff." <</qSpeak>>
<<speak "kaitos.look">> *He shrugs his shoulders at you.* Prolly not. <</speak>>
<<case "hopeless">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral">> You're hopelessly unequipped for this journey. <</qSpeak>>
<<speak "kaitos.idle">> Whassat? I wasn't listening. <</speak>>
<<qSpeak "quincy.furrow">> I said: you're hopelessly unequipped for this journey. <</qSpeak>>
<<speak "kaitos.thinkinghard">> Oh. <</speak>>
<<text>>
He pauses to consider whether or not this prospect bothers him. In the end, it seems it does not.
<</text>>
<<speak "kaitos.smug">> Yeah, I guess so. <</speak>>
<</switch>>
<<include "S1E2: Camp Kaitos Hub">><<toneLoss "kaitos" "insight">>
<<if hasVisited("PREP: Camp Kaitos - Hair")>>
<<set _kaitosReact to "kaitos.look">>
<<qSpeak "quincy.think">> I'm still pondering the lock of hair I found in Oscar's Clinic. <</qSpeak>>
<<itemShow>>
<<text>>
A look of disgust flashes on the Viscount's face.
<</text>>
<<speak "kaitos.disgruntled">> No way. You kept that? <</speak>>
<<else>>
<<set _kaitosReact to "kaitos.disgruntled">>
<<qSpeak "quincy.think">> So, I've been pondering this lock of hair I found in Oscar's Clinic. I was wondering if you perhaps knew of its origins? <</qSpeak>>
<<itemShow>>
<<text>>
A look of disgust flashes on the Viscount's face.
<</text>>
<<speak "kaitos.frighten">> ...Serious? You //found// that, just laying around, and you //took it//, and carried it for like, what... //a month?// <</speak>>
<</if>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Obviously. I've yet to unravel its mystery. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Well, yes. I've yet to unravel its mystery... <</qSpeak>>
<</if>>
<<speak _kaitosReact >> What in the-- //there's no mystery,// man. A girl with hair wants Oscar to strum her. S'not that interesting. Like... they all do. <</speak>>
<<speak "kaitos.thinkinghard">> Now toss that before someone starts thinking you're weird or something. <</speak>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;Throw away the lock of hair.@@ You're right..." "S1E2: Camp Kaitos Hairlock Throw">><</link>>
[[There is a mystery here, I swear. Have you no curiosity?|S1E2: Camp Kaitos Hairlock2][$response to "convince"]]
[[If you've no interest in helping, I will solve this on my own.|S1E2: Camp Kaitos Hairlock2][$response to "meh"]]
<</choose>><<text>>
A creeping feeling overtakes you - a feeling that the Viscount may be correct about this matter.
<</text>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "kaitos.look">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> ...Fine. <</qSpeak>>
<<text>>
You look down at the lock of hair you grasp. Its origins are no less apparent than when you first saw it. Nevertheless, you turn your palm downwards, unfurl your fingers, and allow the hair to fall to the earth.
<</text>>
<<itemRemove "hairlock">>
<<include "S1E2: Camp Kaitos Hub">><<if $response == "convince">>
<<text>>
Studying the dark lock of hair against the white of your gloved palm, you shake your head.
<</text>>
<<qSpeak "quincy.think">> It's just - how can you not be curious? <</qSpeak>>
<<speak "kaitos.idle">> I dunno. Why should I be? <</speak>>
<<include "S1E2: Camp Kaitos Hairhub">>
<<elseif $response == "meh" || $response == "giveup">>
<<text>>
It seems this was a waste of your time. You return the lock to your pockets.
<</text>>
<<if $response == "giveup">>
<<qSpeak "quincy.tilt">> Hm. I suppose you simply don't see what I see. <</qSpeak>>
<<qSpeak "quincy.neutral">> Very well. I will solve this mystery on my own. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Fine. I will solve this mystery on my own. <</qSpeak>>
<</if>>
<<speak "kaitos.stare">> Uh, yeah. Good luck with that. <</speak>>
<<include "S1E2: Camp Kaitos Hub">>
<</if>><<choose "quincy.think">>
<<actions
[[Aren't you curious as to who Oscar might marry?|S1E2: Camp Kaitos Hair Marry]]
[[It could be a token from an unethical affair.|S1E2: Camp Kaitos Hair Affair]]
[[Have you never pursued a question simply because you were curious?|S1E2: Camp Kaitos Hair Curious]]
>>
[[I guess you simply don't see what I see.|S1E2: Camp Kaitos Hairlock2][$response to "giveup"]]
<</choose>><<qSpeak "quincy.think">> The owner of this lock could be a married woman. This could be proof of an illicit affair, for all you know. <</qSpeak>>
<<speak "kaitos.stare">> So? <<if hasVisited("S1E2: Camp Kaitos Hair Curious")>>Again, kinda<<else>>Kinda<</if>> seems like //not my business...// <</speak>>
<<qSpeak "quincy.neutral">> So you would turn a blind eye to adultery? <</qSpeak>>
<<speak "kaitos.thinking">> Haha, I dunno. Maybe. Like, maybe her husband's bad, y'know? Maybe he cheats at cards. Perspective. <</speak>>
<<speak "kaitos.pleased">> It really all depends. <sup>I think.</sup> And Oscar's a good guy. If he does something wrong, s'gonna be for the right reason. I trust him. <</speak>>
<<speak "kaitos.thinking">> It's like... we're friends or something... <</speak>>
<<include "S1E2: Camp Kaitos Hairhub">><<qSpeak "quincy.tilt">> Have you never pursued a question simply for curiosity's sake? For knowledge? <</qSpeak>>
<<if !setup.tone("kaitos") || setup.isEnemy("kaitos")>>
<<speak "kaitos.smile">> *He shakes his head.* Uh-uh. <</speak>>
<<else>>
<<speak "kaitos.pleased">> I mean, yeah, sometimes. <</speak>>
<<speak "kaitos.thinkinghard">> Only problem here is... it's just not interesting. <</speak>>
<<speak "kaitos.look">> <<if hasVisited("S1E2: Camp Kaitos Hair Affair")>>Again.. s'not<<else>>S'not<</if>> my business. <</speak>>
<</if>>
<<include "S1E2: Camp Kaitos Hairhub">><<qSpeak "quincy.think">> Are you not curious as to what sort of women Prince Oscar fancies? He may end up married to this woman, for all you know. <</qSpeak>>
<<speak "kaitos.stare">> ...So? He might not. I told you, a lotta women wanna marry a Prince. <</speak>>
<<speak "kaitos.smile">> I mean. You know, like a real Prince. Not like Luke. <</speak>>
<<qSpeak "quincy.neutral">> *You snort.* Lucas //is// a proper heir to the High Throne. He could inherit just the same as his brother could. <</qSpeak>>
<<speak "kaitos.smug">> Dressed like //that?// *He snickers.* //Oooh,// they'd have to @@.lilt;redecorate@@... <</speak>>
<<include "S1E2: Camp Kaitos Hairhub">><<text>>
To be hitched and left unattended is a necessary evil which $licorice has never liked. A girl as clever and whimsical as she has little tolerance for boredom. She suffers it only because she knows that, <<if setup.hasTrait("dense")>>in your small human mind<<else>>from your biased human perspective<</if>>, the business of men is important and she cannot whisk you away from it whenever the fancy strikes.
``On a normal day, she would have grown bored between your dismount and now, and your approach would be cause for pricked ears and shuffling paws. But today is not a normal day. The presence of her brother has kept her well-occupied. She is grooming $salmiak's ear with great intent, and she does not pause to greet you until you clear your throat and demand it.
<</text>>
<<speak "licorice.neutral">> *Her little <<switch $lStats.eye>><<case 2 3>>pinkish<<default>>orangeish<</switch>> tongue flicks from her mouth. The contents of her brother's ears can't have tasted good.* <</speak>>
<<speak "salmiak.neutral">> *...The cleaning must have tickled. His ears flick continuously.* <</speak>>
<<qSpeak "quincy.neutral">> Apologies. Am I interrupting? <</qSpeak>>
<<speak "licorice.neutral">> *Her tongue hangs.* <</speak>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<qSpeak "quincy.neutral">> If you are done, I'd like to speak with my daughter for a minute. <</qSpeak>>
<<text>>
$licorice's tongue retreats. Slowly, her brother turns in place, removing his ear from her reach and you from his line of sight. It is the best privacy he can give you while hitched to a tree.
<</text>>
<<qSpeak "quincy.neutral">> Thank you, <<print $salmiak>>. You're a gracious gentleman. <</qSpeak>>
<<text>>
He gives a nonchalant wiggle of the nose in response.
<</text>>
<<qSpeak "quincy.tilt">> Oh, <<print $licorice>>. *You sigh, shaking your head.* So much has happened lately. <</qSpeak>>
<<speak "licorice.neutral">> *She tilts her head. Her <<print setup.licoriceEye()>> eyes are unblinking all the while.* <</speak>>
<<qSpeak "quincy.lookaway">> I'm still trying to decide what to make of it all myself... could you lend me an ear? <</qSpeak>>
<<speak "licorice.neutral">> *Her head returns to its rightful orientation. Her ears prick, ready to be lent.* <</speak>>
<<include "S1E2: Camp Licorice Hub">><<text>>
At your return, $licorice's <<print setup.licoriceColor()>> ears perk and her nose wiggles. Once more, her brother turns his head so as to give the two of you some impression of privacy.
<</text>>
<<speak "salmiak.closedEye">> . . . <</speak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<include "S1E2: Camp Licorice Hub">><<choose>>
<<actions
[[Your thoughts on the journey ahead...|S1E2: Camp Licorice Journey]]
[[My selection...|S1E2: Camp Licorice Select]]
[[Imani's return...|S1E2: Camp Licorice Imani]]
[[Things between Lucas and I...|S1E2: Camp Licorice Lucas]]
[[The rumors...|S1E2: Camp Licorice Rumors]]
>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> I hope today's journey wasn't too hard on you. Tomorrow will be much of the same. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I hope the day's journey wasn't too hard on you. *You shake your head.* There are more like it in our future, I'm afraid. <</qSpeak>>
<</if>>
<<speak "licorice.neutral">> . . . <</speak>>
<<text>>
Now that she's had a moment of rest, it seems $licorice has all but forgotten how exhausted she was when you arrived at the grove. She'll recall when you settle in for bed, though. She always does.
<</text>>
<<qSpeak "quincy.think">> You know... as many times as we've ridden through central Kagthur, we've never stayed for long, have we? I wonder how many times we've passed by this "Yolmar" without a second thought. <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<include "S1E2: Camp Licorice Hub">><<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> I know you must've heard already, but I've been meaning to tell you myself... <</qSpeak>>
<<qSpeak "quincy.pleased">> I've been made Right Hand of the Prince's Convoy. <</qSpeak>>
<<speak "licorice.closedEye">> *She offers a congratulatory squint.* <</speak>>
<<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
<<qSpeak "quincy.think">> I've a lot of work ahead of me... I'll need you by my side to keep sane through it. To keep me on the straight path. <<if setup.hasTrait("dense")>>If I am the Prince's Right Hand, then you... you are the... the brain of that hand. The Prince has his advisor, and //you...// you are //mine.//<<else>>To be my advisor.<</if>> <</qSpeak>>
<<qSpeak "quincy.pleased">> My silky little advisor with her shimmering <<print setup.licoriceColor(true)>> housecoat. <</qSpeak>>
<<speak "licorice.neutral">> *Within the bounds of her lead, she trots in a joyous little loop.* <</speak>>
<<text>>
You smile. Come what may, you'll always have her support and loyalty.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway">> I know you must've heard by now, but... <</qSpeak>>
<<qSpeak "quincy.tilt">> I've been made Right Hand of the Prince's Convoy. <</qSpeak>>
<<speak "licorice.neutral">> *Her ears drop somewhat. She gives you a nudge of condolence with her nose, which you accept. Stroking the fine fur of her snout always eases your troubles some.* <</speak>>
<<qSpeak "quincy.lookaway">> If I'm to survive this wretched sentence, I'll need you by my side to keep sane through it. <</qSpeak>>
<<if setup.flag(14)>>
<<qSpeak "quincy.think">> I cannot expect sense from Lucas...<<if $cFlags.imani.symbol != true>> Imani's expectations make me uneasy...<</if>><<if setup.hasTrait("dispersal")>> my brother is himself.<</if>> *You shake your head.* //You// must be my voice of reason instead. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Lucas is not always as reasonable as he'd like to think... I would not be in this situation otherwise. <<if $cFlags.imani.symbol != true>>Likewise, Imani's expectations make me uneasy...<<if setup.hasTrait("dispersal")>> and my brother's advice, it is flawed at best.<</if>><<elseif setup.hasTrait("dispersal")>>D'Angelo's advice is flawed at best...<</if>> *You shake your head.* //You// must be my voice of reason. <</qSpeak>>
<</if>>
<<text>>
You grimace, shamed. //A father should not ask this of his child.// But, your doe is loyal and patient. She loves you, woefully flawed as you are.
<</text>>
<<speak "licorice.neutral">> *She squints, a serious little look upon her huge fuzzy face. Her ears flatten as if to say, "am I not already?"* <</speak>>
<<qSpeak "quincy.pleased">> *You breathe a sigh of relief.* You're right. I suppose it was a silly thing to ask. <</qSpeak>>
<</if>>
<<include "S1E2: Camp Licorice Hub">><<if $cFlags.imani.symbol && setup.hasRep("rebel")>>
<<qSpeak "quincy.pleased">> It's good to see Imani again, isn't it? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It's... good to see Imani again, isn't it? <</qSpeak>>
<</if>>
<<text>>
Upon hearing his human's name, $salmiak's head whips around in a blue flash. He cranes his great head over her shoulder to make eye contact. Your paper-thin illusion of privacy vanishes.
<</text>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<qSpeak "quincy.surprised">> Ah... and you too, <<print $salmiak>>. Of course. <</qSpeak>>
<<choose>>
<<if setup.hasRep("rebel") && setup.hasTrait("dispersal")>>
<<check `["hare",setup.DCKey["medium"]]` [[Would you mind if I asked you a question about your person?|S1E2: Camp Licorice Imani Sal]]>><</check>>
<<elseif setup.hasRep("rebel")>>
<<check `["hare",setup.DCKey["hard"]]` [[Would you mind if I asked you a question about your person?|S1E2: Camp Licorice Imani Sal]]>><</check>>
<<else>>
<<check `["hare",setup.DCKey["vhard"]]` [[Would you mind if I asked you a question about your person?|S1E2: Camp Licorice Imani Sal]]>><</check>>
<</if>>
[[It's been a long time since we've all been together... that's all.|S1E2: Camp Licorice Imani Nvmd][$response to "long"]]
[[Excuse me, sir. I'm talking to your sister.|S1E2: Camp Licorice Imani Nvmd][$response to "ex"]]
<</choose>><<if $response == "long">>
<<if $cFlags.imani.symbol && setup.hasRep("rebel")>>
<<qSpeak "quincy.neutral">> It's been a long time since we've all been together. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It's been a long time since we've all been together. <</qSpeak>>
<</if>>
<<text>>
A person might respond, //"yes, it has been far too long,"// but hares are not the sort for nostalgic conversation. It is a stretch to say they make conversation to begin with. The pair merely watches you.
<</text>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> ...I've missed it. <</qSpeak>>
<<text>>
$salmiak licks his own nose, then turns away. His ears, however, remain turned in your direction.
``Perhaps you'll find the privacy to speak with $licorice without his eavesdropping later.
<</text>>
<<else>>
<<qSpeak "quincy.furrow">> Excuse me, young man. I'm speaking to your sister, not you. <</qSpeak>>
<<speak "salmiak.neutral">> ... <</speak>>
<<text>>
The buck's eyes remain fixed on you. He grew into a well-behaved gentleman only because Imani asks him to mind his manners; he can be rude as $licorice when she is not watching. Your request falls on deaf ears. Deaf, newly-cleaned ears.
<</text>>
<<qSpeak "quincy.lookaway">> ...Never mind. <</qSpeak>>
<<text>>
You're sure you'll find the privacy to speak with $licorice without his eavesdropping later.
<</text>>
<</if>>
<<include "S1E2: Camp Licorice Hub">><<set _imaniAsk to false>>
<<if $tempQ.imaniCounter != undefined && $tempQ.imaniCounter >= 3>>
<<set _imaniAsk to true>>
<</if>>
<<text>>
A thought crosses your mind, though you hesitate to pursue it.
<</text>>
<<qSpeak "quincy.think">> ...<<print $salmiak>>. Could I trouble you with a question? About Imani? <</qSpeak>>
<<text>>
It's... something of a stretch to ask. A hare can only tell so much anyway. Be that as it may, <<if _imaniAsk>>a flick of the ear and a wiggle of the nose is more than Imani has deigned to share<<else>>a flick of the ear and a wiggle of the nose can be quite telling<</if>>.
<</text>>
<<skillCheck>>
<<if setup.checkPass()>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<speak "salmiak.closedEye">> *He dips his head with a friendly squint. Would it be mad to interpret that as a nod of agreement?* <</speak>>
<<qSpeak "quincy.tilt">> Ah... alright. Thank you. <</qSpeak>>
<<text>>
You've gotten your permission. Now you need only choose a question fit to ask a hare.
<</text>>
<<choose>>
[[Do you think I can help her?|S1E2: Camp Licorice Sal Help]]
[[Do you think she's doing the right thing?|S1E2: Camp Licorice Right]]
<<if hasVisited("S1E2: Camp Kaitos Imani 3") || !setup.hasTrait("dense")>>
[[When she heard about Naktoga... was she afraid for me at all?|S1E2: Camp Licorice Naktoga]]
<</if>>
<<if hasVisited("S1E2: dangel camp imani 2")>>
[[You wouldn't let anyone... take advantage of her feelings, would you?|S1E2: Camp Licorice Feeling]]
<</if>>
<</choose>>
<<else>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<text>>
He turns away with an idle flick of the tail. You suppose it was worth a try.
<</text>>
<<include "S1E2: Camp Licorice Hub">>
<</if>><<qSpeak "quincy.tilt">> Do you think... do you think I can help her? <</qSpeak>>
<<text>>
You know that you would want to, if you could - it is that wayward //"if"// that haunts you. Looking upon her buck, and how his ears droop at your question... you cannot help but feel he's asked himself the same before.
<</text>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "salmiak.closedEye">> *With a cautious step towards you, he gives you the faintest nudge of his head. A quiet gesture of mutual concern.* <</speak>>
<<qSpeak "quincy.tilt">> ...I see. *You murmur, offering him a light pat on the nose.* Thank you. <</qSpeak>>
<<text>>
The answer to your question remains uncertain. The two of you will do what you can regardless.
<</text>>
<<include "S1E2: Camp Licorice Hub">><<qSpeak "quincy.think">> You're a sensible man. *You begin.* Do you think she's... doing the right thing? <</qSpeak>>
<<text>>
You're not entirely sure as to what you mean by this. You voice an ambient worry, a feeling of apprehension you haven't had the time to parse in the scant two days since your reunion.
<</text>>
<<speak "salmiak.neutral">> *The buck's head draws back, ears flat.* <</speak>>
<<text>>
For a moment, he is tense, standing stiff in place like a squirrel beneath a circling hawk. Whatever troubles him - if anything at all - you can only speculate; an itch prompts him to nibble his rump and dispels the illusion of mutual understanding.
<</text>>
<<qSpeak "quincy.tilt">> ...Hm. <</qSpeak>>
<<include "S1E2: Camp Licorice Hub">><<qSpeak "quincy.tilt">> When she heard about the attack on Naktoga... and that I was there... <</qSpeak>>
<<speak "salmiak.neutral">> *His wiggling nose steadily slows to a stop.* <</speak>>
<<qSpeak "quincy.tilt">> Was she... afraid for me? <</qSpeak>>
<<text>>
You await something that could be taken as a response - a turn of the head, a flick of the ear... but $salmiak offers no such thing. Staring into the buck's huge eye, you feel like you stare at a stranger rather than a hare you knew for almost a decade.
``Slowly, his head tilts to one side, as though he does not understand the question. And, given that //he is an animal,// he probably does not.
<</text>>
<<qSpeak "quincy.lookaway">> Never mind. *You run your fingers through $licorice's coat to set your mind straight.* <</qSpeak>>
<<include "S1E2: Camp Licorice Hub">><<text>>
The question which haunts your mind is as awkward to ask as it is to consider.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> <<print $salmiak>>... you wouldn't allow some rake to take advantage of Imani, would you? D'Angelo's being foolish, isn't he? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You, ah... *Your voice trails off.* <</qSpeak>>
<<speak "salmiak.neutral">> . . . <</speak>>
<<qSpeak "quincy.hat">> You wouldn't allow some rake to //take advantage of her feelings,// would you? <</qSpeak>>
<</if>>
<<speak "salmiak.angry">> *The buck's coat bristles. He gives an uncharacteristically audible snort, like that of a frustrated horse. For a brief moment, you swear you see him flash his teeth.* <</speak>>
<<text>>
It seems he is just as displeased by the suggestion as you.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.chuckle">> No... *You chuckle.* You wouldn't. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> *Relieved, you allow your shoulders to slack.* Ah. Good. <</qSpeak>>
<</if>>
<<include "S1E2: Camp Licorice Hub">><<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> Whilst I was away, I spoke with Lucas about... *You trail off. There's no need to finish; she knows of your pledge as much as an animal can know of such a thing.* <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.harrowed">> *You shake your head.* Truth be told, I don't know what to think. He keeps insisting I'm... not to blame. <</qSpeak>>
<<if setup.flag(14)>>
<<qSpeak "quincy.furrow">> It's frustrating. What's done cannot be undone. //He knows this.// <</qSpeak>>
<<qSpeak "quincy.lookaway">> So, then, why...? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I don't know why he gives me such grace. It goes against all reason. <</qSpeak>>
<</if>>
<<else>>
<<qSpeak "quincy.think">> You know, whilst I was away, I spoke with Lucas about... well, you're aware of the situation. <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.neutral">> As much as a hare can be, anyway. <</qSpeak>>
<<speak "licorice.neutral">> *She flicks an ear, as though saying, "I understand well enough."* <</speak>>
<<qSpeak "quincy.think">> Of course. *Lowering your voice, you continue:* Now, as I was saying - it seems he is wed to the idea that I am not at fault. <<if setup.flag(14)>>Or, perhaps, he is wed to the idea that proving this will undo what has been done and set everything right.<<else>>Despite the evidence of his own eyes.<</if>> <</qSpeak>>
<<qSpeak "quincy.chuckle">> Ridiculous. *You exclaim.* Ridiculous, and... just like him. <</qSpeak>>
<</if>>
<<text>>
You cast a glance towards the far end of camp where the Prince slumps in wait for supper. At this angle, the details of his face are lost, and so you've only posture and context to go on. Bearing this in mind, he is a lonesome sight.
<</text>>
<<if setup.flag(14)>>
<<qSpeak "quincy.tilt">> ...I hate how we've changed. <</qSpeak>>
<<choose "quincy.lookaway">>
[[There's nothing I can do about it now.|S1E2: Camp Licorice Lucas 2][$response to "nograce"]]
[[Perhaps I should give him more grace...?|S1E2: Camp Licorice Lucas 2][$response to "grace"]]
<</choose>>
<<else>>
<<qSpeak "quincy.tilt">> <<if setup.hasTrait("guilty")>>After all this time... even with what I've done... he hasn't changed at all.<<else>>He hasn't changed a bit.<</if>> Not really. <</qSpeak>>
<<choose "quincy.lookaway">>
[[I am glad we are friends again.|S1E2: Camp Licorice Lucas 2][$response to "friend"]]
[[The bad hasn't changed either, of course...|S1E2: Camp Licorice Lucas 2][$response to "trouble"]]
<</choose>>
<</if>><<switch $response>>
<<case "nograce">>
<<qSpeak "quincy.lookaway">> Of course, there's nothing to be done about it now. *You shake your head.* We can only be the men we are in the now. <</qSpeak>>
<<case "grace">>
<<qSpeak "quincy.lookaway">> But... perhaps I should give more grace. *You shake your head.* He's given me <<if setup.hasTrait("guilty")>>more than I deserve<<else>>more than my fair share<</if>>, after all. <</qSpeak>>
<<case "friend">>
<<qSpeak "quincy.neutral">> I suppose all that to say - I am glad we are friends again. <</qSpeak>>
<<if setup.hasRep("apathy") || !setup.tone("lucas")>>
<<qSpeak "quincy.lookaway">> <sup>Even if he is troublesome.</sup> <</qSpeak>>
<</if>>
<<case "trouble">>
<<qSpeak "quincy.lookaway">> Of course, that includes the bad as well as the good... *You mutter.* He is... a complicated man at times. Difficult. <</qSpeak>>
<</switch>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.neutral">> Thank you, sweet girl. You're a wonderful listener. <</qSpeak>>
<<speak "licorice.closedEye">> *Her velvety nose wriggles in reply.* <</speak>>
<<include "S1E2: Camp Licorice Hub">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> May I ask a foolish question, $licorice? <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.neutral">> Would you believe me if I told you <<if $rumor.calypso>>that I am an unrepentant rake<<else>>I hold an undying prejudice against the denizens of a city I've hardly been to<</if>>? <</qSpeak>>
<<speak "licorice.neutral">> *She cocks her head to one side, skeptical. Men will believe what they like about you; this doe will always know better than them.* <</speak>>
<<qSpeak "quincy.lookaway">> Well, they wrote it in the paper, so it must be true. That's what everyone tells me. <</qSpeak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.pleased">> I'm sorry. It must be quite the shock for you - seeing as you look up to me. <</qSpeak>>
<</if>>
<<text>>
<<if setup.hasTrait("jester")>>Idol or not, this<<else>>Your shocking<</if>> betrayal is of no interest to your doe. Presently, she is more invested in the idea of eating the feather on your hat. You take a step back to prevent this.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway">> Ah... may I ask you a question, $licorice? <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<if $rumor.calypso>>
<<qSpeak "quincy.harrowed">> If someone told you I had... //unlawful relations// with an older woman of status... you would dismiss the idea as absurd, //wouldn't you...?// <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> If someone told you that I... //held unjust bias// against a people of Vestur, you would dismiss the idea as absurd, //wouldn't you...?// <</qSpeak>>
<</if>>
<<speak "licorice.neutral">> *Perplexed, she cocks her head to one side.* <</speak>>
<<text>>
The relief you feel at her confusion is immeasurable. At once, a great weight lifts from your shoulders. Men will believe what they like about you; this doe will always know better than them.
<</text>>
<<qSpeak "quincy.smile">> Thank you, girl. <</qSpeak>>
<<text>>
Your heartfelt thanks is of little interest to the doe. At the moment, she is more invested in eating the feather on your hat. You take a step back to prevent this.
<</text>>
<</if>>
<<include "S1E2: Camp Licorice Hub">><<text>>
In the few moments you have been absent from his side, the Prince appears to have given up entirely. Rather than moving the two feet to sit inside his nicely-erected, outsized tent, he has simply laid a grain sack on the ground and plopped bare breeches upon it. He sits with his legs spread inelegantly in front of him, hunched over like a child too stubborn to admit it is time for bed.
<</text>>
<<speak "lucas.weary" >> Is it time to sup yet? <</speak>>
<<choose>>
<<if hasVisited("S1E2: Camp Dangelo First")>>
[[Not yet.|S1E2: Camp Lucas First2 NotYet]]
<<else>>
[[I haven't asked.|S1E2: Camp Lucas First2 Dunno]]
<</if>>
<</choose>><<set $tempQ.campDinner to true>>
<<qSpeak "quincy.lookaway" >> It sounds like it will be a while yet. <</qSpeak>>
<<include "S1E2: Camp Lucas First2">><<qSpeak "quincy.lookaway" >> I haven't had the opportunity to speak to D'Angelo yet. <</qSpeak>>
<<include "S1E2: Camp Lucas First2">><<speak "lucas.devastated" >> I am wasting away into a skeleton before your very eyes, Quintrell. Soon, I will be naught but dust. <</speak>>
<<text>>
The sheer misery in his words is almost enough to make you believe his hyperbole.
<</text>>
<<include "S1E2: lucas camp hub">><<text>>
At your approach, Lucas rises from his pitiful slouch.
<</text>>
<<speak "lucas.weary">> Sup...? *He asks weakly.* <</speak>>
<<if hasVisited("S1E2: Camp Dangelo First")>>
<<set $tempQ.campDinner to true>>
<<qSpeak "quincy.neutral">> It will be a while yet. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I've still yet to ask. <</qSpeak>>
<</if>>
<<speak "lucas.devastated">> *He whines like a dog in response.* <</speak>>
<<include "S1E2: lucas camp hub">><<text>>
At your approach, Lucas rises from his pitiful slouch.
<</text>>
<<speak "lucas.weary">> Hm...? <</speak>>
<<include "S1E2: lucas camp hub">><<choose>>
<<actions [[Your hydration status...|S1E2: lucas camp drink]]
[[Your opinion of Imani...|S1E2: lucas camp imani]]
[[Your brother's "gift"...|S1E2: lucas camp horse]]
[[Your thoughts on the journey ahead...|S1E2: lucas camp journey]]
>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<qSpeak "quincy.neutral" >> You look parched. Have you had a drink? <</qSpeak>>
<<speak "lucas.surprised" >> There is wine? Or ale? Where? <</speak>>
<<qSpeak "quincy.neutral" >> I meant water. <</qSpeak>>
<<speak "lucas.devastated" >> Oh. *He withers with disappointment.* No. <</speak>>
<<choose>>
<<link "@@.talk-action;Offer him a drink from your waterskin.@@" "S1E2: lucas camp drink 2">><<set $response to "drinky">><</link>>
[[You have water in your haversack. You might want to drink it.|S1E2: lucas camp drink 2][$response to "haversack"]]
[[You really don't need wine right now.|S1E2: lucas camp drink 2][$response to "killjoy"]]
<<link "@@.talk-action;Leave him to desiccate.@@" "S1E2: lucas camp drink 2">><<set $response to "thenperish">><</link>>
<</choose>><<switch $response>>
<<case "drinky">>
<<text>>
You uncork your own water skin and bring it to the Prince's dried lips. Unthinkingly, he takes a few instinctual gulps, before furrowing his eyebrows and pushing it away with the indignance of a babe refusing the rag. The action sloshes water down his front.
<</text>>
<<speak "lucas.annoyed" >> I'm not an invalid, Quintrell! I've my own bladder. <</speak>>
<<qSpeak "quincy.neutral" >> Then why haven't you drank from it? <</qSpeak>>
<<speak "lucas.glance" >> These vessels imparts a terrible //@@.stutter;goat skin@@// taste to the water. Could we not have used glass? <</speak>>
<<qSpeak "quincy.neutral" >> Too heavy. <</qSpeak>>
<<speak "lucas.glance" >> *He heaves a desolate sigh.* <</speak>>
<<case "haversack">>
<<qSpeak "quincy.neutral" >> You have water in your haversack. You should drink it. <</qSpeak>>
<<speak "lucas.devastated" >> It's that //dreadful// taste of @@.stutter;goat skin@@ it leaves behind. I just cannot abide by it. <</speak>>
<<qSpeak "quincy.neutral" >> But you cannot stay parched forever. <</qSpeak>>
<<speak "lucas.glance" >> *He heaves a desolate sigh.* <</speak>>
<<case "killjoy">>
<<qSpeak "quincy.neutral" >> I doubt wine would be beneficial in your present state. <</qSpeak>>
<<speak "lucas.smug" >> I disagree! I could really do with forgetting what saddle sores feel like. <</speak>>
<<case "thenperish">>
<<qSpeak "quincy.neutral" >> Alright, then. <</qSpeak>>
<<speak "lucas.glance" >> *He sighs.* <</speak>>
<</switch>>
<<include "S1E2: lucas camp hub">><<qSpeak "quincy.neutral" >> It seems our Man of the Third Estate has made a positive impression on you. <</qSpeak>>
<<text>>
At the mention of Imani, he seems to muster some life again, blinking rapidly.
<</text>>
<<speak "lucas.surprised" >> Most certainly! I will say, I was not expecting a woman. Sure, I would expect someone like //Lazarus// to prioritize the intellect of his chosen Man over whether -- well, they were //man// or not... but I could not have foreseen //his// involvement, either! <</speak>>
<<speak "lucas.pleased" >> Miss Khatar is incisive, of sound wit, and seems well-informed of her people. There is nothing to dislike. <</speak>>
<<choose>>
<<trait "ambition" [[She suits our Convoy well.|S1E2: lucas camp imani convoycomment]]>><<set $response to "fitIn">><</trait>>
<<trait "apathy" [[The two of you are rather like-minded.|S1E2: lucas camp imani convoycomment]]>><<set $response to "common">><</trait>>
[[I like her, too.|S1E2: lucas camp imani ATHING]]
<<if hasVisited("S1E2: dangel camp imani 2D")>>[[D'Angelo thinks Lazarus is using her.|S1E2: lucas camp imani dangel]]<</if>>
<<link "<span><i>Nothing</i> to dislike?</span>" "S1E2: lucas camp imani snippy">><</link>>
<</choose>><<qSpeak "quincy.neutral" >> I'm fond of her as well. <</qSpeak>>
<<speak "lucas.weary" >> She was your childhood valet, if I recall? That sounds... quaint, almost. <</speak>>
<<speak "lucas.glance" >> It was only me, my brother, and the nursemaids. You were the first friend I made my own age. <</speak>>
<<speak "lucas.smirk" >> I hope I can make friend of her, too. <</speak>>
<<include "S1E2: lucas camp hub">><<toneGain "lucas">>
<<if setup.hasRep("apathy")>>
<<qSpeak "quincy.think" >> The two of you are rather like-minded. <</qSpeak>>
<<speak "lucas.pleased" >> A perfect addition to our ever-unlikely Convoy. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> She suits our Convoy well. <</qSpeak>>
<<speak "lucas.pleased" >> A third unlikely in our group of capable unlikelies! If only the Architect would reincarnate me so I could read what they will be say of us in a hundred years' time. <</speak>>
<</if>>
<<include "S1E2: lucas camp hub">><<qSpeak "quincy.neutral" >> D'Angelo has a theory that Lazarus is simply using her to gain favor. <</qSpeak>>
<<speak "lucas.eyeroll" >> How dare she think for herself, or have quibble with your family's rule! It's just unthinkable a woman gifted with an education would use that brain of hers, is it? <</speak>>
<<speak "lucas.scowl" >> Don't tell me you believe that oaf. <</speak>>
<<choose>>
[[I do find the situation... concerning.|S1E2: lucas camp imani dangel 2][$response to "y"]]
[[It seems unlikely that she would fall for such a thing.|S1E2: lucas camp imani dangel 2][$response to "n"]]
<</choose>><<switch>>
<<case "y">>
<<toneLoss "lucas">>
<<qSpeak "quincy.think" >> I won't lie. The situation does concern me. <</qSpeak>>
<<speak "lucas.scowl" >> Then you are as suspicious and foolish as your brother. Her goals are aligned with ours, Quintrell. She only wants what is-- <</speak>>
<<qSpeak "quincy.neutral" >> For the good of the Northern people. I'm aware. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> But the fact it is her and not anyone else is not coincidence. <</qSpeak>>
<<speak "lucas.neutral" >> No. But she has insight most others do not: she knows both the comforts and caveats of life among the North's Nobility //and// what life is like on the frontiers of your kingdom. <</speak>>
<<speak "lucas.glance" >> Exceptional circumstance can yield exceptional men. //And// women. <</speak>>
<<case "n">>
<<qSpeak "quincy.neutral" >> *You shake your head.* It seems unlikely that she would fall for such tricks. <</qSpeak>>
<<speak "lucas.eyeroll" >> No. And besides, there exists a perfectly logical explanation for her selection! <</speak>>
<<speak "lucas.thinking">> She has insight most others do not: she knows both the comforts and caveats of life among the North's Nobility //and// what life is like on the frontiers of your kingdom. <</speak>>
<<speak "lucas.scowl">> //Of course// a woman with a foot in both worlds would make for a sensible diplomat! <</speak>>
<</switch>>
<<include "S1E2: lucas camp hub">><<qSpeak "quincy.neutral" >> No complaints? None at all? <</qSpeak>>
<<speak "lucas.neutral" >> She has not done a single thing to give me pause. <</speak>>
<<speak "lucas.weary" >> Why? Do //you// have reservations? <</speak>>
<<qSpeak "quincy.lookaway" >> Perhaps. *It seems unwise to speak of them at this time.* <</qSpeak>>
<<speak "lucas.scowl" >> She has been with us for hardly a day. It seems too soon to pass judgement, if you ask me. <</speak>>
<<include "S1E2: lucas camp hub">><<qSpeak "quincy.neutral" >> We've a decent ways to go tomorrow... <</qSpeak>>
<<speak "lucas.devastated" >> Quintrell? With all due respect, if you speak to me right now about moving, riding, travelling, or anything that involves sitting on a horse, I may empty my stomach onto your shoes. <</speak>>
<<include "S1E2: lucas camp hub">><<qSpeak "quincy.neutral" >> How are you finding your brother's, ah, "gift"? <</qSpeak>>
<<speak "lucas.eyeroll" >> *He gathers enough verve to muster a dismissive snort.* Argent is a beast meant to carry men and their things. And so, he carries me and my things. <</speak>>
<<speak "lucas.scowl" >> Only, it seems that Oscar bred this poor beast for beauty over wit. Much like himself. When I watered him, he was trying to size up his "rival" in the water's reflection. <</speak>>
<<qSpeak "quincy.neutral" >> He is quite young. <</qSpeak>>
<<speak "lucas.neutral" >> Yes, well. I can only pray his brain may grow even half as magnificent as those antlers. <</speak>>
<<text>>
You cast a glance back to the post where the horses have been hitched. You look just in time to see those antlers smack a branch overhead.
<</text>>
<<speak "argent.neutral">> *The beast shakes its head, dazed.* <</speak>>
<<include "S1E2: lucas camp hub">><<text>>
You find Victoria sitting upon a barrel, watching her fellow men relieve the last of the cargo burdens from their horses. From her <<snout "sweat-streaked face" "lolled tongue">> and abandoned overcoat, you surmise this is a well-earned rest.
<</text>>
<<speak "vicky.sillysalute">> <<print $VQname>>. *She huffs.* <</speak>>
<<qSpeak "quincy.neutral">> Victoria. <</qSpeak>>
<<speak "vicky.smirk">> You survive your first day alright? <</speak>>
<<choose>>
[[I'm no stranger to travel.|S1E2: Camp Vicky First2][$response to "stranger"]]
[[I'm here, aren't I?|S1E2: Camp Vicky First2][$response to "ok"]]
[[It's been... an adjustment.|S1E2: Camp Vicky First2][$response to "weird"]]
<</choose>><<switch $response>>
<<case "ok">>
<<qSpeak "quincy.neutral">> I'm still breathing, aren't I? <</qSpeak>>
<<speak "vicky.neutral">> End of the day, that's all that matters. <</speak>>
<<case "stranger">>
<<qSpeak "quincy.neutral">> I'm no stranger to travel. <</qSpeak>>
<<speak "vicky.wink">> 'Course not! But you've been traveling alone up until now, yeah? <</speak>>
<<case "weird">>
<<qSpeak "quincy.tilt">> It's been... an adjustment. <</qSpeak>>
<<speak "vicky.smirk">> I hear that. <</speak>>
<</switch>>
<<speak "vicky.unimpressed">> Slowing down and keeping pace with a herd... takes some getting used to<<if $response == "stranger">>.<<else>>, yeah?<</if>> Betcha you spent the whole day itching in the saddle. 'Specially with how slow our blessed Convoy Prince rides... <</speak>>
<<choose>>
[[It wasn't easy traveling slow.|S1E2: Camp Vicky FIrst 3][$response to "y"]]
[[It was unbearable.|S1E2: Camp Vicky FIrst 3][$response to "unbear"]]
[[No, it was fine. My mind was elsewhere.|S1E2: Camp Vicky FIrst 3][$response to "n"]]
<</choose>><<switch $response>>
<<case "y">>
<<qSpeak "quincy.lookaway">> It wasn't easy. <</qSpeak>>
<<speak "vicky.neutral">> No kiddin'. Bet it ticks your girl off to slow down for all the ponies. <</speak>>
<<case "unbear">>
<<qSpeak "quincy.harrowed">> It was unbearable. <</qSpeak>>
<<speak "vicky.incredulous">> Oh, I'll bet! Keeping up with the ponies must be //torture// for you and your girl. <</speak>>
<<case "n">>
<<qSpeak "quincy.think">> There's... a lot on my mind right now. Impatience didn't really occur to me. <</qSpeak>>
<<speak "vicky.indifferent">> Bet your hare'd beg to differ. <</speak>>
<</switch>>
<<speak "vicky.smirk">> Legs like that, she prolly runs like a dark wind at full tilt. She'd have taken you over the hills and through the woods before noon. <</speak>>
<<if setup.hasTrait("shameless")>>
<<text>>
The enthusiasm in her voice nearly catches you off guard. To hear such //flattery// from someone without the touch is quite unusual. But... Victoria is not a woman with usual tastes, you suppose. You adjust.
<</text>>
<<qSpeak "quincy.pleased">> Ah, well... "before noon" is a touch optimistic. But she is quite the runner. <</qSpeak>>
<<else>>
<<text>>
She sounds... //enthused?//
<</text>>
<<qSpeak "quincy.surprised">> Ah... <</qSpeak>>
<</if>>
<<set _licLetter to $licorice.slice(0,2).toLowerCase()>>
<<speak "vicky.think">> What's her name again? Starts with //"<<print _licLetter>>,"// right? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Her name is <<print $licorice>>. <</qSpeak>>
<<else>>
<<text>>
To hear such //interest// from someone without the touch is quite unusual. But... Victoria is not a woman with usual tastes, you suppose. You do your best to adjust.
<</text>>
<<qSpeak "quincy.surprised">> Er - yes. It's <<print $licorice>>. <</qSpeak>>
<</if>>
<<speak "vicky.neutral">> "<<print $licorice>>." I'll remember that. <</speak>>
<<include "S1E2: Camp Vicky Hub">><<text>>
You find Victoria sitting upon a barrel, watching her fellow men relieve the last of the cargo burdens from their horses. From her <<snout "sweaty face" "lolled tongue">> and abandoned overcoat, you surmise this is a well-earned rest.
<</text>>
<<speak "vicky.neutral">> <<print $VQname>>. <</speak>>
<<include "S1E2: Camp Vicky Hub">><<choose>>
<<actions
[[Your opinion of Imani...|S1E2: Camp Vicky Imani]]
[[Your horse's aged appearance...|S1E2: Camp Vicky Horse]]
[[Your thoughts on the journey ahead...|S1E2: Camp Vicky Journey]]
[[Your absence earlier...|S1E2: Camp Vicky Absent]]
[[Your being unafraid of hares...|S1E2: Camp Vicky Hares]]
>>
<<present "fruitJar" [[*Return her considerably aged lost candies.*|S1E2: Camp Vicky Fruit]]>><</present>>
<<special "end" [[*Conclude conversation.*|S1E2: First Camp]]>>
<</choose>><<qSpeak "quincy.think">> I am curious. What is your opinion on our Man of the Third Estate? <</qSpeak>>
<<if hasVisited("PREP: Camp Vicky - Barehand")>>
<<speak "vicky.unimpressed">> Eh. <</speak>>
<<qSpeak "quincy.lookaway">> "Eh?" <</qSpeak>>
<<speak "vicky.think">> You know me. I'm not one for politics. She's all politics. I'm still tryin' to figure out what a "Barehander" is. <</speak>>
<<else>>
<<speak "vicky.unimpressed">> Dunno. Do I gotta have one? <</speak>>
<<speak "vicky.think">> I mean, shit, I'm still tryin' to catch up on this "Barehander" stuff. That wasn't around last I was in Vestur. And that girl's //all// "Barehander." <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Ah. Well. Politics aside, your impression of her person? <</qSpeak>>
<<speak "vicky.think">> Hm... lemme think how to put it... *She scratches her jaw in thought.* <</speak>>
<<speak "vicky.incredulous">> "Holier-than-thou." Yeah, I think that does it. <</speak>>
<<choose>>
<<if setup.hasTrait("dense")>>
<<trait "dense" [[How so? Did she preach to you?|S1E2: Camp Vicky Imani 2]]>><<set $response to "how">><</trait>>
<<else>>
[[How so?|S1E2: Camp Vicky Imani 2][$response to "how"]]
<</if>>
[[I disagree. She's dedicated.|S1E2: Camp Vicky Imani 2][$response to "dis"]]
[[She can be overbearing in her convictions, yes.|S1E2: Camp Vicky Imani 2][$response to "over"]]
<</choose>><<switch $response>>
<<case "how">>
<<toneGain "vicky">>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think">> "Holier-than-thou?" Did she preach to you...? <</qSpeak>>
<<speak "vicky.cackle">> @@.surprise;Hah!@@ I don't mean it in the "believing in gods" way. I //mean// she talks like every word outta her mouth is some kinda wisdom. Hate when people do that. You ain't wise just 'cause you can't be up front! <</speak>>
<<else>>
<<qSpeak "quincy.think">> How so? <</qSpeak>>
<<speak "vicky.think">> Just listen to how the girl talks! She talks like every word outta her mouth is some kinda wisdom. Hate when people do that. You ain't wise just 'cause you can't be up front! <</speak>>
<</if>>
<<speak "vicky.incredulous">> And she keeps going on about @@.posh.singsong;"the people"@@ and what @@.posh.singsong;"the people"@@ want when @@.posh.singsong;"the people"@@ didn't even pick her. //I// sure as hell didn't. <</speak>>
<<case "dis">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.neutral">> She has principles and she is firm in those principles. I don't see an issue with that. <</qSpeak>>
<<speak "vicky.unimpressed">> The //issue// is that she talks like every word outta her mouth is some kinda wisdom. Hate when people do that. You ain't wise just 'cause you can't be up front! <</speak>>
<<speak "vicky.incredulous">> Keeps going on about @@.posh.singsong;"the people"@@ and what @@.posh.singsong;"the people"@@ want when @@.posh.singsong;"the people"@@ didn't even pick her. //I// sure as hell didn't. <</speak>>
<<case "over">>
<<qSpeak "quincy.neutral">> She can be rather overbearing in her convictions, yes. <</qSpeak>>
<<speak "vicky.unimpressed">> No kidding! She talks like every word outta her mouth is some kinda wisdom. Hate when people do that. You ain't wise just 'cause you can't be up front! <</speak>>
<<speak "vicky.incredulous">> Going on and on about @@.posh.singsong;"the people"@@ and what @@.posh.singsong;"the people"@@ want when @@.posh.singsong;"the people"@@ didn't even pick her. //I// sure as hell didn't pick her! <</speak>>
<</switch>>
<<speak "vicky.indifferent">> Maybe it'd piss me off less if I wasn't s'pposed to pretend. I dunno. I'm easy to piss off. I've only known the woman for like, a day, and most of that day was spent staring at the back of her hare's ass. <</speak>>
<<choose>>
[[That's fair.|S1E2: Camp Vicky Imani 3][$response to "fair"]]
[[I'm surprised you feel so negatively. You two have a lot in common.|S1E2: Camp Vicky Imani 3][$response to "common"]]
[[Perhaps you'll reach an understanding in time.|S1E2: Camp Vicky Imani 3][$response to "hope"]]
[[At the end of the day, she is the Man of the Third Estate, and you must show her respect.|S1E2: Camp Vicky Imani 3][$response to "resp"]]
<</choose>><<switch $response>>
<<case "fair">>
<<qSpeak "quincy.neutral">> Fair enough. <</qSpeak>>
<<speak "vicky.neutral">> Maybe I'll get past it. Maybe I won't. Been plenty wrong about people before. <</speak>>
<<case "common">>
<<qSpeak "quincy.think">> I'm surprised you dislike her so. The two of you have a lot in common. <</qSpeak>>
<<speak "vicky.unimpressed">> Like what? Dirty, naked hands, a gun, and tits? <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt">> <sup>Don't be crass.</sup> <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> <<if setup.hasTrait("shameful")>>I'll be what I want. *She gives an oink of laughter.* I'm just sayin - t<<else>>T<</if>>hose things, they don't go as far as you Noble boys think. <</speak>>
<<case "hope">>
<<qSpeak "quincy.neutral">> Perhaps you'll come to an understanding in time. <</qSpeak>>
<<speak "vicky.think">> Eh, probably. I've reached weirder understandings. <</speak>>
<<case "resp">>
<<toneLoss "vicky">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.neutral">> Whether you like it or not, she is your Man of the Third Estate. It is a position which warrants your respect. <</qSpeak>>
<<speak "vicky.salute">> No disrespect. Always say "please" and "thank you." Kiss feet when prompted. <</speak>>
<<speak "vicky.neutral">> I forget sometimes. Thanks for the reminder. <</speak>>
<</switch>>
<<include "S1E2: Camp Vicky Hub">><<qSpeak "quincy.neutral">> If today was any indication of the journey ahead... <</qSpeak>>
<<speak "vicky.smirk">> ...Then we're in for one Hell of a ride. <</speak>>
<<qSpeak "quincy.tilt">> *You sigh.* I'm afraid so. <</qSpeak>>
<<speak "vicky.neutral">> Relax, <<print $VQname>>. The other gloves'll find their feet. Just give 'em a few days on the road. They just need a little time to remember they're men! <</speak>>
<<choose "quincy.lookaway">>
[[You're probably right.|S1E2: Camp Vicky Journey 2][$response to "prob"]]
[[I wish I could share your optimism.|S1E2: Camp Vicky Journey 2][$response to "share"]]
<</choose>><<switch $response>>
<<case "prob">>
<<qSpeak "quincy.tilt">> You're probably right. Still... <</qSpeak>>
<<speak "vicky.neutral">> You worry. <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "vicky.smirk">> Fair enough. What's got you worried? <</speak>>
<<case "share">>
<<qSpeak "quincy.lookaway">> I wish I could share your optimism. <</qSpeak>>
<<speak "vicky.incredulous">> Yeah? Why can't you? <</speak>>
<</switch>>
<<text>>
You feel your teeth grit. A terribly, hideously open-ended question.
<</text>>
<<include "S1E2: Camp Vicky JourneyQ">><<qSpeak "quincy.lookaway">> I fear no one will ever come to respect my authority. <</qSpeak>>
<<speak "vicky.incredulous">> Not if you're a whiner about it! <</speak>>
<<speak "vicky.smirk">> C'mon, you're a big guy - this stuff's easy to solve. All you gotta do is throw some hands. Folks think twice about backtalking a bruiser. <</speak>>
<<include "S1E2: Camp Vicky JourneyQ">><<qSpeak "quincy.tilt">> I'm concerned our practitioner is unused to frontier travel. <</qSpeak>>
<<speak "vicky.cackle">> Yeah? *She laughs.* It took him //so// long to get his horsey's antlers outta that tree! Man, it's a //pine.// They grow //STRAIGHT UP.// You gotta work to get tangled up in one of those! <</speak>>
<<speak "vicky.neutral">> Guess all that time he spent in the Midland's got him forgetting he's Northern, eh? <</speak>>
<<include "S1E2: Camp Vicky JourneyQ">><<if $response == "y">>
<<toneGain "vicky">>
<<qSpeak "quincy.lookaway">> ...Sure. <</qSpeak>>
<<speak "vicky.wink">> Glad to hear it. <</speak>>
<<else>>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "vicky.wink">> @@.singsong;Awwww.@@ *She coos, mockingly.* My advice didn't help? <</speak>>
<<qSpeak "quincy.neutral">> Advice? Your advice is deranged. <</qSpeak>>
<<speak "vicky.incredulous">> Just 'cause you don't like it, that don't make it wrong! <</speak>>
<</if>>
<<include "S1E2: Camp Vicky Hub">><<qSpeak "quincy.tilt">> I'm afraid the difference in ideals may lead to conflict between our companions down the line. <</qSpeak>>
<<speak "vicky.incredulous">> So what? *She snorts.* Let 'em fight it out. <</speak>>
<<qSpeak "quincy.lookaway">> That seems like a bad idea. <</qSpeak>>
<<speak "vicky.smirk">> You got a better one? <</speak>>
<<qSpeak "quincy.tilt">> No. <</qSpeak>>
<<include "S1E2: Camp Vicky JourneyQ">><<qSpeak "quincy.lookaway">> Our scribe is so inept he cannot even //ride a horse.// <</qSpeak>>
<<speak "vicky.incredulous">> I can ride better drunk! Don't they have some kinda horse class at that academy of yours? <</speak>>
<<qSpeak "quincy.tilt">> Yes. They do. <</qSpeak>>
<<speak "vicky.cackle">> @@.surprise;Saint Isadore's dick!@@ Guess there's no hope for him, then. <</speak>>
<<include "S1E2: Camp Vicky JourneyQ">><<qSpeak "quincy.tilt">> I'm worried that Lucas is entirely out of his element. <</qSpeak>>
<<speak "vicky.incredulous">> Yeah, what tipped you off? His widdle heels? *She snickers.* I swear, they raise those Midland boys //so// soft. There are tundra girls manlier. <</speak>>
<<speak "vicky.neutral">> Don't worry, <<print $VQname>> - you got a whole Convoy Guard to help look after the little guy. <</speak>>
<<include "S1E2: Camp Vicky JourneyQ">><<choose "quincy.lookaway">>
<<actions
[[I'm worried that Lucas is entirely out of his element...|S1E2: Camp Vicky Journey Lucas]]
[[I fear Kaitos can't even ride a horse...|S1E2: Camp Vicky Journey Kaitos]]
[[I'm concerned Elijah is unused to frontier travel...|S1E2: Camp Vicky Journey Elijah]]
[[I'm afraid the differences in ideals might go unresolved...|S1E2: Camp Vicky Journey Ideals]]
[[I fear no one will ever respect my authority...|S1E2: Camp Vicky Journey Authority]]
>>
<<if passage() != "S1E2: Camp Vicky Journey 2">><<special "end" [[...And that's what's troubling me.|S1E2: Camp Vicky JourneyQ End]]>><<else>>
[[I don't want to talk about it.|S1E2: Camp Vicky JourneyQ End][$response to "dont"]]<</if>>
<</choose>><<if $response == "dont">>
<<toneGain "vicky">>
<<qSpeak "quincy.lookaway">> I'd rather not talk about it. <</qSpeak>>
<<speak "vicky.neutral">> *She raises her hands in a gesture of indifference.* Then don't. <</speak>>
<<include "S1E2: Camp Vicky Hub">>
<<else>>
<<qSpeak "quincy.tilt">> That's about it. I think. <</qSpeak>>
<<speak "vicky.smirk">> Feel better, now that you've got it all out? <</speak>>
<<choose "quincy.lookaway">>
[[I think so.|S1E2: Camp Vicky Journey End2][$response to "y"]]
[[No.|S1E2: Camp Vicky Journey End2][$response to "n"]]
<</choose>>
<</if>><<qSpeak "quincy.neutral">> I haven't seen much of you since the Convoy arrived in Morbre. <</qSpeak>>
<<speak "vicky.smirk">> You didn't think your pop was gonna set up twenny-six guest rooms for the Convoy Guard, did ya? <</speak>>
<<qSpeak "quincy.think">> Well, no... but you're... <</qSpeak>>
<<speak "vicky.wink">> @@.singsong;Special?@@ <</speak>>
<<text>>
She rests her chin upon her hand and bats her eyelashes. Such an innocent, feminine gesture performed by a woman of her character feels aberrant.
<</text>>
<<choose>>
[[I do enjoy your company.|S1E2: Camp Vicky Absent 2][$response to "enjoy"]]
[[Well, you're one of us.|S1E2: Camp Vicky Absent 2][$response to "one"]]
<<if hasVisited("S1E2: dangel camp vicky")>>
[[You are D'Angelo's... most trusted soldier.|S1E2: Camp Vicky Absent 2][$response to "dangel"]]
<<else>>
[[You are D'Angelo's most trusted soldier.|S1E2: Camp Vicky Absent 2][$response to "dangel"]]
<</if>>
<<link "<span>You get <i>special treatment.</i> Does that count?</span>" "S1E2: Camp Vicky Absent 2">><<set $response to "special">><</link>>
[[Stop doing that. It's disturbing.|S1E2: Camp Vicky Absent 2][$response to "dont"]]
<</choose>><<switch $response>>
<<case "enjoy">>
<<toneGain "vicky">>
<<toneGain "vicky" "fun">>
<<qSpeak "quincy.think">> Well... I have come to enjoy your company. <</qSpeak>>
<<speak "vicky.wink">> Aww, well inn't that //sweet.//<<if setup.tone("vicky") == false || hasVisited("PREP: Vicky Wrestle Loser")>> Knew you'd come around to me with a little time.<</if>> <</speak>>
<<speak "vicky.neutral">> Really, you should prolly count your blessings I make myself scarce when I do. You got enough problems of //public image// without my tit slippin' out at the tunsukh. <</speak>>
<<case "one">>
<<toneGain "vicky">>
<<qSpeak "quincy.think">> I suppose I became accustomed to the idea that you were simply... one of us. <</qSpeak>>
<<speak "vicky.incredulous">> On the road? Sure! In front of big men with big titles? Eh... <</speak>>
<<speak "vicky.cackle">> I think you got enough problems of //public image// without my tit slippin' out at the tunsukh. You don't need me screwing it more. <</speak>>
<<case "dangel">>
<<if hasVisited("S1E2: dangel camp vicky")>>
<<qSpeak "quincy.tilt">> I suppose, in a manner of speaking. You are D'Angelo's... er, his most trusted soldier. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I suppose, in a manner of speaking. You are D'Angelo's most trusted soldier. <</qSpeak>>
<</if>>
<<speak "vicky.neutral">> @@.lilt;Well, yeah...@@ *She admits, her fondness evident in her voice.* <</speak>>
<<speak "vicky.neutral">> Angie's got enough problems without my tit slippin' out at the tunsukh, though. And so do you. Consider my absence a gift, <<print $VQname>>. <</speak>>
<<case "special">>
<<qSpeak "quincy.think">> ...You're an exception in every other situation, I suppose it didn't occur to me that there //were// rules you followed. <</qSpeak>>
<<speak "vicky.wink">> Well, ya learn something new every day now, don'tcha? <</speak>>
<<speak "vicky.neutral">> I think you got enough problems of //public image// without my tit slippin' out at the tunsukh. No need to worry about me screwing things up. <</speak>>
<<case "dont">>
<<qSpeak "quincy.furrow">> Stop doing that. It's disturbing. <</qSpeak>>
<<speak "vicky.sillysalute">> *She offers another one of her unserious army salutes.* As you wish. <</speak>>
<<speak "vicky.incredulous">> Really, you should prolly count your blessings I make myself scarce when I do. You got enough problems of //public image// without my tit slippin' out at the tunsukh. <</speak>>
<</switch>>
<<include "S1E2: Camp Vicky Hub">><<toneLoss "vicky">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.neutral">> I believe this belongs to you? <</qSpeak>>
<<itemShow "fruitJar">>
<<text>>
You extend your hand, but Victoria regards your offering with confusion. She takes the bottle with uncertainty, rolling it around so that the hardened chunks which were once individual candies //"thwack"// gracelessly against the glass.
<</text>>
<<speak "vicky.think">> What the... this my fruit? From when? <</speak>>
<<qSpeak "quincy.neutral">> From about a month ago, whilst we were tracking you across the Midland. <</qSpeak>>
<<speak "vicky.indifferent">> You //know// I can't eat this now, right? <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.tilt">> Really? Why not? <</qSpeak>>
<<speak "vicky.incredulous">> 'Cause it's too hard and lumpy to get outta the bottle! <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> ...I forgot to give it to you earlier. <</qSpeak>>
<<speak "vicky.unimpressed">> I see. <</speak>>
<<qSpeak "quincy.lookaway">> ...And now I'm tired of carrying it. <</qSpeak>>
<<speak "vicky.incredulous">> @@.singsong;Well, thanks for makin' it my problem!@@ <</speak>>
<<text>>
She lobs the bottle over her shoulder. It lands somewhere in the distant brush.
<</text>>
<<itemRemove "fruitJar">>
<<include "S1E2: Camp Vicky Hub">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You don't fear hares. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> You're... unafraid of hares. <</qSpeak>>
<</if>>
<<speak "vicky.wink">> *She shrugs her shoulders.* Hey, if shootin' it makes for a good story, I'm not afraid of it. <</speak>>
<<text>>
//The image of $licorice in the sights of a rifle flashes in your mind.// Your <<if setup.hasTrait("shameless")>>face grows hot with protective anger, yet it is a feeling of cold which overcomes you<<else>>throat tightens in horror, and your blood runs cold beneath your <<snout "skin" "fur">><</if>>.
``It is an emotional response both intense and immediate.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> @@.intense;''Do not speak so casually of shooting a hare.''@@ *You snap, unable to contain your disgust.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> ''@@.stutter;Do not speak so casually of shooting a hare.@@'' *You stammer, unable to contain your abnormality.* <</qSpeak>>
<</if>>
<<text>>
In spite of your outburst, Victoria's demeanor remains unbothered.
<</text>>
<<speak "vicky.unimpressed">> No need to get your petticoat scrunched, <<print $VQname>>. Not in the market for any hareskin rugs. 'Sides, inn't that cloak of yours mostly hare pelt? <</speak>>
<<choose "quincy.lookaway">>
<<if $qStats.skills.empathy >= $qStats.skills.etiquette>>
<<gate `["emp",7]` [[It was a gut reaction. I apologize.|S1E2: Camp Vicky Hares 2]] "hide">><<set $response to "sorry">><</gate>>
<<else>>
<<gate `["etiq",7]` [[It was a gut reaction. I apologize.|S1E2: Camp Vicky Hares 2]] "hide">><<set $response to "sorry">><</gate>>
<</if>>
[[That hare was killed under life-or-death circumstances!|S1E2: Camp Vicky Hares 2][$response to "diff"]]
<</choose>><<if $response == "diff">>
<<toneLoss "vicky">>
<<qSpeak "quincy.furrow">> A different situation entirely. The hare killed for my cloak was killed in self-defense. She had lost her person - //gone mad!// She was not //hunted for the sport of it.// <</qSpeak>>
<<speak "vicky.unimpressed">> Slow down. I never said anything about sport. <</speak>>
<<text>>
...It occurs to you that she speaks the truth. She may have alluded to the idea of shooting a hare... but she said nothing of the context.
``Your anger cools.
<</text>>
<<else>>
<<toneGain "vicky">>
<<text>>
Casting a glance down at the dull shimmer of your cape, you feel like quite the hypocrite.
<</text>>
<<qSpeak "quincy.tilt">> The hare that became my cape was killed in self-defense. Not sport. Even so, my outburst was unwarranted. I apologize. <</qSpeak>>
<<speak "vicky.unimpressed">> Never said anything about hunting hares for sport. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> ...No. You did not. <</qSpeak>>
<<speak "vicky.think">> Look. I ain't here to give you grief for being a touched man, <<print $VQname>>. I got respect for your kind, but... I'm not one of you. <</speak>>
<<speak "vicky.smirk">> If a hare comes runnin' at me, it's not for a friendly "hello." One of us's gonna walk away dead, and it won't be me if I can help it. <</speak>>
<<if $response == "diff">>
<<qSpeak "quincy.lookaway">> I suppose I cannot fault you for that. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I understand. <</qSpeak>>
<</if>>
<<include "S1E2: Camp Vicky Hub">><<qSpeak "quincy.neutral">> Whilst we were riding today, I couldn't help but notice your horse is looking... ah, a little "long in the tooth." <</qSpeak>>
<<text>>
You put it lightly. Looking at Victoria's gnarled horse, well...
<</text>>
<<speak "grandpa.neutral" "Vicky's Horse">> *...the buckskin gelding looks at least as old as D'Angelo's aged fjord.* <</speak>>
<<speak "vicky.unimpressed">> Yeah, that's Grandpa for ya. <</speak>>
<<qSpeak "quincy.lookaway">> His name is //"Grandpa?"// <</qSpeak>>
<<speak "vicky.neutral">> Yup. He's an old crank who never lets go of a grudge. Hence: "Grandpa." <</speak>>
<<qSpeak "quincy.think">> Hm... <</qSpeak>>
<<text>>
You never knew your grandfather, paternal or maternal - both were dead by the time you were born. You suppose you'll just have to take her word for it on the hostile nature of men whose children procreate.
<</text>>
<<speak "vicky.cackle">> Bought him a number of years ago, figuring he'd have maybe half of that left. But the old bastard's //stubborn!// He just keeps on livin'. Guess it's true what they say about spite makin' you live longer. <</speak>>
<<qSpeak "quincy.neutral">> Are you not worried he is too old for such harsh travel? <</qSpeak>>
<<speak "vicky.smirk">> Hey, if he dies - new horse for me! I ain't worried. <</speak>>
<<passiveGate 1 `["emp",7]`>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
On the face of it, her words are contemptful. Yet... there is affection in her voice when she speaks of the ragged old beast. She did not spend so many years with Grandpa without forming //something// of a bond.
<</text>>
<</if>>
<<choose>>
<<gate `["emp",7]` [[You sound fond of him.|S1E2: Camp Vicky Horse2]] "hide">><<set $response to "fond">><</gate>>
[[Why not retire him?|S1E2: Camp Vicky Horse2][$response to "retire"]]
[[How callous.|S1E2: Camp Vicky Horse2][$response to "callous"]]
<</choose>><<switch $response>>
<<case "fond">>
<<toneGain "vicky" "fun">>
<<qSpeak "quincy.neutral">> You sound quite fond. <</qSpeak>>
<<speak "vicky.incredulous">> *Her jaw slacks.* //No way.// It's more like-- you remember the story of the moose and the hare? They tell you that one as a kid? <</speak>>
<<text>>
She refers to a Northern fable. The hare and the moose - two mortal enemies - spend the entire tale waging war with one another, only for the hare to save the moose from a human hunter in the end out of grudging respect... and mutual hatred for mankind.
<</text>>
<<qSpeak "quincy.think">> ...Yes. They did. <</qSpeak>>
<<speak "vicky.cackle">> It's like that. <</speak>>
<<case "retire">>
<<qSpeak "quincy.neutral">> Why not simply retire him? Let him rest in his old age. <</qSpeak>>
<<speak "vicky.incredulous">> //@@.intense;Nuh-uh!@@// I'm not paying for that ornery old moose to eat flowers in some green field for the rest of his life! //Who knows how long he'd keep it up!?// <</speak>>
<<speak "vicky.smirk">> If he's livin' on my dime, he's gonna work for it. I'm not lettin' him get one over on me! <</speak>>
<<case "callous">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.neutral">> You've a very callous view of things. <</qSpeak>>
<<speak "vicky.incredulous">> Hey, you get what you give. That ornery old moose bites me, I bite back. <</speak>>
<<text>>
You hope that's a figure of speech.
<</text>>
<</switch>>
<<include "S1E2: Camp Vicky Hub">><<locationBoardSetup `[
{img:"forest2.png"},
{img:"camp-generic.png"},
{img:"land/taiga3.png"}
]`>>
<<location "kagthur" `["Camp","Demons' Grove"]`>>
<<once>>
<<set $tempQ.campDinner to false>>
<</once>>
<<set $campTopics to ["start"]>>
<<set _campPassageMap to
{
lucas:{
start:["S1E2: Camp Lucas First","lucas.weary"],
default:["S1E2: Camp Lucas Hungry","lucas.weary"]
},
dangelo:{
start:{passData:["S1E2: Camp Dangelo First","dangelo.neutral",true],priority:true},
default:"S1E2: Camp Dangelo"
},
kaitos:{
start:["S1E2: Camp Kaitos First","kaitos.glance"],
default:"S1E2: Camp Kaitos",
},
elijah:{
start:"S1E2: Camp Elijah First",
default:"S1E2: Camp Elijah",
},
vicky:{
start:["S1E2: Camp Vicky First","vicky.smirk"],
default:"S1E2: Camp Vicky"
},
imani:{
start:["S1E2: Camp Imani First","imani.tilt"],
default:"S1E2: Camp Imani"
},
licorice:{
start:"S1E2: Camp Licorice First",
default:"S1E2: Camp Licorice"
}
}>>
<<if hasVisited("S1E2: Camp Dangelo First") && $tempQ.campDinner != true>>
<<set _campPassageMap.lucas.start to ["S1E2: Camp Lucas First","lucas.weary",true]>>
<<set _campPassageMap.lucas.default to ["S1E2: Camp Lucas Hungry","lucas.weary",true]>>
<</if>>
<<if $tempQ.campDinner>>
<<set _campPassageMap.lucas.default to "S1E2: Camp Lucas ToldDinner">>
<</if>>
<<run setup.setCampTopics(_campPassageMap)>>
<<set _camp.licorice to _licoricePassage>>
<<set _camp.lucas to _lucasPassage>>
<<set _camp.dangelo to _dangeloPassage>>
<<set _camp.elijah to _elijahPassage>>
<<set _camp.kaitos to _kaitosPassage>>
<<set _camp.vicky to _vickyPassage>>
<<set _camp.imani to _imaniPassage>>
<<if !hasVisited("S1E2: Camp Dangelo First") && !hasVisited("S1E2: Camp Kaitos First") && !hasVisited("S1E2: Camp Elijah First") && !hasVisited("S1E2: Camp Vicky First") && !hasVisited("S1E2: Camp Imani First") && !hasVisited("S1E2: Camp Licorice First")>>
<<set _camp.lucas to false>>
<</if>>
<<if hasVisited("S1E2: dangel camp vicky mistress would")>>
<<set _camp.dangelo to false>>
<</if>>
<<if hasVisited("S1E2: Camp Elijah Tent Doover")>>
<<set _camp.elijah to false>>
<</if>>
<<getMail 2>>
<<drawCamp _camp _guests>><<text>>
In no time at all, the grove's clearing has been transformed. What was once a nondescript patch of dirt and greenery is now lined with tents and stools and barrels. Of course, the raising of tents is only one task of many. The grove bustles. Guardsmen scurry about like mice, hauling luggage and unpacking cargo.
<</text>><</drawCamp>>
<<if $tempQ.campDinner>>
@@.next;[[Wait for supper.|S1E2: First Camp End]]@@
<<elseif hasVisited("S1E2: Camp Dangelo First")>>
@@.next;Inform Lucas when you will eat.@@
<<else>>
@@.next;Learn of supper.@@
<</if>>
<<passiveCheck 1 `["dec",setup.DCKey["medium"]]`>><<addCodex "kagthur">>
<<addCodex "demonsgrove">>
<<addCodex "argent">>
<<addCodex "paladin">>
<<addCodex "crumpet">>
<<addCodex "bumbo">>
<<addCodex "grandpa">>
@@.next;[[Continue.|S1E2: Saltpork Intro]]@@<<silently>>
<<itemRemove "missingV-jim">>
<<itemRemove "missingV-farmer">>
<<itemRemove "missingV-gals">>
<<itemRemove "missingV-nala">>
<<itemRemove "missingV-colby">>
<</silently>><<silently>>
<<itemRemove "yolmar-noblehate">>
<<itemRemove "yolmar-soil">>
<<itemRemove "yolmar-badwoods">>
<<itemRemove "yolmar-noblehate">>
<<itemRemove "yolmar-riverpass">>
<<itemRemove "yolmar-barges">>
<<itemRemove "yolmar-manyfish">>
<</silently>><<if setup.flag("55a")>>
<<text>>
It is said that the journey of the @@.faded;''Fifth Convoy''@@ started as we all began: tearing free from the bodies of our mothers so that we might forge our own paths.
<<img 3 "end_convoyriver.png" "The Convoy, departing from the wreckage of the dam." `["modeNeutral"]`>>
``@@.big;It is <<if $tempQ.yolmar.vibes <= 1>>an ugly<<else>>fraught<</if>> business, and a shock to behold, but it is a violence most necessary!@@
``Without it, the world stagnates; the Long Night is eternal; both mother and child wither away into nothing. Struck by the first of all fears - that of death - the Silver Prince's Convoy thrashes within the confines of a Noble womb, and emerges in its glorious newness. The New Sun rises. The world breathes on.
<</text>>
<<storyteller "lazarus_teller_neutral.png">>
<<else>>
<<text>>
It is said that the journey of the @@.faded;''Fifth Convoy''@@ began like @@.green;''spring''@@: meek, <<if $tempQ.yolmar.vibes <= 1>>and beset by hardship<<else>>and full of hope<</if>>.
<<img 3 "end_convoyviscount.png" "The Convoy, departing from Idkol." `["modeNeutral"]`>>
``@@.big;The first green of the season struggles to break free from <span class = "blue">''Senrun''</span>'s icy embrace!@@
``That which dares to grow grows with all its might, for that which fails to escape the snow will never see the warmth of summer. The early die beneath the cold; the late wither away in the shadows of brethren more bold. But the Silver Prince's Convoy was not wild sedge nor heather. It need not fight the bitter cold of the tundra winter, for it crept safely along the well-tended lattices of Diadem Castle's gardens.
``For the time being.
<</text>>
<<storyteller "lazarus_teller_think.png">>
<</if>>
@@.next;[[Continue.|S1E3: Episode Slides2]]@@<<set _newViscount to "Viscountess Gungan">>
<<if setup.flag("55b")>>
<<set _newViscount to "Viscount Massochi">>
<</if>>
<<if setup.flag("55a")>>
<<text>>
Released from the desolate crypt of the Barrens Dam, the @@.blue;''Ketdei River''@@ burst forth with all the might and strength of the god-brother @@.blue;''Senrun''@@. She roared across the tundra in all her majesty and wildness, reclaiming her former course on her rush home to Amalugh's Cradle and lands beyond!
<<img 3 "end_river.png" "The Ketdei River returns to the valley and its people." `["modeNeutral"]`>>
``The people of @@.accent;''Yolmar''@@ welcomed the Ketdei and her bounty with open arms and tears of relief.
<</text>>
<<else>>
<<text>>
Under the care of @@.alertG;''<<print _newViscount>>''@@, the fields and forests of Amalugh's Cradle would be born anew. <<if setup.flag("55b")>>By his practiced hand<<else>>Through her stubborn grit<</if>>, that which is dead blossomed from the carrion of the old, until the <<if setup.flag("55b")>>woods<<else>>fields<</if>> of the valley were a font upon the tundra.
<<if setup.flag("55b")>>
<<img 3 "end_bert.png" "Viscount Massochi returns the forest to the valley." `["modeNeutral"]`>>
<<else>>
<<img 3 "end_gungan.png" "Viscountess Gungan returns life to the valley's fields." `["modeNeutral"]`>>
<</if>>
``For a time, the people of @@.accent;''Yolmar''@@ scorned <<print _newViscount>>, and resisted the blessings of <<if setup.flag("55b")>>his<<else>>her<</if>> Gift. But hunger has a way of taming even wolves; in time, their reluctance would fade, along with the docks and poles of their past.
<</text>>
<</if>>
<<storyteller "lazarus_teller_orate.png">>
@@.next;[[Continue.|S1E3: Episode Slides3]]@@<<if setup.questEnded(56,"complete")>>
<<text>>
<<if setup.flag("55a")>>But, the Silver Prince and his Right carried fortune in one hand and barbs in the other.<<else>>...As would their traditions.<</if>> In a misguided bid for aid, the Convoy's Right knelt to @@.white;''Isadore's Path''@@ and extended to them his //personal invitation.//
``It was an offer the Midland interlopers were all but frothing at the jaws to accept. For the second time, the Midland faithful tore through Yolmar and chased the Old Gods from the village like the snarling hounds of the fox hunt. By the end of their pursuit, they had torn every tapestry from every wall and burned every so-called idol. Not even their own holy spire escaped damnation, if its make struck them "pagan."
<<img 3 "end_ip.png" "Isadore's Path claims Yolmar." `["modeNeutral"]`>>
``And the people - it was all they could do to watch as these fellow "children of Ceros" desecrated their town. Afterward, they //thanked// their Holy invaders, for they knew their plates would remain barren without proper grace given to //"Him Above."//
<</text>>
<<storyteller "lazarus_teller_grief.png">>
<<elseif setup.questEnded(57,"complete")>>
<<text>>
<<if setup.flag("55a")>>But with the return of the river came change as well.<<else>>But a new glove was not the only change upon the valley.<</if>> The @@.alertR;''Wings of Fortune''@@ took hold on a virgin frontier, promising aid to village sorely in need.
``But the word of a Southerner is a dangerous thing. In pursuit of coin, they do precisely as they say, and that only.
<<img 3 "end_wof.png" "The Wings of Fortune bring industry to Yolmar." `["modeNeutral"]`>>
``It is often said that the difference between a vulture and a Southern merchant is that the vulture has courtesy: //he// will only pull flesh from bone //once you've died.// Perhaps these are but the cynical words of hidebound men... but time has yet to tell.
``For now, the old forge burns bright with new fire and warms a cold and weary Yolmar.
<</text>>
<<storyteller "lazarus_teller_think.png">>
<<else>>
<<text>>
But <<if setup.flag("55a")>>the Ketdei<<else>>Nobility<</if>> was not the only thing to return to the valley. Thanks to the dealings of the Right Hand of the Silver Prince, the rift between the Settled North and her past closes... if only for a time. Brought together by the exchange of a young buck, aid comes to Amalugh's Cradle carried upon the backs of hares and snowshoes.
<<img 3 "end_nomads.png" "The Swiftjays bring their wander food to Yolmar." `["modeNeutral"]`>>
``For now, the pact between Yolmar and the Swiftjay clan is one business, and nothing more. But perhaps, given time, both will learn: settled or roaming, we are all children of the goddess @@.black;''Amalugh''@@.
<</text>>
<<storyteller "lazarus_teller_neutral.png">>
<</if>>
@@.next;[[Continue.|S1E3: Episode Slides4]]@@<<set _jimPoints to 2>>
<<if setup.questEnded(56,"complete") && !setup.flag("55a")>>
<<set _jimPoints to 1>>
<</if>>
<<if setup.flag("55a") && !setup.questEnded(56,"complete")>>
<<set _jimPoints to 3>>
<</if>>
<<set _karlieStatus to 3>>
<<if setup.flag("57b")>>
<<set _karlieStatus to 2>>
<<elseif $tempQ.yolmar.karliePay == "name" || $tempQ.yolmar.karliePay == "good" >>
<<set _karlieStatus to 1>>
<</if>>
<<switch _jimPoints>>
<<case 3>>
<<text>>
As for the boy, @@.accent;''Jim''@@ - he now stands as a hero to his town in his own right. Were it not for the power of his voice, the Silver Prince and his Convoy never would have brought aid to Yolmar!
<<imgLayer 3 "end_jim.png" "Jim watches a new dawn." `["modeNeutral"]`>>
<<if _karlieStatus != 1>>
<<print setup.imgLayer(3,"end_karlie.png",false)>>
<</if>>
<</imgLayer>>
``<<switch _karlieStatus>><<case 3>>Now a man, he and @@.red;''Karlie''@@ watch as a new dawn crests over the horizon, and the morning light bathes a dreary tundra. A new day begins for their people...<<case 2>>Now a man, he and @@.red;''Karlie''@@ watch as a new dawn crests over the horizon, and the morning light bathes a dreary tundra. The sight will not last them forever, for in time she will finish her apprenticeship and leave the valley. But he will never be alone, for he is of the people...<<case 1>>Now a man, he watches as a new dawn crests over the horizon, and the morning light bathes a dreary tundra. @@.red;''Karlie''@@ may have left for other lands, but he shall never be alone, for he is of the people...<</switch>>
<</text>>
<<storyteller "lazarus_teller_orate.png">>
<<case 1>>
<<text>>
As for the boy, @@.accent;''Jim''@@... he may never forgive me for the good trusting me has done. Were it not for the call of his voice, the Silver Prince and his Convoy might never have set foot in Yolmar. And so, he is resented among the very people he sought to save.
<<imgLayer 3 "end_jim_bad.png" "Jim watches a new dawn with unease." >>
<<if _karlieStatus != 1>>
<<print setup.imgLayer(3,"end_karlie_bad.png")>>
<</if>>
<</imgLayer>>
``Had things gone differently, he would surely be a hero. Instead, he is a pariah upon the streets, the boy who brought change upon Yolmar. <<switch _karlieStatus>><<case 3>>Only @@.red;''Karlie''@@ stands by his side now...<<case 2>>Only @@.red;''Karlie''@@ stands by his side now. And some day, she will finish her apprenticeship and be lost to him as well...<<case 1>>And now - without @@.red;''Karlie''@@ by his side - he faces a changed Yolmar alone...<</switch>>
<</text>>
<<storyteller "lazarus_teller_grief.png">>
<<default>>
<<text>>
As for the boy, @@.accent;''Jim''@@ - he is a hero, even if his people are yet to see it. Were it not for the power of his voice, the Silver Prince and his Convoy might never have graced Yolmar. Of course... that is why his people now look upon him with grief.
<<imgLayer 3 "end_jim.png" "Jim watches a new dawn." `["modeNeutral"]`>>
<<if _karlieStatus != 1>>
<<print setup.imgLayer(3,"end_karlie.png",false)>>
<</if>>
<</imgLayer>>
``Had things gone differently, he would surely be a hero. Instead, he is the boy who brought change upon Yolmar. <<switch _karlieStatus>><<case 3>>Only @@.red;''Karlie''@@ stands by his side now...<<case 2>>Only @@.red;''Karlie''@@ stands by his side now. And some day, she will finish her apprenticeship and be lost to him as well...<<case 1>>And now - without @@.red;''Karlie''@@ by his side - he faces a changed Yolmar alone...<</switch>>
<</text>>
<<storyteller "lazarus_teller_think.png">>
<</switch>>
@@.next;<<link "Continue." "S1E3: Ending Transition">><<set $tempQ.idealCheck to setup.idealChecker()>><</link>>@@<<print $tempQ.idealCheck>>
<<addCodex "duels">>
@@.next;[[Continue.|S1E3: End Episode]]@@<<episodeEnd "End of Episode III" "Load your save in a future update to continue.">><<text>>
The spaded half of a snapped shovel is the only means Imani has to extinguish the flames which have taken the lesser half of a rickety little cottage. $salmiak, the strange little man that he is, sits and watches with placid disinterest as the dirt she flings falls down over the blaze.
``Judging from the heaps of soil atop smoking planks, she has made decent progress in her battle already. Still, she breathes a sigh of relief when the Convoy arrives. With the effort of multiple men, and Lucas taming down the flames with his meur, the fire is reduced to a few dying embers in a matter of minutes.
``Once you are reasonably sure that the flames have truly gone out, you peer through the gaps burned in the cabin wall and try to discern more about the circumstances of the blaze.
``The stark contrast between daylight and the cabin's dim interior forces you to squint. The room which greets you is scorched black and indistinct. It holds but a few suggestions of charred furniture, and the walls are without adornment. You surmise that this dwelling was abandoned, or at least late in the process of abandonment. Whoever lived here last simply neglected to snuff out the embers they left behind in their hearth.
``You feel the tension in your shoulders abate, and you breathe a sigh of relief. This blaze claimed no victims.
<</text>>
<<qSpeak "quincy.think">> Empty. Whoever lived here was long gone by the time the fire began. <</qSpeak>>
<<speak "imani.bow">> Thank Amalugh. *She pants, still catching her breath.* <</speak>>
<<speak "lucas.weary">> What of the rest of the town? Is it entirely abandoned? <</speak>>
<<speak "imani.tilt">> I haven't had the chance to look. *She breathes.* The fire was my first priority. <</speak>>
<<text>>
D'Angelo kicks one of the fallen beams. The resulting sound is far more moist than you'd expect from the wreckage of a fire, and leaves a smear of black paste on the toe of his boot - a mix of stagnant water and ash.
<</text>>
<<speak "vicky.unimpressed">> Wet. Explains how one little cottage fire made all that smoke. <</speak>>
<<speak "dangelo.think">> Wet wood burns slow. Wonder how long it was going for? <</speak>>
<<speak "vicky.neutral">> Who cares? <</speak>>
<<speak "lucas.scowl">> //I// care! *Lucas sputters, <<snout "throwing" "his tail lashing like a cat's as he throws">> out an arm in protest.* If it was burning long, then we know the town is abandoned! Otherwise - there may still be people here in need! <</speak>>
<<speak "elijah.frown">> I agree with His Highness. To find a town empty like this - it is most concerning. <</speak>>
<<speak "dangelo.neutralserious">> You want us to take a look around, then? <</speak>>
<<speak "lucas.eyeroll">> //Obviously!// <</speak>>
@@.next;[[Continue.|S1E3: dam town hub]]@@<<locationBoardSetup `[
{img:"place/yolmar_dryriver.png"},
{img:"settle/pasture_fence.png"},
{img:"settle/cabin.png"}
]`>>
<<location "kagthur" `["Forsaken Town","Kagthur Lordship"]`>>
<<set $party to ["licorice","lucas"]>>
<<locLinkStub "settle/cabin">><<text>>
On occasion, you dream of places you've visited. In these dreams, you know where you are meant to be, but the arrangement of features is never quite in its proper place. Roads change direction; buildings switch places with one another; landmarks appear and disappear...
``Were you to dream of Yolmar, you imagine it would look much like this forgotten town.
<</text>><</locLinkStub>>
<<set _sublocations to {
tradehall:{link:"S1E3: damtown Hall",img:"settle/north_tradinghall_small",text:"Trading Hall"},
residential:{link:"S1E3: damtown Town",img:"settle/cabin",text:"Town"},
commons:{link:"S1E3: damtown Hare",img:"settle/shed_rundown",text:"Hare Commons"},
fields:{link:"S1E3: damtown Fields",img:"land/dirt_poor",text:"Dry Fields"},
well:{link:"S1E3: damtown Well",img:"settle/well",text:"Old Well"},
chapel:{link:"S1E3: damtown Church",img:"settle/chapel_rural",text:"Chapel"},
}>>
<<if hasVisited("S1E3: damtown Hall")>>
<<set _sublocations.tradehall.disabled to true>>
<</if>>
<<if hasVisited("S1E3: damtown Town")>>
<<set _sublocations.residential.disabled to true>>
<</if>>
<<if hasVisited("S1E3: damtown Hare")>>
<<set _sublocations.commons.disabled to true>>
<</if>>
<<if hasVisited("S1E3: damtown Fields")>>
<<set _sublocations.fields.disabled to true>>
<</if>>
<<if hasVisited("S1E3: damtown Well")>>
<<set _sublocations.well.disabled to true>>
<</if>>
<<if !hasVisited("S1E3: damtown Hall","S1E3: damtown Town","S1E3: damtown Hare","S1E3: damtown Fields","S1E3: damtown Well")>>
<<set _sublocations.chapel.disabled to true>>
<</if>>
<<print setup.locLinks(_sublocations)>>
@@.next;Investigate.@@<<locationBoardSetup `[
{img:"settle/cabin.png"},
{img:"settle/pasture_fence.png"},
{img:"land/dirt_poor.png"}
]`>>
<<location "kagthur" `["Barren Fields", "Forsaken Town"]`>>
<<text>>
Unlike its twin in Amalugh's Cradle, this town never had the privilege of a Viscount tending its fields. There is little sign of crop farming to be seen amidst the collapsed fences at all; these must have been livestock pens instead.
``At the perimeter of one such pasture, you spot the lanky figure of Kaitos. Resting his weight on one of the few standing sections of fence, he stares down into the dirt with a ruminative face.
<</text>>
<<speak "kaitos.glance">> Found... something. <</speak>>
<<speak "lucas.surprised">> *The Prince perks up.* Did you? <</speak>>
<<qSpeak "quincy.surprised">> Yes - what did you find? <</qSpeak>>
<<text>>
Kaitos waggles his head back and forth, chewing his lip as he <<if setup.isEnemy("kaitos")>>decides whether to give a normal answer or a vexing one<<else>>mulls over his discovery<</if>>. Then, he raises a hand, followed by a finger, so that he might point to a dip across the bare pasture.
<</text>>
<<speak "kaitos.thinkinghard">> Bones. *He finally says, sounding uncertain.* Like-- <</speak>>
<<speak "lucas.surprised">> @@.surprise;//A GRAVE!?//@@ *He yelps, his pitch painful to the ear as he scrambles with his spectacles.* <</speak>>
<<speak "kaitos.stare">> //No, man.// Wasn't finished. *He clicks his tongue.* ''Goat'' bones. //Not// people bones. <</speak>>
<<text>>
Joining Lucas in his squinting, you spy a few heaps of overturned dirt and the scattered fragments of animal bone. The tundra's scavengers must have disturbed their rest.
<</text>>
<<speak "lucas.devastated">> //Lead with that next time!// *Lucas exclaims as he clutches his chest and crumples inward with relief.* Don't simply say //"bones!"// <</speak>>
<<speak "kaitos.glance">> <sup>'Kay.</sup> <</speak>>
<<text>>
Upon closer examination, something catches your attention. When disposing of animal remains on the tundra - or human ones, for that matter - a too-shallow grave is a common folly. Even in the warmer seasons, clay soil is stubborn and resists shoveling. But, this cannot be the haphazard disposal of a single animal; the fragments of jawbone strewn about are too numerous and discrepant to have been one whole...
<</text>>
<<speak "lucas.weary">> Quintrell, you are counting under your breath. //Why// are you //counting under your breath?// <</speak>>
<<qSpeak "quincy.think">> Ah. The jawbones - I was trying to determine how many goats were buried. <</qSpeak>>
<<speak "lucas.weary">> . . . <</speak>>
<<speak "kaitos.stare">> ...Why? <</speak>>
<<qSpeak "quincy.neutral">> One death is one death. *You explain.* I count at least three. That implies a culling. They must not have been able to support their herd without the river. <</qSpeak>>
<<speak "lucas.glance">> I... I see. <</speak>>
<<speak "kaitos.doleful">> <sup>Damn.</sup> <</speak>>
@@.next;[[Return to town.|S1E3: dam town hub]]@@<<locationBoardSetup `[
{img:"settle/north_tradinghall_small.png"},
{img:"broken-glass.png"},
{img:"cobweb.png"}
]`>>
<<location "kagthur" `["Trading Hall", "Forsaken Town"]`>>
<<text>>
The trading hall is one of the few structures which can be entered with any confidence at all. Its supports have yet to rot out from under it, and so it stands oddly rigid among the town's drooping cabins and collapsed sheds. Nevertheless, you step inside to find the interior bare and the roof laden with holes.
``Illuminated by the intruding daylight, Imani studies the fading hare painted upon the wall with a thoughtful expression. She must hear your approach, for she asks without turning:
<</text>>
<<speak "imani.neutral">> Any sign of the townspeople? <</speak>>
<<speak "lucas.glance">> No. <</speak>>
<<speak "imani.neutral">> I cannot say I am surprised. I doubt anyone lives here still. <</speak>>
<<speak "imani.bow">> It's like this sometimes, on the frontier. *She muses.* A town loses its heart and begins to die. The people who are able leave; the people who are not perish with it. <</speak>>
<<qSpeak "quincy.lookaway">> I don't suppose you have found anything. <</qSpeak>>
<<speak "imani.think">> Only the little they have left behind. Although, seeing what they //did,// and what they //did not//... the residents of this town must have known their time was short, once the river dried. It was likely a slow and knowing exodus. <</speak>>
<<speak "imani.lookaway">> Though, I suppose it is possible that they //did// leave in a hurry, and that the reason I am not finding abandoned valuables is because those valuables have already been picked over by thieves. But, then again... <</speak>>
<<text>>
She glances over her shoulder, offering a nod toward the wall behind her. Turning, you see it is lined with a series of protruding nails from which nothing hangs at all.
<</text>>
<<speak "imani.smirk">> Thieves do not usually take storyteller's masks or old weavings. <</speak>>
<<speak "imani.tilt">> But, I do wonder: if Lazarus had acted sooner - if the Convoy had been called just a month earlier, could //we// have... <</speak>>
<<text>>
She trails off with a solemn shake of the head. A lump rises in your throat, and you find yourself at a loss for words as you try to reconcile your <<if $tempQ.damDoubt>>doubts<<else>>petty fears<</if>> with the devastation the Barrens Dam has wrought on central Kagthur.
<</text>>
<<qSpeak "quincy.tilt">> I... don't know. <</qSpeak>>
<<speak "imani.lookaway">> I suppose there is no way //to// know. *She sighs.* All that we can do now, is what we are able. <</speak>>
<<speak "lucas.glance">> Indeed. <</speak>>
@@.next;[[Return to town.|S1E3: dam town hub]]@@<<locationBoardSetup `[
{img:"settle/cabin.png"},
{img:"settle/shed_rundown.png"},
{img:"settle/pasture_fence.png"}
]`>>
<<location "kagthur" `["Hare Commons", "Forsaken Town"]`>>
<<text>>
It can be assumed that the paddock and stable toward the town's west side were once its hare commons. You do not expect to find much of anything here. Whether he is the first man to go or the last, the abandonment of a town does not condemn the haretouched man to the same miserable fates as the untouched. So long as he has the company of his bond, he cannot be trapped, as he is free to climb atop his hare and leave any time he pleases.
``Were it not for this assumption of indifference, perhaps you would not find yourself as affected by the sight you see before you. As you pass the stable, you pause midstep in shock as you reckon with the specifics of its make. Rather than a single dwelling for a single hare - or a series of individual stalls - this town's commons are outfitted with a //double stall// without division.
``Such a structure is both uncommon and specific. They are seldom built, save for the comfort of close littermates, or mated pairs.
<</text>>
<<speak "lucas.weary">> Quintrell...? <</speak>>
<<qSpeak "quincy.tilt">> It's nothing. <</qSpeak>>
<<speak "lucas.weary">> If you insist... <</speak>>
<<text>>
You avert your eyes and will yourself to move onward. Wherever the pair are now, you hope they are inseparable still.
<</text>>
@@.next;[[Return to town.|S1E3: dam town hub]]@@<<locationBoardSetup `[
{img:"settle/cabin.png"},
{img:"settle/shed_rundown.png"},
{img:"land/rubble_foundation.png"}
]`>>
<<location "kagthur" `["Residential Area", "Forsaken Town"]`>>
<<text>>
The Convoy Guard handles the main search effort, under D'Angelo's direction. Given the lighthearted quips the men pass between one another as they investigate the town's many creaking doors and broken windows, you cannot imagine they have found anything too harrowing. At least, not yet.
<</text>>
<<speak "dangelo.neutral">> Nothing so far, Convoy Prince //sir!// *D'Angelo reports, offering a half-hearted salute.* Just nasty old sheds full of three-legged tables, broken shelves, and a lotta nothin'. <</speak>>
<<speak "lucas.scowl">> You're awfully //sunny,// given the situation. <</speak>>
<<speak "dangelo.think">> *He shrugs his shoulders in reply.* No point in getting worked up over what we //might// find. <</speak>>
<<speak "dangelo.yeesh">> 'Sides, if I feel like gettin' pensive, I can always think about that dam you guys're gonna burn down, and the mess that'll make. <</speak>>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.lookaway">> You're still cross, then. <</qSpeak>>
<<speak "dangelo.eyeroll">> 'Course I am! *He chirps.* But I can piss myself off about that later. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> You still haven't made peace with our decision, then. <</qSpeak>>
<<speak "dangelo.eyeroll">> Hell no! *He chirps.* But I can piss myself off about that later. <</speak>>
<</if>>
<<text>>
You withhold an irritated sigh. How can he chastise you about the dam //here// of all places?
<</text>>
<<speak "dangelo.think">> For now, I just gotta focus on one thing at a time. <</speak>>
<<qSpeak "quincy.lookaway">> ...Right. <</qSpeak>>
@@.next;[[Return to town.|S1E3: dam town hub]]@@<<locationBoardSetup `[
{img:"settle/cabin.png"},
{img:"settle/pasture_fence.png"},
{img:"settle/well.png"}
]`>>
<<location "kagthur" `["Old Well", "Forsaken Town"]`>>
<<text>>
The town's well sits square in its center. You find Victoria draped over its edge, staring down into it with a bored expression. She acknowledges your approach with a small grunt, then proceeds to pick up a pebble and drop it down into the well's depths.
<</text>>
<<speak "lucas.scowl">> What are you //doing?!// *Lucas demands, marching toward her with his arms held square at his side.* Someone might still be using that, for all we know! <</speak>>
<<speak "vicky.smirk">> Yeah. *One side of her lip curls into a smirk.* Using it as a rubbish pit. <</speak>>
<<text>>
Curious as to what she means, you peer down into the mouth of the well. At its bottom, sitting in a pool of shallow, muddy water, is a tower of disused objects. The glint of a dingy glass bottle is the first thing to catch your eye, but as you study the rubbish further you realize most of the items share a common theme.
<</text>>
<<qSpeak "quincy.think">> It's all... nets and fishing poles. <</qSpeak>>
<<speak "lucas.thinking">> Hm. You're right. But - why dispose of them this way? <</speak>>
<<speak "vicky.unimpressed">> Eh. Poles and nets... can't use 'em without water... this is the last bit of water in town... makes sense if you think like a drunk. <</speak>>
<<speak "vicky.indifferent">> And they sure weren't drinkin' //water// out here if their well looked like //this.// <</speak>>
<<speak "lucas.glance">> No, I suppose not. <</speak>>
@@.next;[[Return to town.|S1E3: dam town hub]]@@<<locationBoardSetup `[
{img:"settle/chapel_rural.png"},
{img:"settle/cabin.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Chapel","Forsaken Town"]`>>
<<text>>
The chapel on the town's northern outskirts has seen better days. Yet it stands defiant against the elements still, despite the decay of all around it. As its worn door groans open at your touch, both you and the Prince step into its dark interior.
``The floorboards squeal with each small step you take down the length of the pews. Rows of tiny windows grant you just enough light not to trip over their warped edges on your way toward the chapel's lectern. When you reach it, you find a battered copy of the Hallowed Testaments still remains.
``It is also the only thing in the entire chapel which is not blanketed in dust. Curious.
<</text>>
@@.next;[[Open it.|S1E3: damtown Church2]]@@<<text>>
Never before have you cared to open any holy book. But, given the situation, your curiosity compels.
``To your confusion, the first page is streaked with bits of red ink. Upon closer inspection, you realize that a message has been penned on the inside of its cover. The book must have been closed before it could fully dry.
<</text>>
<<written>>
<span class='written-to red'>
Reverend,</span>
``@@.red;Noah tells me you're a dishonest man with no intent to ever return. I don't know if that's true, but I couldn't bear the thought of you coming home to nothing. Whether you've strayed or not, you've been this town's light for over fifteen years.@@
``@@.red;We've held on as long as we can. But, now we're the only ones left. Those Emchar girls left with a group of young nomads, and Mr. Ukilen passed away last month. We took him up the hill so he could meet Elysium's messengers with the rest. But it's clear his poor wife can't stay here any longer, and neither can their boys. The six of us are leaving tomorrow. Architect willing, we'll find a taximan who'll be willing to trade for passage out to Delnaisi.@@
<span class='written-from red'>
May His Dawn light your path,
<span class='written-from-signature red'>
Charice
</span>
</span>
<</written>>
<<text>>
This message is not meant for you. You allow the cover to fall closed once again.
``Looking up from the lectern, your line of sight passes one of the back windows. Beyond the chapel, on the rise of the adjacent hill, kneels Elijah - and you have a terrible feeling that you know why.
<</text>>
@@.next;[[Continue.|S1E3: damtown Church3]]@@<<timebreak "night">>
<<text>>
It was difficult for Elijah to identify how many had been <<if hasVisited("S1E3: Elijah SQ Burial")>>laid to rest<<else>>left to rot<</if>> atop that hill. The bones had been so scattered by the vultures that he couldn't say for certain. By his estimate, there must have been at least two women and three men. Seeing the remains for yourself, you were inclined to agree with this assessment.
``Lucas could not bring himself to look. The practitioner attempted to reassure him with the knowledge that the deceased were left in accordance with North sect funeral tradition, rather than abandoned. It made no difference in the Prince's horror.
``By the time you concluded your search of the town, the illusion of daylight had worn thin, and weariness had set in. So, the Convoy headed back across the bed of the Ketdei and made camp.
``The troubles of the day ought to have kept you up. Nevertheless, sleep came easy for you that night, despite all that weighed upon your mind.
<</text>>
@@.next;[[Continue.|S1E3: dam loc]]@@<<locationBoardSetup `[
{img:"place/yolmar_dryriver.png"},
{img:"land/tundra_bare.png"},
{img:"land/tundra_bare2.png"}
]`>>
<<location "kagthur" `["Tundra","Kagthur Lordship"]`>>
<<displayTask "13-yolmar" "dam">>
<<timebreak "day">>
<<text>>
<<if hasVisited("S1E3: Bridge Goodbye Huh")>>Your ascent from Amalugh's Cradle continues the symmetry.<<else>>Your ascent from the valley is symmetrical to your arrival.<</if>> As on your morning in, a thick mist fills the bowl of the valley, and the wind carries a chill which could make a man question whether spring was all some great ruse. The horses push up the hills behind $licorice and $salmiak, moist air leaving frosty droplets on their whiskers. But they are without complaint, eager to be on the move again after days left hitched at camp. You hope their gameness will last; the only thing awaiting them on the other side of this hill is more tundra weather. Mist will give way to wind, and that wind to even worse wind.
``Though the dried course of the Ketdei offers a clear path to your destination, the journey is no shorter for it. By your estimation, it will be nearly a full day's march before you reach the Barrens Dam, and that full day gives you //ample time// to dwell upon your decision. The merits of the dam's removal <<if $tempQ.yolmar.tempSolution == "dam">>felt clear<<else>>felt clear enough<</if>> to you when it was theory, but the reality of the matter brings new uncertainty.
<</text>>
<<choose "quincy.tilt">>
<<link "@@.talk-action;You worry you will lose your nerve.@@" "S1E3: dam thunk">><<set $tempQ.damDoubt to false>><</link>>
<<link "@@.talk-action;You're second guessing the entire premise of this mission.@@" "S1E3: dam thunk">><<set $tempQ.damDoubt to true>><</link>>
<</choose>><<text>>
<<if $tempQ.damDoubt>>Within your own rumination, you find doubt. The idea sounded reasonable to your ear when spoken from the Prince's mouth, but will it //be// reasonable, enacted by your hand? <<if $tempQ.yolmar.vibes <= 1>>Given the mess you made of Yolmar, it is only right to be apprehensive.<</if>><<else>>//This// is the just course of action. You've little doubt in your mind about that. Rather, the thing which troubles you is the looming specter of inadequacy. <<if $tempQ.yolmar.vibes <= 1>>In the wake of the mess you made of Yolmar, this shadow falls dark over your mind.<</if>><</if>>
``You've been a distant bystander to demolitions before. Never the man directing such affairs. Such an act could not be done haphazardly. It would take planning and calculation to ensure the structure fell with minimal disturbance to the surrounding land. It would all be for not if the resulting erosion caused the river to cut a new course rather than returning to the old. And there would be trouble if something went awry and your Convoymen sustained injury...
``As you unravel your concerns in your mind, you are forced you to imagine the physicality of the dam's demise: the sound of wood groaning and splintering as it collapses upon itself; the crash of the river freed; the smoke of burning wood... and you, overseeing the destruction //you// called for.
``A sense of dread brews in your mind which you cannot quite articulate. It drifts about your head like the billowing smoke of the burning Naktoga Mine.
<</text>>
@@.next;[[Continue.|S1E3: dam thunk2]]@@<<timebreak "day">>
<<text>>
It is late in the day now, though you wouldn't know it from looking at the sky. The further north one travels, the more difficult telling time becomes. Little by little, day and night drift askew, until you enter the lands of Long Day and Long Night.
``This latitude still sees daily light and nightly dark - you would have to travel much further to leave those behind entirely - but their schedule is irregular. In the spring and summer, sunset comes late, the night is brief, and dawn is early. It does strange things to a man's sense of time. For now, the effect is subtle, and goes largely unnoticed by your companions.
The wind has died down for now, and<<if $tempQ.damDoubt>>, to your dismay,<</if>> you are making good time. Should you continue at this pace, you might reach the dam before sunset.
<</text>>
<<speak "lucas.glance">> Are you... alright? <</speak>>
<<qSpeak "quincy.lookaway">> Pardon? <</qSpeak>>
<<speak "lucas.weary">> You seem... pensive. That is all. <</speak>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;Share your concerns.@@ I am." "S1E3: dam thunk3">><<set $response to "y">><</link>>
<<link "@@.talk-action;Keep your doubts to yourself.@@ It's nothing." "S1E3: dam thunk3">><<set $response to "n">><</link>>
<</choose>><<if $response == "y">>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.lookaway">> I am. *You huff, frustrated with your own indecision.* <</qSpeak>>
<<speak "lucas.weary">> Might I ask what troubles you? <</speak>>
<<text>>
You cast a brief look about before answering. Admitting your worries to the Convoy Prince is one thing; being overheard would be another entirely. But, the land is flat. The Convoy travels in a line of loose, scattered groups. The worst offenders are occupied with conversations of their own, and so you conclude the risk of eavesdropping is low.
<</text>>
<<qSpeak "quincy.tilt">> *Still, you lower your voice when you reply.* Lucas... did we make the right choice? <</qSpeak>>
<<text>>
You expect some permutation of the following in reply: //"don't be foolish"// or //"don't tell me you've lost your nerve."// But, the Prince says nothing of the sort. Rather, he gives a tiny snort of a chuckle.
<</text>>
<<speak "lucas.weary">> And here I was, approaching //you// in hopes of calming //my// nerves. <</speak>>
<<else>>
<<text>>
You cast a brief look about before answering. Admitting your apprehension to the Convoy Prince is one thing; being overheard would be another entirely. But, the land is flat. The Convoy travels in a line of loose, scattered groups. The worst offenders are occupied with conversations of their own, and so you conclude the risk of eavesdropping is low.
<</text>>
<<qSpeak "quincy.lookaway">> It's my nerves. *You admit.* I've never done anything like this before. <</qSpeak>>
<<text>>
You half expect a dismissal in reply. But, Lucas offers nothing of the sort.
<</text>>
<<speak "lucas.glance">> Neither have I. <</speak>>
<</if>>
<<else>>
<<text>>
After a brief pause to consider, you shake your head. Ultimately, this was //your// decision. Therefore, this angst you've brought upon yourself is yours to sort.
<</text>>
<<qSpeak "quincy.think">> It's fine. I'm simply... thinking. <</qSpeak>>
<<speak "lucas.glance">> Ah. I understand. There is... much to contemplate. <</speak>>
<<text>>
There is a troubled pinch in Lucas's brow, much as he tries to keep a calm face. There is a troubled quality to his eyes, behind the gleam of his spectacles - one that leads you to suspect you are not alone in your misgivings.
``This hunch of yours is confirmed but a moment later.
<</text>>
<</if>>
<<speak "lucas.thinking">> Truth be told, our decision has been weighing upon my mind since we left Yolmar. <</speak>>
<<if $response == "y">>
<<qSpeak "quincy.surprised">> What? Why? <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> Really?<<if !$tempQ.damDoubt>> What for?<</if>> <</qSpeak>>
<</if>>
<<speak "lucas.laugh">> It's actually rather funny. *He musters a halfhearted chuckle, trying to play down how his confidence has faltered.* It is not your brother's concerns which stall me, nor Elijah's...<<if $tempQ.yolmar.tempSolution != "dam">> or even yours, for that matter.<</if>> <</speak>>
<<speak "lucas.neutral">> It's what //Victoria// said to me, actually. When I first drafted this idea, she called it //"Lazarus's filthiest dream."// //"The Barehander way, but by the books."// <</speak>>
<<speak "lucas.glance">> Now, on the surface, I've few issues with my ideas being likened to Lazarus's. In some respect, perhaps, I find it... well... //flattering,// to be likened to a man of action, unyielding in his principles, who dares risk his own life in pursuit of justice for his people. <</speak>>
<<speak "lucas.weary">> And yet... <</speak>>
<<text>>
His qualm dwindles into nothingness without conclusion. Instead, he grimaces into the curl of his hand<<snout "" ", ears swiveling in indecision">>.
<</text>>
<<choose>>
[[I don't understand the issue.|S1E3: dam thunk4][$response to "huh"]]
[[You're having doubts about whether destroying the dam is right.|S1E3: dam thunk4][$response to "doubt"]]
[[You're afraid of accepting that risk.|S1E3: dam thunk4][$response to "afraid"]]
[[He also put my life in danger.|S1E3: dam thunk4][$response to "danger"]]
<</choose>><<switch $response>>
<<case "huh">>
<<text>>
Another bizarre twist of emotion which you cannot follow. <<if setup.hasRep("orthodox")>>You know why it is //you// would take issue with such a comparison, but //Lucas?//<</if>>
<</text>>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.tilt">> If you are flattered by the parallel, then what is the issue? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> If you are flattered by the parallel, then what is the issue? <</qSpeak>>
<</if>>
<<speak "lucas.flustered">> Ah... well... How do I put it? *He taps his chin fretfully.* Lazarus's methods inherently have... risk. <</speak>>
<<case "doubt">>
<<text>>
Perhaps he has only just //now// realized the gravity of this suggestion.
<</text>>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.tilt">> You're having doubts, then? About whether destroying the dam //is// the just thing to do? <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> Are you having doubts as to whether this is the just course of action? <</qSpeak>>
<</if>>
<<text>>
But the Prince denies this.
<</text>>
<<speak "lucas.thinking">> No, no. It's not that. *He insists.* I can reason through that sort of doubt, given enough time and context to fully know the situation. It's... it's something else. A problem less rational. <</speak>>
<<speak "lucas.glance">> Simply put: Lazarus's methods inherently have... risk. <</speak>>
<<case "afraid">>
<<text>>
You know what he leaves unsaid. His fear lies in the followthrough.
<</text>>
<<qSpeak "quincy.think">> You're afraid of accepting that same risk. <</qSpeak>>
<<speak "lucas.weary">> It is as you say. Lazarus's methods inherently have... risk. <</speak>>
<<case "danger">>
<<text>>
To act as Lazarus does means to act with the same disregard. Somewhere in his mind, the Prince must know this.
<</text>>
<<qSpeak "quincy.neutral">> His actions put my life in danger. <</qSpeak>>
<<speak "lucas.glance">> Well - yes. Lazarus's methods inherently have... risk. <</speak>>
<</switch>>
<<speak "lucas.thinking">> Risk to himself, risk to accomplice and bystander and innocent... <<if $response == "danger">>to //friend//... <</if>>*He fidgets with his gloves, his fingers restless and squirrely.* Every act he makes, however necessary that act might be, brings //risk.// <</speak>>
<<speak "lucas.flustered">> I simply haven't the nerve for such things. I am no "man of action!" *His face drops into his hand.* I am a Midland lawyer, Quintrell. A man of the books - a Nobleman raised in the comforts of Diadem! <</speak>>
<<speak "lucas.weary">> I have staked my reputation on uncertain claims before. I have taken bold steps, penned bold words...! But //never// anything like this. <</speak>>
<<speak "lucas.stressed">> And-- and it is too late to retract my word. <</speak>>
<<text>>
He speaks with an anxious stammer. Each breath between words is shorter than the last.
<</text>>
<<qSpeak "quincy.tilt">> Lucas-- <</qSpeak>>
<<text>>
But, he is mid-rant already. There is no room for your thoughts when his own crowd the air.
<</text>>
<<speak "lucas.stressed">> *As he speaks, his voice continues to rise, despite his efforts to keep quiet.* @@.stutter;My first legal act as the Fifth Convoy's Prince!@@ //It is being carried across the kingdom as we speak!// Come sunset, the whole of the North will know my intentions! <</speak>>
<<text>>
By the end of his thought, he hardly breaths, speaking in odd, strangled yips. Upon its conclusion, he takes a deep breath, and falls back into proper composure.
<</text>>
<<speak "lucas.smug">> And... so... that leaves me only with one option. //I must keep to my word.// I ''must'' keep to my word, and see it through. <</speak>>
<<speak "lucas.thinking">> <sup>In spite of my... @@.stutter;abject terror.@@</sup> <</speak>>
<<choose>>
[[We decided this together, and we'll see it through.|S1E3: dam thunk5][$response to "together"]]
[[There is no use lamenting it now.|S1E3: dam thunk5][$response to "no"]]
[[You complain a lot for a man who got exactly what he asked for.|S1E3: dam thunk5][$response to "complain"]]
<</choose>><<switch $response>>
<<case "together">>
<<text>>
It is difficult to decide how to put the Prince at ease when <<if $tempQ.damDoubt>>your own mind roils with doubt<<else>>your own fears are a mirror<</if>>. But, within his panicked ranting is a statement true: the decision you've made cannot be taken back now.
<</text>>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.tilt">> We made this decision together-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> We made this decision together-- <</qSpeak>>
<</if>>
<<case "no">>
<<text>>
Within the Prince's panicked ranting is a statement true: the decision you've made cannot be taken back now<<if $tempQ.damDoubt>>, no matter how much you might wish otherwise<</if>>. The only way through is forward.
<</text>>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.lookaway">> I see no use in lamenting-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> I see no use in lamenting-- <</qSpeak>>
<</if>>
<<case "complain">>
<<text>>
Your irritation burns the back of your neck. <<if $bond == "lucas">>However much you care for Lucas, you cannot help but feel frustrated that you have allowed yourself to be talked into one of his helter-skelter half-ideas yet again. It makes you feel like boys again in a way you don't very much care for.<<else>>How can a man with so much nerve lose it so very easily?<</if>>
<</text>>
<<if $tempQ.damDoubt>>
<<qSpeak "quincy.furrow">> Lucas, this is precisely what you asked for. How can you-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Lucas, this is precisely what you asked for. How can you-- <</qSpeak>>
<</if>>
<</switch>>
<<text>>
But your sentiment never reaches fruition. The sight of smoke upon the horizon diverts your attention. While your eyes trace its path back to the source, the sound of approaching pawbeats signals the end of your privacy.
<</text>>
<<speak "imani.neutral">> Quintrell, look: across the river-- <</speak>>
<<qSpeak "quincy.neutral">> I know. <</qSpeak>>
<<text>>
The smoke touches the earth a ways away, upon the opposite bank. There, a small cluster of lopsided wood cabins obscures its source.
``From this distance, it is difficult to discern whether or not the outpost is inhabited. You see no figures walking about outside, nor do you see any suggestion of animals in the pasture that lays at its outskirts. As you squint in search for evidence of habitation, a northerly wind blows, carrying the smoke's scent to you.
<</text>>
<<qSpeak "quincy.think">> Woodsmoke. <</qSpeak>>
<<speak "imani.think">> *Imani takes a whiff for herself. Her face twists in concern.* I don't smell any dung. Must be trouble. <</speak>>
<<speak "lucas.weary">> *Lucas utters a small grunt of confusion.* I must say, I do not follow. //Please// tell me how one thing relates to another. <</speak>>
<<qSpeak "quincy.neutral">> Recall that lumber is scarce here. <</qSpeak>>
<<speak "imani.neutral">> Fuel-dung is used to compensate. *She clarifies for the Prince's benefit.* <</speak>>
<<qSpeak "quincy.think">> Yes - to see such a quantity of smoke, and //only// smell wood - that suggests a fire that is uncontrolled. Unintentional. <</qSpeak>>
<<if setup.isFriend("imani") || setup.tone("imani")>>
<<speak "imani.neutral">> Trouble. *Imani summarizes.* <</speak>>
<<qSpeak "quincy.neutral">> Trouble. *You echo.* <</qSpeak>>
<</if>>
<<speak "lucas.neutral">> We oughtn't let it alone, then. <</speak>>
<<text>>
Imani gives an affirmative nod. $salmiak pulls toward the edge of the Ketdei's dry bank and stands ready, his squared ears pricked in wait for her order to make the leap across.
<</text>>
<<speak "imani.think">> I'll ride on ahead. <</speak>>
<<speak "lucas.neutral">> Right. We'll head over and join you as soon as we find a good crossing. <</speak>>
@@.next;[[Continue.|S1E3: dam town loc]]@@<<locationBoardSetup `[
{img:"place/yolmar_dryriver.png",text:"Thankfully, there is decent crossing not much further ahead: a small strip where the river once ran shallow."},
{img:"settle/pasture_fence.png",text:"Upon the other side, you are greeted with an all-too familiar sight: barren fields, sparse pastures, and fences collapsing under their own rot..."},
{img:"settle/cabin.png",text:"Beyond them, you find leaning walls, decaying roofs, and shelters so derelict you dare not set foot beneath the shadows they cast. The smell of smoke does little to mask the inescapable must."}
]`>>
<<location "kagthur" `["Forsaken Town","Kagthur Lordship"]`>>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
No one looks upon your arrival with a wary eye. No exchange of hushed whispers catches your ear as you pass. Only the steps of your steeds and the crackle of burning wood disturbs the town's silence.
<</processTxt>>
<</locationDesc>>
@@.next;[[Follow the plume of smoke to its source.|S1E3: dam town]]@@<<locationBoardSetup `[
{img:"place/yolmar_dryriver.png",text:"As your march progresses North, the dry bed turns damp. Continuing onward, that damp earth turns muddier yet, until you walk beside a feeble, sluggish trickle of murky river. Its drift downriver is futile, doomed to dissipate into parched earth before any destination is reached."},
{img:"land/forest_stump.png",text:"Nearing your destination, you are greeted by the remains of a conductor's forest. For every tree left standing, three have been felled and reduced to stumps. Tools too rusty and dull to be worth refinishing lay abandoned beside a ruined and rutted logging road. The scars left behind by dragged timbers mar it so badly that it proves worse under paw and hoof than the tundra it was built to tame."},
{img:"place/barrens_dam.png",text:"And, looming over this torn wood, is the end to its means: a great timber crib dam. It stands twenty feet high and over thrice that across: an ugly cage of log and plank, riverwater weeping at its seams."}
]`>>
<<location "kagthur" `["Barrens Dam","Kagthur Lordship"]`>>
<<lastLoc "barrensdam">>
<<once>>
<<set $party to ["licorice","lucas","imani","dangelo","kaitos","elijah","vicky"]>>
<</once>>
<<timebreak "day">>
<<locationDesc>>
<<locationDetails>>
<<processTxt>>
A dam like this would not be built anywhere but the North. At this latitude, the stone-and-concrete walls of the Midland and snaking aqueducts of the South are as elegant as they are impractical. And so, the Ketdei River is held under arrest by the brute force of timbers staked into rock with iron instead.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: Dam 1]]@@<<text>>
The Fifth Convoy finds itself slowing to a stop in the shadow of the monstrous structure. The river can be heard thrashing on the other side of the dam, but only a meager trickle ever escapes the stalwart wall of wood and iron which contains it. The strength of the Barrens Dam speaks for itself and, though you intend to destroy it, demands some manner of respect.
<</text>>
<<speak "lucas.glasses">> So, then... this is our Barrens Dam. <</speak>>
<<speak "imani.furrow">> The jailor of the Ketdei. <</speak>>
<<speak "dangelo.thinkinghard">> *Your brother lets out a whistle.* The conductors they got up here must've damn near //killed// themselves growing all this wood. Never mind the laborers... <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<text>>
The scale of the endeavor is, admittedly, a daunting thing to wrap one's mind around. The field of gnarled stumps you passed had not escaped your notice, of course, but seeing the dam with your own eyes provides a context your imagination could not. The entire Convoy stands small before its horrid splendor, your words near-drowned by the crashing waters it contains.
``A structure like this does not simply happen by accident. No - this dam is the result of years of toil. You will be razing more than the timbers which comprise the dam: you will be razing the hard labor of countless hands.
``Yet, standing before its might, you cannot bring yourself to feel any fear. The <<if $tempQ.damDoubt>>doubt<<else>>anxiety<</if>> which clouded your mind the day prior is nowhere to be found.
<</text>>
<<if hasVisited("S1E3: Elijah SQ Ravine")>>
<<speak "vicky.indifferent">> Havin' second thoughts, <<print $VQname>>? <</speak>>
<<else>>
<<speak "elijah.neutralserious">> Having second thoughts, Your Grace? <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<text>>
You know that you come here with every intention to commit a grave insult against men of great power. But, knowing the grief this dam brings to those who live by the Ketdei, you cannot will yourself to worry about such things.
<</text>>
@@.next;[[Continue.|S1E3: Dam4]]@@<<text>>
Though you no longer find yourself crippled by apprehension, there //was// a glimmer of truth amidst your concerns about the dam's demolition. To fell a structure this size //will// be an involved process, and, done carelessly, could result in disaster. You've only one blue conductor among you if something should go wrong. And so, you endeavor to proceed //carefully.//
``Lucas has been quiet today. On one hand, he is a man of unending words and any change in that habit indicates that something is amiss with him. But, on the other, he is present and attentive. Whatever reservations he might still have on the matter are not so dire that he cannot set them aside.
``The day is warm, and the black flies harry you as you work. Even so, there is an almost leisurely quality to the day. Climbing atop the dam with the Prince and Imani, with the murmured conversation of the Fifth Convoy below, conjures a strange blur of childhood memories which pushes aside the grim realities in your mind.
<</text>>
<<speak "lucas.thinking">> I //think// I understand everything we need, now. *The Prince mutters, nudging the creaking wood with the toe of his shoe.* <</speak>>
<<speak "imani.think">> Should we prepare the caltrops, then? Or... perhaps we ought to eat first? <</speak>>
<<text>>
At this, both look to you.
<</text>>
<<qSpeak "quincy.lookaway">> I'd rather not do demolitions on a full stomach. <</qSpeak>>
<<speak "imani.laugh">> *This prompts a laugh.* <</speak>>
<<text>>
You know that you are grown, and that you are here to take measurements and confirm specifics about what caltrops should be placed where, but you find yourself drifting in the moments where the conversation shifts away from red meur and water pressure. <<if $bond == false>>It's the most comfortable you've felt in a while.<<else>>It's quite comfortable.<</if>>
``Sadly, that comfort is about to come under threat.
<</text>>
<<speak "dangelo.neutralserious">> @@.yell;Hey! Guys!!@@ <</speak>>
<<text>>
D'Angelo's voice carries clear in spite of the roar of the Ketdei. Peering over the ledge of the dam, you set eyes on your brother amidst the rest of the Convoy. A jab of his thumb routes your attention to the subject of his exclamation: a distant rider upon a golden sheen.
<</text>>
@@.next;[[Who...?|S1E3: Dam5]]@@<<timebreak "day">>
<<speak "edmund.neutral" "Midland Nobleman">> Ah. So pleased to see I've made it in time, @@.posh;Your Highness. Your Grace.@@ <</speak>>
<<text>>
At the foot of the dam, you greet him. The stranger - an older gentleman looking much like he was cut from a painted portrait in a Midland sitting room and placed upon the tundra - extends a gloved hand toward Lucas in greeting. You presume they are acquainted, until you see the look of confusion upon the Prince's face.
``The man is just as much a stranger to him as the rest of you.
<</text>>
<<speak "lucas.neutral">> Pardon. And just //who// are you? <</speak>>
<<speak "edmund.smile">> @@.posh;Apologies.@@ *He says, his silky voice hardly audible over the crash of riverwater.* The name is Edmund Perwynn. Though, around here I am better known as "the Viscount of Messages." <</speak>>
<<qSpeak "quincy.think">> "Viscount of Messages?" *You repeat. A most perplexing title.* <</qSpeak>>
<<speak "edmund.neutral">> Not my official title, of course. But, one I wear all the same. <</speak>>
<<speak "dangelo.think">> I'm guessing you got a message for us, then? <</speak>>
<<speak "edmund.neutral">> For the Prince and his Right, yes. <</speak>>
<<text>>
His hand still hangs, unshaken.
<</text>>
<<speak "lucas.neutral">> Then speak. <</speak>>
<<speak "edmund.neutral">> Very well. <</speak>>
<<text>>
With a sigh, he retracts his hand and procures a cigar from his vest pocket, along with a small hinged contraption about half the size of his hand.
<</text>>
<<speak "edmund.smile">> @@.posh;Cigar, Your Highness? Your Grace?@@ <</speak>>
<<qSpeak "quincy.eyebrow">> *You shake your head.* <</qSpeak>>
<<speak "lucas.neutral">> I don't partake. <</speak>>
<<speak "dangelo.unsure">> I wouldn't mind one-- <</speak>>
<<text>>
But, to D'Angelo's clear disappointment, the Midlander does not offer cigars to anyone else. Instead, he simply shrugs and takes it for himself. Clenching it between his teeth, his other hand holds the device at its tip and squeezes it. The brief and dreadful sound of dragon bone against mythril follows, and the cigar's tip catches fire.
<</text>>
<<speak "edmund.smile">> @@.posh;Come.@@ Back up on the dam. There's something I'd like to show you. <</speak>>
@@.next;[[Continue.|S1E3: Dam6]]@@<<text>>
Standing atop the dam, Edmund casts a wistful look north toward the Ketdei. Held back by the dam, the flow of the river doubles back over itself in a thunderous loop. Its only escape from this cycle is a tiny manmade canal, only just broad enough to pass a barge through.
<</text>>
<<speak "edmund.neutral">> You know, a canal like this doesn't simply happen by grace of The Architect. *He flicks his cigar toward the manmade waterway.* This beauty cuts the time it takes to bring an artefact from Kagthur to Nephthei by half. Easier transport means less spent on shipping. Less spent on shipping means better pay for the foreman and his miners... <</speak>>
<<text>>
It is a terribly underwhelming sight to behold. Were you not personally familiar with the trials of artefact transport in the North, you would wonder why anyone ever bothered.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> I don't follow. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I don't follow. <</qSpeak>>
<</if>>
<<speak "edmund.smile">> *He chuckles.* I imagine not, Duke-Inspector. That is why I've come all this way to speak with you. <</speak>>
<<speak "lucas.scowl">> Yes. I'd quite like to know what this is about. <</speak>>
<<text>>
Edmund leans so that he might offer the Prince another one of his confounding smiles.
<</text>>
<<speak "edmund.neutral">> There is a rumor going about - @@.posh;just terrible@@ - that you mean harm to this beautiful dam right here. <</speak>>
<<text>>
The unease which grips you is immediate. It was scarcely two days ago that Lucas sent his declarations, and news travels slowly in the North. For this "Viscount of Messages" to have arrived as soon as he did, he must be keeping a very close eye upon the tundra.
<</text>>
<<speak "dangelo.unsure">> Right. And you just came to tell us about these "rumors" outta the goodness of your heart, I'm guessing? <</speak>>
<<speak "edmund.neutral">> In a manner of speaking, my Duke. We've all seen the dreadful ways in which rumors have harmed your brother's reputation. Bearer of a black pledge... <<if $rumor.calypso>>affairs<<else>>intolerance<</if>>... <<if $rumor.faith>>paganism<<else>>godlessness<</if>>... and now this. <</speak>>
<<text>>
He turns to offer you a look you cannot identify. You think he intends some approximation of pity or sympathy, but you are also fairly certain he is attempting to threaten you somehow.
<</text>>
<<include "S1E3: EdHub">><<if !hasVisited("S1E3: Ed Why","S1E3: Ed Sent","S1E3: Ed Threat")>>
<<choose>>
<<actions
[[Why are you really here?|S1E3: Ed Why]]
[[Who sent you?|S1E3: Ed Sent]]
[[Are you threatening us?|S1E3: Ed Threat]]
>>
<</choose>>
<<else>>
<<text>>
The Noble merely returns your frustrations with a gracious smile. Indirect as his words are, his reason for approaching you is anything but mysterious<<if setup.hasTrait("dense")>>, even to one as thick-headed as you<</if>>. This man - whatever his underlying motive - does //not// want the Barrens Dam to fall.
<</text>>
<<choose>>
[[The dam is coming down. Our decision is final.|S1E3: Ed Continue][$response to "final"]]
[[You know why we've come. Why should we change our minds now?|S1E3: Ed Continue][$response to "why"]]
<</choose>>
<<passiveCheck 2 `["etiq",7]`>>
<</if>><<qSpeak "quincy.think">> If you are the "Viscount of Messages," then I imagine someone must have sent this "message" of yours? <</qSpeak>>
<<text>>
Edmund takes a leisurely puff of his cigar. The pleasured noise he makes is both disturbing and unnecessary.
<</text>>
<<speak "edmund.smile">> Yes... and no. <</speak>>
<<speak "lucas.annoyed">> Just give a straight answer! *The Prince hisses.* We cannot come to any sort of understanding if you give us //nothing to understand.// <</speak>>
<<speak "edmund.smile">> Fair enough. Fine, then: I will tell you what you need to know. <</speak>>
<<speak "edmund.neutral">> No one has asked anything of me; I've come of my own volition. All the same, I am here today in the interest of many. Should this dam happen to fall, it would bring about a great many troubles for our Vestur. Far more than if it were simply let alone... <</speak>>
<<speak "imani.furrow">> And these "troubles for Vestur," are they measured in lives, or guilders? Do you speak of lost profit, or real pain? <</speak>>
<<speak "edmund.smile">> @@.posh;One follows the other, my dear.@@ Surely a common girl such as yourself knows that? <</speak>>
<<speak "imani.furrow">> *<<snout "Imani's shoulders tense" "Imani's coat stands at full bristle">>, but she does not argue. She simply narrows her gaze, fists clenched. * <</speak>>
<<include "S1E3: EdHub">><<if hasVisited("S1E3: Ed Sent")>>
<<qSpeak "quincy.neutral">> So this "message" is a threat, then. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'm afraid I still don't quite understand. Is this "message" of yours a threat? <</qSpeak>>
<</if>>
<<text>>
The man's eyebrows grow pinched in some insincere approximation of shock.
<</text>>
<<speak "edmund.surprised">> What a graceless accusation. *He exclaims, hand to his chest.* @@.posh;I am here to //warn// you! I am //on your side!//@@ <</speak>>
<<speak "dangelo.smilestress">> C'mon, man... you //listening// to yourself? Like, you're playing a part on purpose here, right? 'Cause if this is your //real// try at sounding like you're "on our side"... that's kinda sad. <</speak>>
<<speak "dangelo.yeesh">> Or... maybe it's funny? Either way, I don't think you're doing a very good job playing subtle. <</speak>>
<<speak "edmund.neutral">> @@.posh;I'm sorry, Your Grace, I haven't the slightest what you are talking about.@@ <<if hasVisited("S1E3: Ed Sent")>>Again, just<<else>>I am but<</if>> a loyal subject, expressing my concern. <</speak>>
<<speak "dangelo.eyeroll">> <sup>Architect, man...</sup> <</speak>>
<<include "S1E3: EdHub">><<qSpeak "quincy.furrow">> <<if hasVisited("S1E3: Ed Threat")>>''Enough.'' <</if>>What //really// brought you here? <</qSpeak>>
<<speak "edmund.smile">> I've already told you. @@.posh;Concern.@@<<if hasVisited("S1E3: Ed Threat")>> How many times must I repeat myself?<</if>> <</speak>>
<<speak "lucas.annoyed">> Don't patronize him, Edmund. Or any of us, for that matter. <</speak>>
<<speak "edmund.neutral">> I am a patron only by the most respectful definition, @@.posh;Your Highness.@@ <</speak>>
<<speak "lucas.eyeroll">> *The Prince snorts.* Right. I'm certain you are. <</speak>>
<<include "S1E3: EdHub">><<switch $response>>
<<case "final">>
<<toneGain "lucas">>
<<toneGain "imani">>
<<toneGain "imani" "insight">>
<<toneGain "dangelo" "mettle">>
<<text>>
The particulars don't matter. You've no interest in whatever game he is playing.
<</text>>
<<qSpeak "quincy.neutral">> Viscount Perwynn. If you are here to dissuade us, you come too late. Our decision is final: the Barrens Dam will fall. <</qSpeak>>
<<speak "edmund.neutral">> So you say. *He says, his voice light and untroubled.* But, the way I see it, dear boy, the matter is up for discussion for as long as the Barrens Dam still stands. It is well within the young Prince's power to draft a letter and tell Lord Kagthur this was all a @@.posh;dreadful misunderstanding@@... <</speak>>
<<text>>
Lucas's features, made taut from irritation, ripple into a full-fledged grimace.
<</text>>
<<speak "lucas.eyeroll">> //And why should I do that?// Just because some cowardly Lord's errand dog //implied// some yet-undefined consequence? *He scoffs.* If //that// were enough to shake my courage, I'd be dying of fright every few brunches! <</speak>>
<<speak "lucas.bigmad">> Pad back to whatever master you serve and tell him I will not be wheedled out of my principles. Had I any care for what //men like you// say about me, I would not be here now! <</speak>>
<<case "why">>
<<toneLoss "imani" "insight">>
<<toneGain "dangelo">>
<<if setup.hasRep("rebel")>>
<<qSpeak "quincy.eyebrow">> You know well why we are here, Viscount. What reason do we have to abandon our work now, at the final hour? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> You know why we have come here, Viscount. The Prince has issued his declaration of intent already. What good reason do we have to go back on our word? <</qSpeak>>
<</if>>
<<text>>
You have not an ounce of faith in this man's ability to give a satisfying and informative answer. All the same, if he is to contest a decision made by the Prince's Convoy, then he must, at the very least, be able to answer //this.//
<</text>>
<<speak "edmund.smile">> @@.posh;Why, for the health of your reputation, of course.@@ <</speak>>
<<text>>
Lucas's features, made taut from irritation, ripple into a full-fledged snarl.
<</text>>
<<speak "lucas.bigmad">> Don't you ''dare'' start with that nonsense. Had I any care for what //men like you// might think, I'd be a different man entirely! <</speak>>
<<speak "lucas.eyeroll">> So save your //cryptic allusions// to yet-undefined consequences, you desultory //errand dog.// Pad back to whatever master you serve and tell him I will not be wheedled out of my principles! <</speak>>
<</switch>>
<<text>>
Another plume of smoke passes from Edmund's <<snout "weathered lips" "graying muzzle">>. With a placid face, the Nobleman watches it drift over the river and dissipate into nothingness.
<</text>>
<<if $response == "final">>
<<speak "edmund.unimpressed">> Temper, Your Highness. The power of reputation is not a thing to take lightly. @@.posh;A mistake made today follows a man beyond tomorrow...@@ <</speak>>
<<else>>
<<speak "edmund.unimpressed">> I think you underestimate the power of reputation, Your Highness. @@.posh;A mistake made today follows a man beyond tomorrow...@@ <</speak>>
<</if>>
<<speak "edmund.smile">> Perhaps your Right Hand can explain this idea to you in more detail. <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.lookaway">> I... that's-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> That's not-- <</qSpeak>>
<</if>>
<<text>>
As much as <<if setup.hasTrait("guilty")>>it pains you<<else>>you loathe to admit<</if>>, you //do// make for a wonderful counter argument against the Prince's idealistic abandonment of what the court has decided to be proper. Your mouth opens to protest, but you fail to find the words with which to do so.
<</text>>
<<qSpeak "quincy.tilt">> *You grunt in frustration instead.* <</qSpeak>>
<<speak "dangelo.eyeroll">> Look, man, quit <<snout "picking on the kids" "nipping the kids' tails">> already and spit it out! Enough with the coy shit, it's //weird.// *Your brother snorts.* <</speak>>
<<speak "edmund.smile">> @@.posh;Apologies, Your Grace.@@ I was just getting to the heart of the matter. But first: I've a question for you. It is my understanding that all this... //unpleasantness//... is in service of some nameless little outpost to the south, yes? <</speak>>
<<speak "lucas.scowl">> We act in defense of ''Yolmar.'' *He corrects.* It is not //nameless!// <</speak>>
<<speak "edmund.neutral">> Right. Of course, of course. Now, how much coin, do you think, does it take to keep your named little frontier town aloft? How many guilders per man, to keep him fed and clothed for a year? <</speak>>
<<speak "lucas.eyeroll">> If you have come all this way to tell me the lives of the townspeople are worth less than this dam--!! <</speak>>
<<speak "edmund.unimpressed">> Come now. Surely, one of you //must// know. <</speak>>
<<text>>
Pursing his lip, the Midlander turns to Imani. Her stance stiffens at his attention, <<snout "" "ears flat and tail held straight like ">>a wolf under threat.
<</text>>
<<speak "edmund.smile">> Peasant girl. Tell me: how much does your kind earn out here? <</speak>>
<<speak "imani.furrow">> ...A man might make 50 guilders in a year. //If// his employer is fair. <</speak>>
<<speak "edmund.neutral">> And this little outpost has about how many residents, by your estimate? Sixty? Maybe one hundred? <</speak>>
<<speak "lucas.bigmad">> I've already told you I will not entertain this sort of argument! <</speak>>
<<speak "edmund.smile">> You have the wrong idea, Your Highness. *He chuckles, a knowing twinkle in his eye.* I am not making an //argument.// <</speak>>
<<if setup.checkPass(2)>>
<<skillCheck 2>>
<<text>>
At once, truth dawns upon you:
<</text>>
<<qSpeak "quincy.surprised">> You offer //a bribe.// <</qSpeak>>
<<speak "imani.furrow">> Disgusting. <</speak>>
<<else>>
<<skillCheck 2>>
<<text>>
You feel your own brow crease. Why, then, is he fielding numbers--
<</text>>
<<speak "imani.furrow">> You mean to //bribe us.// <</speak>>
<<qSpeak "quincy.surprised">> //What?// <</qSpeak>>
<</if>>
<<speak "dangelo.smilestress">> Architect. //Of course.// <</speak>>
<<speak "lucas.stressed">> @@.intense;//How ''dare'' you...!//@@ <</speak>>
<<text>>
Despite your collective appallment, Viscount Perwynn does not deny the accusation of bribery. He merely reframes it.
<</text>>
<<speak "edmund.neutral">> I am not here to //buy your morals,// young Prince. I am simply here to mediate a //more reasonable// solution than the one you presently consider. <</speak>>
<<speak "lucas.bigmad">> @@.surprise;"Mediate!"@@ *He gasps, his shock hardening into offense.* And in what world is a man like you entitled to "mediate" //my// decisions? //The decisions of a Convoy Prince!?// <</speak>>
<<text>>
Edmund only chuckles. His reply is smooth as polished marble, utterly untroubled by either Lucas's spitting and the roar of the Ketdei underfoot. To his ear, both are noise, and neither cause for concern.
<</text>>
<<speak "edmund.unimpressed">> Calm yourself, Your Highness. Bearing an old title and waving a few old flags about does not make you a myth. You are still a man. You are still //"the Silver Prince,"// and you still carry all the indignity that name bears. The lustration did nothing to change that. <</speak>>
<<choose "quincy.furrow">>
[[He doesn't need to be "a myth" for our position to hold real authority.|S1E3: Ed Continue2][$response to "nuh"]]
[[There is no "indignity" in being the Silver Prince!|S1E3: Ed Continue2][$response to "silver"]]
[[Enough of this. We're burning the dam, NOW.|S1E3: Ed Continue2][$response to "dam"]]
<</choose>><<switch $response>>
<<case "nuh">>
<<toneGain "dangelo" "mettle">>
<<text>>
A man may call a hare a snowshoe, but his words will not pale the animal's fur or tame its hunger for flesh. The Midlander's framing casts your authority as something trivial. That does not make it so.
<</text>>
<<qSpeak "quincy.furrow">> Whether he is man or myth is utterly irrelevant. The authority vested in him as Convoy Prince is a real legal power. <</qSpeak>>
<<speak "imani.furrow">> One neither //you// nor //the men you represent// have any power to challenge. *Imani adds.* <</speak>>
<<text>>
The two of you draw closer to Lucas, standing firm beside him and the decision you've made. Edmund cocks a brow. But, as he opens his mouth for retort, your brother surprises you both.
<</text>>
<<speak "dangelo.smilestress">> Yeah, show a little of that Midland courtesy, Eddie. You keep talking reputation, but you're not looking so good right now from where I'm standing. What with the bribery and the disrespect... <</speak>>
<<case "silver">>
<<friend "lucas">>
<<toneGain "lucas">>
<<toneGain "lucas">>
<<toneGain "lucas">>
<<text>>
Anger flares within you. <<if setup.flag(14) || setup.isEnemy("lucas")>>Irksome as he might be, <</if>>Lucas is a man of principle. The mockery he has garnered is not born of his flaws. (Worse men have been beloved.) Rather, he is hated due to the trouble he poses for those who would prey on the weak or marry themselves to ignorance. You will not stand to see him demeaned by a man of weak character, a man who knowingly seeks to undermine his pursuit of justice.
<</text>>
<<qSpeak "quincy.furrow">> There is no "indignity" in who he is. If you are any representative, then the opposition he faces is but a measure of his ethic! <</qSpeak>>
<<speak "imani.furrow">> You speak ill of him simply because he refuses to be bought. <</speak>>
<<text>>
You and Imani draw closer to Lucas, standing firm beside him and the decision you've made.
<</text>>
<<speak "lucas.surprised">> @@.stutter;Ahh-- er--@@ <</speak>>
<<speak "lucas.smug">> @@.intense;''Precisely!''@@ <</speak>>
<<speak "edmund.unimpressed">> A child's idea of "ethic." *He tuts.* This is a man's world. It would do you good to realize that sooner rather than later. <</speak>>
<<text>>
Lucas steps forward, a retort at the ready - only for your brother to surprise all present by speaking in his defense.
<</text>>
<<speak "dangelo.neutralserious">> Listen, Eddie, with no due respect - "Convoy Prince" isn't just some name they trot out for the Hell of it. You keep talking reputation, but you're not looking so good right now from where I'm standing. <</speak>>
<<case "dam">>
<<friend "imani">>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "insight">>
<<toneGain "imani" "insight">>
<<toneGain "dangelo" "mettle">>
<<toneGain "dangelo" "mettle">>
<<qSpeak "quincy.neutral">> Lucas. Imani. <</qSpeak>>
<<speak "imani.lookaway">> . . .? <</speak>>
<<speak "lucas.scowl">> What? <</speak>>
<<qSpeak "quincy.think">> Fetch the caltrops. We have a dam to raze. <</qSpeak>>
<<text>>
Your companions exchange a few curious blinks. Following this moment's hesitation, the truth dawns on them: //what Lucas says is entirely true.// The Fifth Convoy is in no way obligated to entertain this man. You needn't even justify yourselves. It feels so obvious in hindsight that they cannot keep the smiles off their faces. D'Angelo even cracks a laugh.
<</text>>
<<speak "dangelo.laugh">> @@.lilt;Well, you heard the man!@@ <</speak>>
<<speak "lucas.smug">> Yes. We'd best get back to our work. <</speak>>
<<speak "imani.laugh">> Right. <</speak>>
<<text>>
And so, you begin to drift toward the dam's eastern side. Viscount Perwynn's face pales. With the shocked rise of his brow, his monocle slips from cheek and escapes. He is still scrambling to set it back on his face when you pass.
<</text>>
<<speak "edmund.surprised">> @@.surprise;Wait!@@ *He calls after you.* We are not finished here-- <</speak>>
<<qSpeak "quincy.eyebrow">> There is nothing to finish. *You reply, hardly giving him so much as a second look over your shoulder.* <</qSpeak>>
<</switch>>
<<if $response != "dam">>
<<speak "edmund.unimpressed">> On the contrary, good Duke, I am being ''quite'' reasonable. More so than many of my colleagues might have been, in my shoes. <</speak>>
<</if>>
<<speak "lucas.glasses">> My mind has been made, Edmund. We've nothing to discuss. Given our precious little time, I will overlook your insolence - so long as you remove yourself from my sight and ''never'' show your face to me ''again.'' <</speak>>
<<text>>
It is a generous offer, given that the man has insulted him terribly. Alas, the "Viscount of Messages" is tenacious. Rather than slink away with his dignity intact, he takes a defiant step forward and dares to utter //a counteroffer.//
<</text>>
<<speak "edmund.serious">> ''10,000 guilders.'' *He states firmly.* <</speak>>
<<text>>
<<if $response == "dam">>His words stall you in your tracks. Lucas pivots back<<else>>Indignant, Lucas steps from the shelter you and Imani provide<</if>>, his eyes wide and his face a snarl. Clenching the pommel of his rapier, his whole frame quivers with barely contained wrath. <<if $response == "dam">>By the time he comes to stand<<else>>Standing<</if>> before Edmund, the air shimmers and sparks red with meur.
<</text>>
<<speak "lucas.bigmad">> @@.intense;''Silence.''@@ *He barks, <<snout "" "lips drawn tight and ">>eyes burning.* I will not suffer another affront to my integrity-- <</speak>>
<<speak "edmund.serious">> 10,000 covers two years' wages for a town of one hundred men. Or, if you prefer, a //generous donation// to the Fifth Convoy's efforts... <</speak>>
<<speak "lucas.bigmad">> @@.yell;ENOUGH!@@ <</speak>>
<<text>>
This time, the pitch of his bark is such that the Viscount is taken aback. The ring of metal is heard as Lucas draws the Manticore Blade from its scabbard and turns its point upon the Viscount.
<</text>>
<<speak "lucas.glasses">> You have insulted me for the last time.``''I demand satisfaction.'' <</speak>>
<<text>>
Edmund balks. You find yourself nearly as stunned as he. The outcome of a duel is considered all but law itself - socially speaking - and you have witnessed the Prince issue challenges before, of course. But, those were boyhood spats between VRMA students, not matters of politic.
<</text>>
<<speak "edmund.surprised">> //Really,// Your Highness? *He scoffs, regarding the blade's tip with a bewildered expression.* Surely, you //must// be joking...! <</speak>>
<<speak "lucas.bigmad">> ''Silence.''``I ''will not'' entertain corruption, and it seems that ''you'' will not leave unless I do. Therefore, I see ''no other way'' to be rid of you that does not involve @@.intense;''burning you to cinders''@@ with the rest of this @@.intense;''Elysium-forsaken dam!''@@ <</speak>>
<<text>>
For a moment, the Viscount says nothing. His eyes simply dart from the Prince's rapier to the rest of you and back. He is cornered, but not panicked. Merely... frustrated.
<</text>>
<<speak "edmund.serious">> //Damn it.// *He huffs beneath his breath.* <</speak>>
<<text>>
It is apparent that whatever ill-fated scheme he imagined is beyond his reach. You presume, then, that an apology is sure to follow. But, Edmund does not grovel or slink from the Prince's presence. Instead, he drops his cigar, snuffs it out on the dam with his heel, and reaches for the sapphire-crusted hilt of his own relic.
<</text>>
<<speak "edmund.neutral">> Very well, then. If you are disinterested in reason, then I suppose this is my sole choice. <</speak>>
@@.next;[[Continue.|S1E3: dam preduel]]@@<<written "insert">>
''I.'' When a man's honor comes under insult, or the honor of his blood, a gentleman is within his right to demand satisfaction from he who has dishonored him. If the offender denies his guilt or refuses apology - or doubt exists as to who caused first offense to begin with - then each man is to elect a Second to mediate matters on his behalf.
``''II.'' If the Seconds cannot come to a peaceable solution, then the only honorable path to resolution is a duel between gentlemen. Should they both be conductors of Noble blood, the duel shall be fought meur against meur; otherwise, they are to duel blade against blade.
<</written>>
@@.next;[[Continue.|S1E3: dam preduel 0.5]]@@<<locationBoardSetup `[
{img:"place/yolmar_dryriver.png"},
{img:"land/forest_stump.png"},
{img:"place/barrens_dam.png"}
]`>>
<<location "kagthur" `["Barrens Dam","Kagthur Lordship"]`>>
<<timebreak "sunset">>
<<text>>
Vestur's "Code of Honor" has never been published in an official capacity. Rather, it is another of the Tri-Kingdom's hallucinatory set of laws: immaterial, but known intimately by all subjects throughout the Vestur since its founding. A man gives his oath to another when he does right by him; he demands satisfaction when done wrong. And, if satisfaction cannot be given, it will be taken on the dueling ground.
``Murky as this code may be, with its varied phrasing and subjective interpretation, there //is// an agreed procedure. And, that procedure has been eschewed. To duel without seconds - //on the very day the challenge has been issued, no less// - is considered rash by any measure. A //sensible gentleman// would not suggest such a thing, but Lucas has been insulted past the point of sense.
``The Barrens Dam itself is to be their field of honor. Standing atop its frame, feud in plain sight, the Fifth Convoy gathers to spectate as the duelists ready themselves.
<</text>>
<<img 3 "3_duel_field_edmund.png" "Lucas and Perwynn prepare to duel atop the Barrens Dam.">>
<<text>>
There has always been a mania lurking within the Prince, laying in wait in the fraught corners of his mind; it rises to the surface when a duel is at hand, driving him forward and deafening him to consequence. So long as there is just cause, he is willing and eager to draw his blade, no matter who might find himself at its point. He does not fear loss or risk. He is a champion fencer many tournaments over, and his skill is established fact.
``Viscount Perwynn must know this. Whatever drives him to meet the Prince's challenge is beyond speculation.
<</text>>
@@.next;[[Continue.|S1E3: dam duel 1]]@@<<img 3 "3_duel1_edmund.png" "Lucas and Edmund ready their relics.">>
<<written "insert">>
''VI.'' In a duel between Noblemen, each man is to use his relic. If a man's relic is not equal in make to his opponent's - a short sword against a greataxe, a cane against a rapier, and so forth - he may use his element to extend or reshape it.
<</written>>
@@.next;[[Continue|S1E3: dam duel 2]]@@<<img 3 "3_duel2-2_edmund.png" "Lucas and Edmund exchange swings.">>
<<written "insert">>
''VIII.'' A Nobleman's duel is two at once: a duel of conduction and a duel of weapons. However, a Nobleman must only conduct through the body of his own weapon. He may wreath his blade in fire, but he may not conjure flame at a distance.
<</written>>
<<img 3 "3_duel2-3_edmund.png" "Lucas blocks Edmund's swing and prepares to retaliate.">>
<<written "insert">>
''XV.'' Men are to fight with all their pride and all their vigor. A duel only ends when a man disarms his opponent, or upon first blood.
<</written>>
@@.next;[[Continue|S1E3: dam duel 3]]@@<<img 3 "3_duel3_edmund.png" "With the swing of his rapier, Lucas's flames scorch Edmund's cheek.">>
<<written "insert">>
Upon bloodshed, the matter is henceforth considered settled.
<</written>>
@@.next;[[Continue|S1E3: dam postDuel]]@@<<speak "lucas.glasses">> Hmph. <</speak>>
<<text>>
The Prince sheathes his rapier. The orange blaze which surrounds him dissipates into ash, leaving him silver again. His adversary kneels on the ground, glaring down at the timbers of the dam he so fruitlessly fought to preserve as Elijah sees to his wound.
<</text>>
<<speak "edmund.serious">> @@.stutter;Damn you.@@ <</speak>>
<<speak "lucas.scowl">> If you wish another round, I would not be so ignoble as to stop you. <</speak>>
<<speak "elijah.nervous">> @@.stutter;Your Highness, no!@@ I think you've made your point well enough. <</speak>>
<<text>>
As soon as Elijah has erased the burn upon his cheek, Viscount Perwynn pulls away. His breathing is heavy as he staggers to his feet, exhausted from the efforts of trying to match the Prince's footwork.
<</text>>
<<speak "edmund.angry">> Enjoy your victory, Prince. After tonight, every man with his gloves in the Barrens will be your enemy. <</speak>>
<<speak "lucas.smug">> *He snorts.* And I will //best them// just as I have //bested you.// <</speak>>
<<speak "edmund.angry">> Arrogant brat. *The Viscount spits in reply.* There will come a day when your little "Convoy Prince" charade wears thin. And, when that day comes, you will understand that I offered you a kindness. <</speak>>
<<text>>
With that, Edmund shambles to the edge of the timbers. The defeated man then slips downhill and out of sight, leaving you and your companions atop the dam.
``The Fifth Convoy, unlikely as it may be - and //loathed as it may become// - emerges victorious.
<</text>>
@@.next;[[Do what you came here to do.|S1E3: dam preExplode 1]]@@<<img 3 "3_dam_1.png" "A woodcut print conveying how a red conductor puts blackpowder to use." `["img-max"]`>>
@@.next;[[Continue.|S1E3: dam preExplode 2]]@@<<img 3 "3_dam_2.png" "Lucas and Imani set the charges for the dam's destruction." `["img-max"]`>>
@@.next;[[Continue.|S1E3: dam preExplode 3]]@@<<img 3 "3_dam_3.png" "Lucas sets the fuse alight with his meur." `["img-max"]`>>
@@.next;[[Continue.|S1E3: dam preExplode 4]]@@<<img 3 "3_dam_4.png" "The dam explodes with more force than expected, going up in flames and sending water rushing forth." `["img-max","modeNeutral"]`>>
@@.next;[[Continue.|S1E3: dam preExplode 5]]@@<<img 3 "3_dam_5.png" "Acting fast, Kaitos's blue meur prevents the Convoy from being swept away with the river." `["img-max"]`>>
@@.next;[[Continue.|S1E3: dam preExplode 6]]@@<<img 3 "3_dam_6.png" "Lucas wrings his hair out, Quincy replaces his sopping hat upon his head. Imani smiles. The Convoy looks out as the Ketdei resumes its former course." `["img-max"]`>>
<<endQuest "13-yolmar" "a">>
@@.next;[[Continue.|S1E3: Episode Slides]]@@<<set _firstInterview to false>>
<<if !hasVisited("S1E3: Idkol Pageant Gungan") && !hasVisited("S1E3: Idkol Pageant Massochi")>>
<<set _firstInterview to true>>
<</if>>
<<qSpeak "quincy.neutral" >> Bring in Mr. Alasukh, please. <</qSpeak>>
<<text>>
A moment later, the door swings inward and hits the wood-panel with a splintering //crack.// Kaitos jumps, slamming his knee against the desk with almost as much force. He is left clutching it in pain through gritted teeth as a man nearly as tall as you ducks into your makeshift "office." He elbows the door back closed and collapses in an irreverent sprawl into the chair, an easy smirk on his face. If you excuse the open demeanor, he looks as Northern as they come: strong, healthy as an oxgoat, with a lengthy fur-lined cape.
``//"Were it my pick, Alasukh would be my choice,"// the Viscount had said. //"Given a few more years for his antlers to come in, of course."//
<</text>>
<<speak "alasukh.neutral" >> Jeremiah Alasukh. Green conductor-of-the-year at VRMA in the class of '91. *He puffs out his chest and tips his head in the faintest impression of a bow.* Pleased to be at your service, Prince's Convoy. <</speak>>
<<text>>
Lucas is momentarily stunned. He had drawn himself up, about to introduce himself, but now he simply sits with his mouth hanging open.
<</text>>
<<speak "lucas.surprised" >> Huh! I was conductor-of-the-year in my own year. Or well, I //would have been// had I taken my pledge then-- *He waves his hand.* I remember seeing your plaque... <</speak>>
<<speak "lucas.glasses" >> Er-- <<if _firstInterview>>*He struggles to find his footing.*<<else>>*He struggles to return to script.*<</if>> Mr. Alasukh. You are here with us because you bested your fellow Noblemen on the dueling ground. Clearly, you are a skilled duelist. <</speak>>
<<speak "lucas.thinking" >> Yolmar, however, needs more than a green conductor quick with his butcher's bramble. Hence why we are meeting with the three of you today. <</speak>>
<<speak "lucas.weary" >> ...I would ask you to introduce yourself, but it seems that you already have. Tell me of your experience as a green conductor. <</speak>>
<<speak "alasukh.neutral" >> Well - the Architect played a joke on me. Had me born into this life as fifth child and third son in a family with but one title to pass. So, after VRMA, I headed out to the Barrens to be a glove-in-service to whoever could offer me both work and a relic for myself. I spent the next three years paying the thing off, and the last one wasting away in the Barrens. <</speak>>
<<include "S1E3: Idkol Pageant Alasukh Q">><<if !hasVisited("S1E3: Idkol Pageant Alasukh Leave","S1E3: Idkol Pageant Alasukh People","S1E3: Idkol Alasukh Snowshoe")>>
<<choose>>
<<actions
[[Your reason for leaving the Barrens...|S1E3: Idkol Pageant Alasukh Leave]]
[[Yolmar's people...|S1E3: Idkol Pageant Alasukh People]]
[[Yojin told us you were "a snowshoe among hares."|S1E3: Idkol Alasukh Snowshoe]]
>>
<</choose>>
<<else>>
<<include "S1E3: Idkol Pageant Alasukh Endstub">>
<<include "S1E3: Idkol Pageant Menu">>
<</if>><<qSpeak "quincy.eyebrow">> When Viscount Yojin told us of the candidates, he told us you were fine "Viscounts" but not "Counts." "Snowshoes among hares," he said. <</qSpeak>>
<<speak "alasukh.neutral">> Ah, yeah - the other two - snowshoes through and through. 'Course, they can't help it. To get titled as a Viscount in the Barrens, one must be a man of real grit. <</speak>>
<<speak "alasukh.sheepish" >> Bald Bert? *He tuts.* Gritless as <<snout "his head is smooth" "his belly is bare">>. <</speak>>
<<if !hasVisited("S1E3: Idkol Pageant Massochi")>>
<<speak "lucas.thinking" >> "Bald Bert"...? <</speak>>
<<speak "alasukh.neutral" >> Mr. Massochi. You know, the fat old man taking up two seats out there...? <</speak>>
<<speak "lucas.glasses" >> ...I see. And he's below you, in your estimation? <</speak>>
<<else>>
<<speak "lucas.glasses" >> I see. And Mr. Massochi is beneath you, in your estimation...? <</speak>>
<</if>>
<<speak "alasukh.sheepish" >> Well, to be honest, //yeah!// S'like Yojin says: hares and snowshoes. <</speak>>
<<text>>
It seems that Mr. Alasukh is unwilling or unable to consider the possibility that the Viscount considered him a "snowshoe" as well.
<</text>>
<<include "S1E3: Idkol Pageant Alasukh Q">><<qSpeak "quincy.think">> Viscount Yojin spoke quite highly of you. Such praise is hard to come by in the Barrens. So, why leave? <</qSpeak>>
<<speak "alasukh.sheepish">> Well, I got more than a few reasons. A number, really. <</speak>>
<<speak "alasukh.neutral">> For one: Viscount Yojin's not //my// Viscount. I'm a loaner out from further northeast, sent down south as a favor. The Viscount //I'm// glove-in-service to isn't so fond of me. <</speak>>
<<speak "alasukh.sheepish">> I'm due to go back soon. And I'd really rather not. <</speak>>
<<text>>
You are well acquainted with the territory he speaks of - the Harpy's Grasp region is a dreary and foreboding land in the best of seasons. During the Long Day, it is a vast gray plane of endless toil. During the Long Night, it is as cold and dark as the Cerostian vision of Hell.
``You would not be keen to return either, <<if setup.hasTrait("moleman")>>were you expected to live there year round<<else>>had you a choice<</if>>.
<</text>>
<<qSpeak "quincy.tilt">> I see. <</qSpeak>>
<<speak "alasukh.sheepish">> Two: had a fight with my girl before I left. Odds are she'll cook me like a fowl when I get back. *He scratches his head.* You know how the womenfolk can get when a man spends too much time with the lads... <</speak>>
<<speak "lucas.weary">> Actually, I-- <</speak>>
<<speak "alasukh.sheepish">> Three: the worst indignity of the bunch. //Working the tree-stands.// I've got a plaque in Lord Glenmaer's office, for Architect's sake! *He gives a pleading smile, spreading his arms out before him.* Tending the tree-stands is fine for //some,// but there's no way //I'm// going to be a hundred years old with my <<snout "hair" "fur">> falling out, still splinting saplings! It's a waste of my talents. <</speak>>
<<qSpeak "quincy.eyebrow" >> ...Were you to become the Viscount of Amalugh's Cradle, forest stewardship would be one of your primary duties. You //are// aware of this, are you not? <</qSpeak>>
<<speak "alasukh.sheepish" >> Ah, I know, I know. *He scratches his head nervously.* But it's different when it comes with a title. <</speak>>
<<speak "alasukh.neutral" >> Everyone knows that. <</speak>>
<<include "S1E3: Idkol Pageant Alasukh Q">><<qSpeak "quincy.neutral" >> I assume Viscount Yojin has told you of the situation in the valley. The next Viscount of Amalugh's Cradle will have to be willing to make amends for their last... <</qSpeak>>
<<speak "alasukh.neutral">> Mmhmm. <</speak>>
<<speak "lucas.neutral">> Well, how do you feel about this prospect? <</speak>>
<<speak "alasukh.neutral">> Eh, I'm not worried. I got great marks in Noble-commons relations back at VRMA. <</speak>>
<<text>>
Noble-common relations? That's not any class you remember. Yes, there were etiquette classes, and as a member of High Nobility you received some instruction on rule, //including// delegations with the common man... but Mr. Alasukh is not High Nobility, and would not have been privy to such an education.
<</text>>
<<qSpeak "quincy.think">> ...I don't follow. <</qSpeak>>
<<speak "alasukh.neutral">> *The man stifles a juvenile snicker.* It was an elective class. <</speak>>
<<text>>
Disgust wrinkles <<snout "the bridge of Lucas's nose" "Lucas's muzzle">>. A moment later, hazy memories of a teenaged D'Angelo creep to the forefront of your mind, and you remember: there is no //"Noble-common relations"// class. //"Noble-common relations"// is simply a <<if setup.hasTrait("shameless")>>jeering<<else>>crass<</if>> euphemism for fornication with a commoner.
``You find yourself disinterested in Mr. Alasukh's thoughts on Yolmar.
<</text>>
<<include "S1E3: Idkol Pageant Alasukh Q">><<set _firstInterview to false>>
<<if !hasVisited("S1E3: Idkol Pageant Gungan") && !hasVisited("S1E3: Idkol Pageant Massochi")>>
<<set _firstInterview to true>>
<</if>>
<<speak "lucas.neutral" >> Thank you, Mr. Alasukh. You've done a //fine job// telling us all about yourself. You are dismissed. <</speak>>
<<speak "alasukh.neutral" >> A pleasure, Your Highness. Just - one more word, if you don't mind. <</speak>>
<<text>>
The way the Prince snorts and fidgets makes it clear that Lucas //does,// in fact, //mind.// Nevertheless, he gives a nod and allows Alasukh to speak - only to regret this courtesy when this "one" word invites a good thirty more.
<</text>>
<<speak "alasukh.neutral" >> I'm your only ''real'' option. *He jabs a thumb into his chest proudly.* <</speak>>
<<text>>
Kaitos notes this with lips pursed and <<snout "eyebrows nearly touching his hairline" "whiskers angled up">>.
<</text>>
<<speak "alasukh.neutral" >> Old Bert can hardly touch his toes, and Ms. Gungan takes a million years to get a log out of the ground because she's too busy worrying about soil density or what-have-you. When a new mine tunnel's being constructed, the perfect log don't matter. <</speak>>
<<qSpeak "quincy.lookaway">> //Pardon?// <</qSpeak>>
<<text>>
He cannot possibly mean that. It must be a figure of speech - an exaggeration of some sort--
<</text>>
<<speak "alasukh.neutral">> All you need's something long enough to get the job done. <</speak>>
<<text>>
He is serious. //Entirely// serious.
``Of your many, //many// deaths by tunnel collapse, the vast majority of them were attributed to pallid, scrawny support beams grown by fools just like this. For all your years as inspector, you had thought it was some unavoidable consequence of growing wood so far past the treeline, but here sits a man who looks you in the eye and tells you //he simply does not care.//
<</text>>
<<qSpeak "quincy.harrowed">> //@@.stutter;Architect.@@// <</qSpeak>>
<<text>>
The sound of pen against paper intensifies.
<</text>>
<<speak "alasukh.sheepish" >> Harsh, I know. *He leans back with a shake of his head.* But true. <</speak>>
<<speak "lucas.glasses" >> *The twitch in his eye tells you his temper hangs by a mere thread.* I will //keep that in mind.// //Thank you,// you are ''dismissed.'' <</speak>>
<<speak "alasukh.neutral" >> @@.singsong;Gold.@@ *He stands, hands slung in his trouser pockets.* Glad we've an understanding, Your Grace. <</speak>>
<<text>>
He shuts the door with the same gusto with which he entered. <<if _firstInterview>>Lucas waits until his heavy footsteps have retreated down the stairs before removing his spectacles and rubbing the bridge of his <<snout "nose" "muzzle">>.<<else>>Lucas removes his spectacles, rubbing the bridge of his <<snout "nose" "muzzle">>.<</if>>
<</text>>
<<speak "lucas.annoyed" >> Can we all agree to simply //cross that one out?// <</speak>>
<<qSpeak "quincy.neutral" >> *Truly, you've no objections.* Yes. <</qSpeak>>
<<speak "kaitos.stare" >> *His pen runs through Mr. Alasukh's name the moment you finish your answer.* Done. <</speak>>
<<if _firstInterview>>
<<speak "lucas.weary" >> Let us all pray that the other candidates bear no resemblance. <</speak>>
<</if>>
<<if hasVisited("S1E3: Idkol Pageant Massochi") && hasVisited("S1E3: Idkol Pageant Gungan")>>
<<text>>
The Prince sets his head against his crossed arms and heaves a long sigh.
<</text>>
<<speak "lucas.annoyed" >> At the decision ahead has been //simplified.// Let's discuss what we've learned, shall we? <</speak>>
<<else>>
<<text>>
The Prince rests his head in his crossed arms and heaves a long sigh. When the door cracks open and Imani appears awaiting orders, he hastily rearranges himself upright, his spectacles askew.
<</text>>
<</if>><<set _firstInterview to false>>
<<if !hasVisited("S1E3: Idkol Pageant Alasukh") && !hasVisited("S1E3: Idkol Pageant Massochi")>>
<<set _firstInterview to true>>
<</if>>
<<qSpeak "quincy.neutral" >> Bring in Ms. Gungan, please. <</qSpeak>>
<<text>>
The woman who steps into the room could have been mistaken for a commoner to the untrained eye. She sports the bare refinement expected of a Northern Noblewoman on the frontier and not a ribbon or laid edge more. Her riding skirt is buttoned and her cape sports enough hues to communicate money. But her riding boots, however nice, are muddied, and her fine wool skirts left unembroidered.
``Admittedly, it is a struggle to imagine her besting five Northern men in combat, given her small and unassuming stature. Indeed, Viscount Yojin admitted that he had his own reservations about her victory at first: //"She wins and wins, and I worry: is it because they go easy on this woman? "// he had said. //"But no,"// he assured you. //"She faces a man I know to have no qualms with striking women. Same result!"//
``Ms. Gungan takes a seat and leaves her sword-cane leaning against the leg chair, her legs apart and elbows on her knees. The posture is sloppy but her smile is refined and untelling.
<</text>>
<<speak "lucas.neutral" >> <<if _firstInterview>> Er -- right. *He clears his throat, taking it upon himself to speak first.* <</if>>Ms. Gungan. You are here with us because you bested your fellow noblemen on the dueling ground. Clearly, you are a skilled duelist. <</speak>>
<<speak "lucas.glasses" >> Yolmar, however, needs more than a green conductor quick with their butcher's bramble. Hence why we are meeting with the three of you today. Please: introduce yourself. <</speak>>
<<speak "gungan.neutral" >> *She launches into her accomplishments with no preamble:* I've worked in the Barrens for five years. Three of those were spent in the tree stands, and two in the fields. I am good at my job. Viscount Yojin has said he would be shocked if I did not have a title of my own before the century turns. <</speak>>
<<include "S1E3: Idkol Pageant Gungan Q">><<if !hasVisited("S1E3: Idkol Pageant Gungan Snowshoe","S1E3: Idkol Pageant Gungan Leave","S1E3: Idkol Pageant Gungan People")>>
<<choose>>
<<actions
[[Your reason for leaving the Barrens...|S1E3: Idkol Pageant Gungan Leave]]
[[Yolmar's people...|S1E3: Idkol Pageant Gungan People]]
[[Yojin told us you were "a snowshoe among hares."|S1E3: Idkol Pageant Gungan Snowshoe]]
>>
<</choose>>
<<else>>
<<set _firstInterview to false>>
<<if !hasVisited("S1E3: Idkol Pageant Alasukh") && !hasVisited("S1E3: Idkol Pageant Massochi")>>
<<set _firstInterview to true>>
<</if>>
<<speak "lucas.glasses" >> Thank you, Ms. Gungan. You are dismissed. <</speak>>
<<text>>
She gives a polite, one-handed curtsy before the desk, then departs from the room. <<if _firstInterview>>Lucas waits until the three-limbed clack of her boots and cane have faded down the staircase before releasing his professional air.<</if>>
<</text>>
<<speak "lucas.thinking" >> I think I like her, despite it all. <</speak>>
<<speak "kaitos.stare" >> You would. <</speak>>
<<speak "lucas.scowl" >> And what does //that// mean? I'm aware of her defects: to openly proclaim a distaste for common subjects is a little callous. <</speak>>
<<speak "lucas.thinking" >> ...But a dogged loyalty to one's pledge is just compassion dressed in Noble's gloves. <</speak>>
<<if hasVisited("S1E3: Idkol Pageant Alasukh") && hasVisited("S1E3: Idkol Pageant Massochi")>>
<<text>>
He taps the plume of his swan-quill pen against his mouth, then shrugs.
<</text>>
<<speak "lucas.thinking" >> Let's discuss what we've learned, shall we? <</speak>>
<<else>>
<<text>>
He taps the plume of his swan-quill pen to his mouth. Before he can finish his thought, the door cracks open and Imani's head pokes in, awaiting the next order.
<</text>>
<</if>>
<<include "S1E3: Idkol Pageant Menu">>
<</if>><<qSpeak "quincy.eyebrow" >> <<if hasVisited("S1E3: Idkol Pageant Gungan Snowshoe")>>Given that you thought a title was within reach, why would you choose to leave it?<<else>>If you are doing so well in the Barrens, why leave?<</if>> <</qSpeak>>
<<speak "gungan.neutral" >> Because my talent is wasted growing wilted carrots in drowned tundra soil and trees with knotty wood only fit for tunnel supports.<</speak>>
<<speak "gungan.serious" >> I am a green conductor for my //love of tending land.// The Barrens is land that resists being tended. Your Amalugh's Cradle may as well be Midland wine country by comparison. <</speak>>
<<speak "gungan.neutral" >> What I want is my own stand, and my own fields. One where my hard work is not spoiled by naive new VRMA graduates hired on trying to apply Midland farming practice above the treeline. <</speak>>
<<text>>
Kaitos scribbles something down.
<</text>>
<<include "S1E3: Idkol Pageant Gungan Q">><<qSpeak "quincy.think">> The last Viscount to tend Amalugh's Cradle injured the trust of its people. Any Noble who accepts a title there will bear the burden of making amends. <</qSpeak>>
<<speak "gungan.neutral" >> And I will do so by keeping game in Yolmar's stomach and firewood in their hearths. <</speak>>
<<speak "lucas.weary" >> That is all well and good, but - you speak as though that is all there is to it. Haven't you any interest in Yolmar? Her people? <</speak>>
<<speak "gungan.neutral" >> No. But I don't think any of us do. <</speak>>
<<speak "gungan.serious" >> I will not lie to you, Your Highness: I care nothing of frontier foundlings or infirm crones reminiscing their nomad days. But, fulfilling my pledge is my life's purpose, nonetheless.<</speak>>
<<if setup.hasRep("individualist")>>
<<qSpeak "quincy.eyebrow">> That's a rather callous thing to admit. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Your outlook is... quite ignoble. <</qSpeak>>
<</if>>
<<speak "gungan.neutral" >> I may not care for them, Your Grace, but neither do I ask them to care for me. Our existence as Nobles on the frontier is transactional: they provide taxes, and I make their land hospitable. Nothing more. To //ask// for more is //greed.// <</speak>>
<<include "S1E3: Idkol Pageant Gungan Q">><<qSpeak "quincy.think">> You say Viscount Yojin thinks you're worthy of a Barrens title... <</qSpeak>>
<<speak "gungan.neutral">> Yes. <</speak>>
<<qSpeak "quincy.think">> He told us you were "a snowshoe among hares." <</qSpeak>>
<<speak "lucas.flustered">> @@.intense;//Quintrell--!!//@@ <</speak>>
<<text>>
Ms. Gungan's eyes narrow. Mouth drawn tight, she utters:
<</text>>
<<speak "gungan.serious">> ''Then he is a snake who speaks from both ends, and deserving of my ire.'' <</speak>>
<<speak "lucas.surprised">> Ah. <</speak>>
<<speak "gungan.neutral">> But... I am capable of overlooking such a slight, should I get the title I deserve. <</speak>>
<<speak "lucas.weary">> I see... <</speak>>
<<include "S1E3: Idkol Pageant Gungan Q">><<set _firstInterview to false>>
<<if !hasVisited("S1E3: Idkol Pageant Alasukh") && !hasVisited("S1E3: Idkol Pageant Gungan")>>
<<set _firstInterview to true>>
<</if>>
<<qSpeak "quincy.neutral" >> Bring in Mr. Massochi, please. <</qSpeak>>
<<text>>
The Viscount had told you Mr. Massochi's participation in the duels was most unexpected, and his victory even moreso. As he makes his entrance and hefts himself into the wooden chair in front of you, you find yourself feeling uncertain what to make of him.
``He is a middle-aged man with a <<snout "sun-worn face" "strong case of snow nose">>. He moves with the arthritic grace of a man who's worked hard labor all his life, pained by aches but still too strong and proud to make complaint of them. He fixes the trio of you with a genial smile that make his small eyes crinkle<<snout ", revealing a cracked glacier worth of crow's feet." " and the salt-and-pepper whiskers about his wiry mouth upturn.">>
<</text>>
<<speak "lucas.neutral" >> <<if _firstInterview>> Er -- right. *He clears his throat, taking it upon himself to speak first.* <</if>>Mr. Massochi. You are here with us because you bested your fellow Noblemen on the dueling ground. Clearly, you are a skilled duelist. <</speak>>
<<speak "lucas.glasses" >> Yolmar, however, needs more than a green conductor quick with his butcher's bramble. Hence why we are meeting with the three of you today. Please: introduce yourself. <</speak>>
<<speak "bert.neutral" >> Certainly, Your Grace. My name is Robert Massochi. But please, "Mr. Massochi" is terribly formal... Just about everyone calls me Bald Bert. *He chuckles.* I've worked the-- <</speak>>
<<qSpeak "quincy.eyebrow" >> Pardon. *You cannot help yourself.* <<if setup.hasTrait("dense")>>Why do they call you "Bald Bert"?<<else>>What is the origin of "Bald Bert?"<</if>> <</qSpeak>>
<<speak "bert.neutral" >> Well, it's a funny thing. *He chuckles with a good sort of nature about it.* <<snout "Moment I graduated VRMA, the hair started falling off my head like snow in December." "I got mange once as a young man, and things never quite recovered in the stomach area... I've been naked pink like a joint of ham ever since.">> <</speak>>
<<speak "kaitos.idle" >> . . . <</speak>>
<<speak "kaitos.stare" >> Can I see? <</speak>>
<<speak "lucas.annoyed" >> WE DO <b>NOT</b> NEED TO SEE. Thank you and ignore my scribe. Please continue on. <</speak>>
<<text>>
"Bald Bert" freezes mid-motion. Sheepishly, he <<if settings.snout>>lowers his quilted undershirt and spares you the full sight of his nakedness<<else>>places his hat back upon his head and spares you the full sight of his smoothness<</if>>.
<</text>>
<<speak "bert.neutral" >> ...As I was going to say: I've worked my pledge in the Barrens my whole life. Headed there straight from VRMA and... well, suppose I never left. A wife came, gave me a daughter, and went. Still I stayed. Logging's never treated me bad. That's about it. <</speak>>
<<include "S1E3: Idkol Pageant Massochi Q">><<if !hasVisited("S1E3: Idkol Pageant Bert Leave","S1E3: Idkol Pageant Bert People","S1E3: Idkol Bert Snowshoe")>>
<<choose>>
<<actions
[[Your reason for leaving the Barrens...|S1E3: Idkol Pageant Bert Leave]]
[[Yolmar's people...|S1E3: Idkol Pageant Bert People]]
[[Yojin told us you were "a snowshoe among hares."|S1E3: Idkol Bert Snowshoe]]
>>
<</choose>>
<<else>>
<<set _firstInterview to false>>
<<if !hasVisited("S1E3: Idkol Pageant Alasukh") && !hasVisited("S1E3: Idkol Pageant Gungan")>>
<<set _firstInterview to true>>
<</if>>
<<speak "lucas.thinking" >> I see. Thank you, Mr. Masso-- er, "Bert." You are dismissed. <</speak>>
<<text>>
His smile is not unkind as he watches Bert give a little bow and slide out the door. <<if _firstInterview>>Lucas waits until his footsteps have faded down the steps before releasing his professional expression.<</if>>
<</text>>
<<speak "kaitos.neutral" >> Nice guy. <</speak>>
<<speak "lucas.glance" >> Indeed. Perhaps a little //too// nice. Yolmar won't accept another Noble so easily, after all. <</speak>>
<<if hasVisited("S1E3: Idkol Pageant Alasukh") && hasVisited("S1E3: Idkol Pageant Gungan")>>
<<text>>
He taps his pen against the desk, then shrugs.
<</text>>
<<speak "lucas.thinking" >> Let's discuss what we've learned, shall we? <</speak>>
<<else>>
<<text>>
The door squeaks open, and Imani's head emerges, awaiting the next order.
<</text>>
<</if>>
<<include "S1E3: Idkol Pageant Menu">>
<</if>><<qSpeak "quincy.tilt">> Viscount Yojin explained to us that you were all fine conductors - that the reason you hadn't earned your titles yet was due to being... "snowshoes among hares." <</qSpeak>>
<<text>>
"Bald Bert" cracks a smile. Then, a small laugh.
<</text>>
<<speak "bert.neutral">> //Really?// You know, I think that's the nicest thing he ever said about me! I thought for sure he'd pick a balder animal. Not something so cute and fuzzy, gahah! <</speak>>
<<qSpeak "quincy.lookaway">> It was commentary on your leadership potential. Not your... fuzziness, or lack of. <</qSpeak>>
<<speak "bert.neutral">> Oh, I know. Still the nicest thing he's ever said to me. <</speak>>
<<speak "lucas.weary">> And this disrespect does not bother you? <</speak>>
<<speak "bert.neutral">> A man doesn't go by Bald Bert for decades without getting a sense of humor, Your Highness! <</speak>>
<<include "S1E3: Idkol Pageant Massochi Q">><<qSpeak "quincy.eyebrow" >> If you were content with your work, why leave? <</qSpeak>>
<<speak "lucas.neutral" >> And, if you don't mind me asking... *He rubs his chin, looking for the most polite way to word his next question:* Is there a reason you are still a glove-in-service at your age? From what I understand, most go to the Barrens seeking their title. <</speak>>
<<speak "bert.neutral" >> Oh, certainly. It's every young man's goal. But once I got there, I'll be honest: I found there's no real problem with being a glove-in-service. I like the work.
``It's clean and honest, and I didn't care much for needing to manage my fellow Nobles in exchange for a fancy title. Just isn't old Bert's thing, bossing people around. <</speak>>
<<text>>
Kaitos makes note of something.
<</text>>
<<speak "bert.neutral" >> But then I had my daughter, and well... it's changed things some. <</speak>>
<<speak "bert.neutral" >> That's my real reason. Barrens is fine for me, but no place for a young girl to grow up. And if getting her to somewhere a young girl //should// grow up means I have to learn to deal with people looking to me, then... well, shit, I can do that. *He scratches his throat a little sheepishly.* And well, if it helps Yolmar and her people, that's good too. <</speak>>
<<speak "bert.neutral" >> I can tell you right now I'm not some prodigy like Mr. Alasukh, or all knowledgeable about the field-tending sciences like Ms. Gungan... but you'll have a hard time finding a man who's been tending a tree-stand in tundra soil longer than I. <</speak>>
<<speak "bert.serious">> Growing lumber for tunnels and carts isn't any man's Barrens dream. They'll work two years - five most - before they tire and move on.
``I've worked //twenty//. If y'need someone to grow trees from clay soil... you'd also be hard up finding someone more acquainted with the job than me. <</speak>>
<<include "S1E3: Idkol Pageant Massochi Q">><<qSpeak "quincy.think">> You are aware of the situation in the valley, yes? The last Viscount titled in Amalugh's Cradle was reviled by the people. Whoever we choose today will be responsible for regaining their trust. <</qSpeak>>
<<speak "bert.neutral">> Yeah, I had heard something like that. *He thumbs his jaw thoughtfully.* Sounds like a real mess all around. <</speak>>
<<speak "lucas.neutral">> It would be your mess, should you become Viscount. <</speak>>
<<speak "bert.neutral">> Eh, I raised a small one by my lonesome. I figure I'm used to messes. <</speak>>
<<qSpeak "quincy.lookaway">> I'm not sure that's comparable. <</qSpeak>>
<<speak "bert.neutral">> 'Course it's comparable! *He chirps.* You'd understand if you took a little walk in my shoes. <</speak>>
<<text>>
You know well this is a figure of speech, but your eyes drop to the floor despite this. There is an unpleasant yellowed stain splattered across both the man's boots. You decide not to imagine "walking in his shoes."
<</text>>
<<include "S1E3: Idkol Pageant Massochi Q">><<locationBoardSetup `[
{img:"settle/village_north_4.png",text:"For a frontier town to possess two inns is a novelty. Idkol's //three// inns constitute a glut of choice for the traveller in mining country, and the promise on each sign of feather beds would tempt any passing Barrens Viscount to rest their head."},
{img:"settle/hare_saddle.png",text:"But it is ultimately unimpressive in size as all these stopover towns are. There are more taxi-hares chasing each other about the muddy, outsized hare-commons than there are buildings in Idkol."},
{img:"settle/window_cabin_light.png",text:"It is late in the day; the sun will soon touch the horizon. The orange light of hearth-fire glows from each window. Most travelers are likely enjoying a supper or retiring to their beds."}
]`>>
<<lastLoc "idkol">>
<<location "kagthur" `["Idkol","Kagthur Lordship"]`>>
<<displayTask "13-yolmar" "green">>
<<timebreak "sunset">>
<<set _surpriseBad to false>>
<<if hasVisited("S1E3: wings karlie force sales") && $tempQ.yolmar.karliePay == "worth">>
<<set _surpriseBad to true>>
<<elseif hasVisited("S1E3: tradefix canteloupe route try win") && $tempQ.yolmar.hareArg == "dec">>
<<set _surpriseBad to true>>
<</if>>
<<locationDesc>>
<<processTxt>>
<<if _surpriseBad>>
<p>As the epithets and cries of //thief// fade into the distance, bitter silence takes its place. You've no doubt your shaken companions have questions aplenty for you, and judgments upon your answers. And yet - no one asks a thing of you. Instead, they ride onward, numb and wordless. If a trial awaits you, it will not be held today.</p>
<</if>>
<p><<if hasVisited("S1E3: Bridge Goodbye Huh")>>Your ascent from Amalugh's Cradle continues this symmetry.<<else>>Your ascent from the valley is symmetrical to your arrival.<</if>> A thick mist fills the bowl of the valley, and the wind carries a chill which could make a man question whether spring was all some great ruse. The horses push up the hills behind $licorice and $salmiak, the moist air leaving frosty droplets on their whiskers. But they are without complaint, eager to be on the move again after days left hitched at camp. You hope their gameness will last; the only thing that awaits them beyond the hills is more tundra weather. Mist will give way to wind, and that wind to even worse wind.</p>
<p>The closer to the Barrens one gets, the less character the land holds. In time, all turns to a flat slate. It may be green in summer, white in winter, and brown in the seasons between, but it is always an indistinct //"nowhere"// in which only a hare could find a //"somewhere."// There is always a sense of relief upon seeing Idkol's little huddle of buildings emerge on the horizon. Coming upon a //"somewhere"// is proof you are not lost - and this is a //"somewhere"// you've come to know quite well in your work as inspector.</p>
<</processTxt>>
<<locationDetails>>
<<processTxt>>
Alas, your relief is short lived, for when you approach, Idkol looks a little //too// like its usual self...
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: Idkol Arrive]]@@<<text>>
It is late evening now, though you wouldn't know it from looking at the sunset orange of the sky. The further north one travels, the more difficult telling time becomes. Little by little, day and night drift askew, until you enter the lands of Long Day and Long Night.
``This latitude still sees daily light and nightly dark - you would have to travel much further to leave those behind entirely - but their schedule is irregular. In the spring and summer, sunset comes late, the night is brief, and dawn is early. It does strange things to a man's sense of time. For now, the effect is subtle. Nevertheless, the toll of a longer day is felt by the whole Convoy as it tries to orient itself.
<</text>>
<<speak "lucas.weary" >> Asenath. Are you sure the letter says to meet in Idkol? <</speak>>
<<speak "kaitos.neutralserious" >> S'What it says. Wanna check? <</speak>>
<<speak "lucas.weary" >> *He does not wait for Kaitos to jiggle the envelope out of his saddle-bags, instead turning to you.* And //you// are sure that //THIS// is Idkol? *He gestures to the quiet cluster of buildings.* <</speak>>
<<qSpeak "quincy.neutral" >> *You nod.* <</qSpeak>>
<<if hasVisited("S1E3: To Idkol Chased")>>
<<speak "lucas.surprised" >> But where's the reception? Lord Kagthur made it sound like we should expect one! <</speak>>
<<speak "lucas.stressed" >> //I do not like this at all.// The //foundational act// of the First Prince's Convoy was titling men! There is so much ceremony around regular Viscount titling, much less the Convoy doing so! <</speak>>
<<speak "lucas.weary" >> I'm not even sure where we're supposed to //meet// with these prospective Viscounts! <</speak>>
<<speak "imani.tilt" >> It is strange to arrive without so much as a greeter... <</speak>>
<<else>>
<<speak "lucas.thinking" >> But then, where is our reception? Lord Kagthur made it sound like there would be one. <</speak>>
<<speak "lucas.glasses" >> Of all the things we do, the //foundational act of the First Prince's Convoy// - the titling of men - has the most ceremony surrounding it. One would expect a reception of //some// sort. <</speak>>
<<speak "lucas.weary" >> ...I'm not even sure where we are supposed to //meet// with these prospective Viscounts. <</speak>>
<<speak "imani.lookaway" >> It is strange to arrive without so much as a greeter. <</speak>>
<</if>>
<<choose>>
[[Our arrival is short notice and our stay is brief. Ceremony wouldn't make sense.|S1E3: Idkol Arrive2][$response to "short"]]
[[A huge reception is the last thing I want to deal with right now.|S1E3: Idkol Arrive2][$response to "glad"]]
[[I get the feeling that Lord Kagthur isn't taking us seriously...|S1E3: Idkol Arrive2][$response to "grr"]]
<</choose>><<switch $response>>
<<case "glad">>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<qSpeak "quincy.tilt">> I, for one, am relieved. *You shake your head.* I haven't the stomach for such fanfare today. <</qSpeak>>
<<speak "lucas.devastated">> *The Prince gives a miserable little sigh.* Neither have I. <</speak>>
<<else>>
<<qSpeak "quincy.eyebrow">> I, for one, am relieved. After a long day's travel, the last thing I wish to do is take to the stage. <</qSpeak>>
<<speak "lucas.weary">> Well, no, but - to have no one to greet us...? <</speak>>
<</if>>
<<case "short">>
<<qSpeak "quincy.think" >> We're arriving on short notice and taking our leave the next morning. There isn't much sense in decorating the entire town, I suppose. <</qSpeak>>
<<speak "lucas.weary" >> But to have no one to greet us...? <</speak>>
<<case "grr">>
<<qSpeak "quincy.lookaway" >> Perhaps Lord Kagthur isn't taking the Convoy seriously as a political entity... <</qSpeak>>
<<speak "lucas.weary" >> If he //is,// this is most certainly a strange way of showing it. <</speak>>
<</switch>>
<<if $response == "glad" && hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<speak "vicky.indifferent" >> Eh, I think you can handle the attention. <</speak>>
<<else>>
<<speak "vicky.incredulous" >> You gloves worry too much! Look, our Princely welcome's right over there! <</speak>>
<</if>>
<<text>>
Victoria points to the largest inn of the trio, a two-storey you know to be the "//Plush Ptarmig-Inn.//" A Tri-Kingdom flag is slouched over the porch bannister like a drunken miner, its meek emblem flashing in the breeze. The tundra wind must have torn it from a hook on the door.
``The flag is a typical greeting for Noble visitors to the tundra, as though the Southerners, Midlanders, and Northerners from below the treeline need reminding that this vast and empty stretch is still indeed, Vestur. A likely reason for such spartan festivity is the fact that the wind will eventually take with it anything not staked into the ground.
``Still, <<if setup.hasTrait("ambition")>>you can't help but feel the Convoy warranted a little more than<<else>>you're surprised more wasn't done beyond<</if>> standard procedure for a visiting Viscount.
<</text>>
@@.next;[[Continue.|S1E3: Idkol Inn Arrive]]@@<<locationBoardSetup `[
{img:"object/tapestry_north.png",text:"The old nomad tapestry that runs the length of the east wall is a familiar sight for you. It is impressive in its complexity: an entire colony of tundra ptarmigans resting in their shallow rock-nests through the Long Night, rendered in snowshoe yarn."},
{img:"object/marecarne_hearth.png",text:"An old Mare Carne unicorn has been placed over the mantle, the hearth's heat slowly toasting the papier-mâché skull. Unicorn iconography is nearly as rare in the North as that of hares in the Midland. Last year's holiday decoration had to do."},
{img:"object/dining_generic.png",text:"Enough seating has been laid out for the entirety of the Convoy and its guard to occupy a chair. The central table is a true dining table, but the others have been pilfered from whatever corners of the inn could spare them. Regardless, the guardsmen will enjoy supping in a building for the first time in days."}
]`>>
<<location "kagthur" `["Plush Ptarmig-Inn","Idkol"]`>>
<<locationDesc>>
<<processTxt>>
Holding the door open for Lucas, his heel-click into the warm yellow light is met with exclamations of greeting. With them vanishes any worry that your appointment had been forgotten, as surely as the roaring hearth-fire banishes the chill from your cheeks. You are soon shown into a region of the dining area made "private" by a series of room dividers. It is here that you see some effort has indeed been expended to arrange something, however small, for your arrival.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
The man who receives and sees everyone to their seat is a fellow Noble: a tough piece of leather of a man named Viscount Yojin. He once spat on your boots for condemning a rickety old cart track in the mine he oversaw. Now he stands before you, nothing but a font of gracious smiles. When you and Lucas take a seat at opposing ends of the table, he offers you each a deep bow.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: Idkol Inn Dinner]]@@<<timebreak "evening">>
<<text>>
The inn-maids press a warm glass of hare's milk into your hand with a quickness they'd never expend for you on your lonesome. Dinner follows not long after.
``Viscount Yojin waits until partway through your meal to speak. When he does, it is with that peculiar dialect that could only develop in as peculiar a place as the Barrens: the sharpened speech of a settled Northerner, bent inward upon itself by Nomad influence. It takes back the trick words that Northern citydwellers have abandoned, but eschews allusions of hares and caribou for those of rock and artefact excavation.
<</text>>
<<speak "yojin.neutral" >> Lord Kagthur 'lerted me to the troubles in Yolmar. Troubling thing, a quarry left without overseer for six years. A terrible oversight. We shall fill this shaft with gravel, this I promise. <</speak>>
<<speak "lucas.neutral" >> I am glad to hear that. <<if hasVisited("S1E3: To Idkol Chased")>>Yolmar's people haven't had any good news to speak of in many years.<<else>>It is appreciated that our request was received with... *He pauses to search for a word, fork and knife pointed downward in proper Midland etiquette.* ...sagacity.<</if>> <</speak>>
<<text>>
A tendril of steam arises from the Midland-style roast fowls in the center of the main table. It has been laid on a bed of what must be the last pickled vegetables of the winter, and accompanied by potatoes. The guards only get wander stew, but even that is made with a generous helping of fowl drippings.
``Lucas gestures politely for more wine. The bottle is dusty and the drink smells of vinegar, but the familiar taste of genuine Midland grape pleases the Prince despite this. The meal, for all its concessions, is nothing short of extravagant given your location. Lord Kagthur must have offered a plump sack of guilders to arrange this evening.
<</text>>
<<speak "yojin.neutral" >> We've 'sembled a group of capable untitleds for you to have your pick from. Toughest granite you can find in my end of the Barrens. Oh, you should've seen the matches - what a sight! <</speak>>
<<speak "lucas.surprised" >> *This time, he pauses with the fork on route to his mouth.* Pardon me. Matches? <</speak>>
<<speak "yojin.neutral" >> Convoy history makes clear the procedures: when two men with the Gift are both fit for the same role, they duel for the honor. <</speak>>
<<speak "lucas.weary" >> Well, //yes.// I just did not expect that to still be... //observed.// *He takes a sip from his wine glass and purses his lips.* For the First Convoy, we were establishing our Lordships, a very high honor - and for the Second, we were at war, and a man's prowess with a weapon held clear relevancy. <</speak>>
<<speak "yojin.neutral" >> Afraid I do not strike bone, here, Your Highness. Is there a problem? <</speak>>
<<speak "imani.tilt" >> *Imani pokes at her piece of roast fowl with suspicion, seemingly disturbed by the anemic breast meat.* We are seeking a Noble who is more Shepherd than warrior. <</speak>>
<<speak "lucas.neutral" >> As Miss Khatar says. The dueling ground today ought to be reserved for insults to one's Code of Honor, in my opinion. <</speak>>
<<speak "yojin.neutral" >> I did as tradition stated. 'Pologies. <</speak>>
<<speak "dangelo.eyeroll" >> *Your brother rolls his eyes. Speaking with a full mouth, he scoffs:* What would you hav'im do instead? *He swallows.* Drag all thirty-or-whatever guys down here so you can spend days inspecting them one-by-one? Nobody's got time for that. He saved you trouble by narrowing it down to five or whatever Nobles. <</speak>>
<<speak "yojin.neutral" >> Three. <</speak>>
<<speak "dangelo.laugh" >> Even better! <</speak>>
<<speak "vicky.incredulous" >> @@.surprise;Not to mention!@@ *Victoria shouts from the nearest guards' table:* Noble duels are //gold.// <</speak>>
<<speak "dangelo.neutral" >> //Gold.// *He nods sagely.* <</speak>>
<<choose>>
[[I'm just glad they respect us enough to stick to tradition.|S1E3: Idkol Inn Dinner2][$response to "trad"]]
[[We should tell the Lords not to use this selection method in the future.|S1E3: Idkol Inn Dinner2][$response to "change"]]
<</choose>><<switch $response>>
<<case "trad">>
<<toneGain "dangelo">>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<toneGain "vicky">>
<<qSpeak "quincy.think" >> Going through with Convoy tradition implies a certain respect for the Fifth. We oughtn't dismiss the intent behind such gestures. <</qSpeak>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<speak "lucas.devastated" >> *He sighs.* I suppose... <</speak>>
<<else>>
<<speak "lucas.glance" >> *He sighs.* No. I suppose we should accept what little dignity we are granted. <</speak>>
<</if>>
<<speak "dangelo.silly" >> Pssh, don't be so dour, you two. The only thing more golden than a meur duel is a meur duel in your honor! <</speak>>
<<case "change">>
<<toneGain "lucas">>
<<toneGain "imani">>
<<toneGain "kaitos" "insight">>
<<toneLoss "vicky" "fun">>
<<toneLoss "vicky">>
<<toneLoss "dangelo">>
<<if setup.hasTrait("ambition")>>
<<qSpeak "quincy.think" >> Should we invoke this power again, I suppose we'll have to request a different selection process... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Should we invoke this power again, I suppose we'll have to request a different selection process... <</qSpeak>>
<</if>>
<<speak "dangelo.disappointed" >> @@.lilt;Aww.@@ But meur duels are //so gold...!// <</speak>>
<</switch>>
<<text>>
But Lucas does not cede ground to the "gold" quality of these duels. Instead, he shoots D'Angelo a resentful look and drinks deeply from his cup.
<</text>>
<<speak "elijah.smile" >> I am quite eager to meet these candidates! To set things right with Amalugh's Cradle will be quite the undertaking; these men must be a determined sort to want this Viscountry, very dedicated to their pledge. <</speak>>
<<speak "yojin.neutral" >> *At this, a lopsided grin creeps across Yojin's face.* Oh, yes. Very much so. They serve out of @@.sing-song;love for Vestur and her people@@, do they not, Your Grace? <</speak>>
<<text>>
He claps a hand on your shoulder and gives a whistling little chuckle. It is the first time this evening that he has acknowledged you as familiar.
<</text>>
<<speak "yojin.neutral" >> @@.lilt;Love for any part of Vestur //other than the Barrens.//@@ <</speak>>
<<text>>
Imani and Lucas look to each other, clearly lost on his meaning. Admittedly, it was <<if setup.hasTrait("ambition")>>perhaps too wishful to expect<<else>>foolish to hope for<</if>> candidates to be interested in a rural title for a reason other than fleeing even worse prospects.
<</text>>
<<qSpeak "quincy.lookaway" >> Viscount Yojin oversees much of the southwest Barrens. It is... a difficult place. Those who seek their fortune in the Barrens seldom find it. *You explain.* In all likelihood, our candidates are simply seeking an escape. <</qSpeak>>
<<speak "lucas.weary" >> *He drinks half of his vinegary glass. The drink confers a bluntness to his befuddlement.* So what we are getting is this Lordship's pan-drippings? Those only interested in the title because they've failed to arouse Lord Kagthur's interest in titling them where they are? <</speak>>
<<text>>
Viscount Yojin exhales through his nose and waves off his reaction.
<</text>>
<<speak "yojin.neutral" >> Let me enlighten Your Highness on Barrens politic. <</speak>>
<<speak "yojin.neutral" >> The Barrens are the beating heart of Vestur. Mining country. We have many, many Nobles. It is a harsh land, but a Basilica for the untitled.
``A man can make a fortune out there as a Viscount. But, to be granted his title, a glove-in-service must be skilled in his trade //and// tough as iron. In another Lordship with less //industry,// they might have found some turnips to tend and been given one just for that. <</speak>>
<<speak "yojin.neutral" >> *He adjusts himself.* In foreign lands, they've another title called //"count,"// to mind their "viscounts." In Vestur there is no such thing. If we are titled, we are //"Viscount,"// no matter our prestige. <</speak>>
<<speak "yojin.neutral" >> The gloves I bring you are ''good'' men and women. Solid. Nobles deserving little fields or forests to tend. They are perfectly good Viscounts. Anywhere else in Vestur, they would have earned proper address many suns ago. But, in the Barrens, they are snowshoes among hares. <</speak>>
@@.next;[[Continue.|S1E3: Idkol Night]]@@<<locationBoardSetup `[
{img:"object/tapestry_north.png"},
{img:"object/marecarne_hearth.png"},
{img:"chairs1.png"}
]`>>
<<location "kagthur" `["Rented Room","Plush Ptarmig-Inn"]`>>
<<timebreak "night">>
<<text>>
//The Plump Ptarmig-Inn// is ill-equipped to host an entire Convoy, and so everyone doubles up, or in the case of the guards, quadruples-up. Lucas's nose wrinkles at the brazenness with which Victoria chases your brother up the stairs once company is out of sight. And honestly, you hadn't enjoyed the accompanying goosing either.
``The Prince has not had so many glasses to truly need the escort, but he does not object when you offer an arm for him to grasp. He teeters up the stairs, and once in your shared room, drops onto his bed with an undignified //fwump//. You arrange yourself in the one opposite and wait for what will undoubtedly be a lengthy late-night assembly of some slapdash selection process.
``But he doesn't say anything, he only kicks his heels off, unclips his stockings, throws his overcoat over the bed banister, and collapses on top of the cover in his shirt sleeves and breeches. He snuggles into the mattress, <<if hasVisited("S1E3: Bridge Goodbye Rocks")>>taking solace<<else>>luxuriating<</if>> in feather-down for the first time in days.
``You set a fire to keep the spring chill out of the room and prepare yourself for bed as well. Lucas is still awake, for he lets out <<if hasVisited("S1E3: Bridge Goodbye Rocks")>>a suddenly anguished<<else>>long<</if>> sigh.
<</text>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<include "S1E3: Idkol Night Bad">>
<<else>>
<<include "S1E3: Idkol Night Norm">>
<</if>>
<<text>>
With that, he rolls back over, forms himself into a ball, and says no more.
<</text>>
@@.next;[[Continue.|S1E3: Idkol Pageant Begin]]@@<<set _surpriseBad to false>>
<<if hasVisited("S1E3: wings karlie force sales") && $tempQ.yolmar.karliePay == "worth">>
<<set _surpriseBad to true>>
<<elseif hasVisited("S1E3: tradefix canteloupe route try win") && $tempQ.yolmar.hareArg == "dec">>
<<set _surpriseBad to true>>
<</if>>
<<if _surpriseBad>>
<<speak "lucas.devastated">> Why did they yell //"thief"// at us? <</speak>>
<<text>>
You knew you would have to address Yolmar's farewell eventually. The inevitability has lurked in the back of your mind ever since your leave. Even so, you find yourself unprepared to answer.
<</text>>
<<if setup.hasTrait("guilty")>>
<<if hasVisited("S1E3: wings karlie force sales") && $tempQ.yolmar.karliePay == "worth">>
<<qSpeak "quincy.tilt">> The girl... did not want to sell the forge. She only parted with it out of fear. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> The old man did not want to part with the kit. I... told him a deal had already been made. <</qSpeak>>
<</if>>
<<else>>
<<if hasVisited("S1E3: wings karlie force sales") && $tempQ.yolmar.karliePay == "worth">>
<<qSpeak "quincy.lookaway">> I suppose... The girl regretted the sale. She only parted with the forge out of fear. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> The old man did not want to part with the kit. I may have... stretched the truth to help delegations along. <</qSpeak>>
<</if>>
<</if>>
<</if>>
<<speak "lucas.stressed">> They threw //rocks// at me, Quintrell. Even little Mr. James. *He says, staring forlorn at the ceiling.* I haven't had rocks thrown at me since the small years at VRMA. <</speak>>
<<text>>
You push yourself up on to one elbow, <<if setup.hasTrait("guilty")>>a familiar, insidious guilt creeping into your stomach.<<else>>an old sensation creeping into your stomach: guilt.<</if>>
<</text>>
<<qSpeak "quincy.lookaway" >> ...You had rocks thrown at you at VRMA? <</qSpeak>>
<<speak "lucas.devastated" >> I was not gifted as you were, with an older brother who cared to run the bullies off. My only deterrent was... was you. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "lucas.weary" >> Do not give them any more reason to throw rocks, Quintrell. <</speak>>
<<qSpeak "quincy.tilt" >> Lucas, I-- <</qSpeak>>
<<text>>
He turns on the mattress to look you in the eyes, squinting blind across without his spectacles.
<</text>>
<<speak "lucas.stressed" >> Work ''WITH'' me, Quintrell. Not //against// me. @@.stutter;Please.@@ <</speak>><<speak "lucas.glance" >> She almost had me... <</speak>>
<<qSpeak "quincy.eyebrow" >> Who? <</qSpeak>>
<<speak "lucas.neutral" >> //Vestur,// Quintrell. For a moment, I was enjoying //real wine// alongside a //real meal//... and the Second Estate was working as intended, using The Gift and the power conferred with it to right a wrong. For one brief, blissful moment, we were //real eighteenth-century men!// <</speak>>
<<speak "lucas.annoyed" >> Instead, we have three hopeful deserters whose only confirmed merits are having won a //fencing tournament.// <</speak>>
<<speak "lucas.glance" >> I am beginning to suspect Imani and I were right. We would be heading east by now, had we just annihilated that infernal dam and been done with it. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow" >> I thought the candidates sounded quite promising, by Viscount Yojin's account. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I thought the candidates sounded quite promising, by Viscount Yojin's account. <</qSpeak>>
<</if>>
<<speak "lucas.glance" >> By his account, they are "snowshoes," Quintrell. I may not grasp precisely what that means in the greater context of Northern animal symbology, but I //do// know that in your dialect it is //not// a compliment! <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think" >> //My// dialect...? I do not speak in a Barrens dialect... <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> //My// dialect? I do not speak in a Barrens dialect... <</qSpeak>>
<</if>>
<<speak "lucas.scowl" >> That is beside my point! My point is, we've good reason to be apprehensive. <</speak>>
<<qSpeak "quincy.lookaway" >> ...Well, yes. But the only way to confirm their competency one way or the other is to meet with the candidates ourselves. And we are doing so tomorrow. <</qSpeak>>
<<speak "lucas.flustered" >> @@.intense;Ugh!@@ Sometimes I hate it when you talk reason. It makes me feel so //unreasonable!// <</speak>><<locationBoardSetup `[
{img:"crest-tri.png"},
{img:"object/marecarne_hearth.png"},
{img:"desk.png"}
]`>>
<<location "kagthur" `["Makeshift Office","Plush Ptarmig-Inn"]`>>
<<timebreak "morning">>
<<text>>
Morning comes, and after a light breakfast, you, the Prince, and Kaitos are shown to the impromptu "office" in which you will work for the day. Though Viscount Yojin and the inn-maids of //The Plush Ptarmig-Inn// put forth an effort to make it presentable, the unweathered rectangle where a bed used to be reveals the room's true nature. To make matters worse, D'Angelo and Elijah insisted upon setting a pair of Convoy pennants on either side of your desk. It has the unintended effect of drawing attention to the mismatched furniture and making the "office" look like a storage closet.
``<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>Lucas seems back to his usual, and sits with folded hands and<<else>>Lucas is surprisingly alert this morning, sitting with his hands folded and<</if>> a keen glint in his eye. However dissatisfactory he finds the solution, a new Viscount will be the beginning of the end to Yolmar's penury. He is determined to make the most of such.
``You open a drawer to stow a few spare quills, in case you've need for them later. A worn tin of face powder rolls into view. You realize said "desk" is an old vanity with the mirror detached.
<</text>>
<<speak "lucas.neutral" >> Asenath. Take a note. *He tosses a freshly-cut quill to the scribe.* <</speak>>
<<speak "kaitos.surprised" >> *He struggles first to catch it, then to keep hold of it.* Yeuh? <</speak>>
<<speak "lucas.neutral" >> The Noble we choose today holds the fate of Yolmar in his or her gloves. We must clarify whether or not each candidate meets a strict criteria. <</speak>>
<<speak "lucas.thinking">> They must be good in the management of the forest, or else Yolmar will starve. We must make sure they are of tender enough heart to hear the pleas of Yolmar's subjects, but of a hard enough character to make difficult decisions. *He taps his chin with his sheathed pen-knife.* And let us also be sure that they can help maintain the field, for the forest might not be productive all years. Some of this is out of the control of a conductor... <</speak>>
<<speak "kaitos.stare" >> *His pen stops scratching.* Yyyeah. And //I// don't got control over like, any of that. <</speak>>
<<speak "lucas.eyeroll" >> That is not what I'm asking of you. What I want is for you to note whether or not each man or woman meets these standards. <</speak>>
<<speak "kaitos.neutralserious" >> *He shakes his head.* Trees and fields... soft and hard. Got it. <</speak>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<speak "lucas.glasses" >> And, Quintrell. *He fixes you with a hard blue stare over his glasses.* We will be choosing //together// this time. Understood? <</speak>>
<<qSpeak "quincy.lookaway" >> I-- <</qSpeak>>
<<else>>
<<speak "lucas.glasses" >> Quintrell. Ready?<</speak>>
<<if setup.hasTrait("ambition")>>
<<qSpeak "quincy.neutal" >> I'd like to think so-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Well-- <</qSpeak>>
<</if>>
<</if>>
<<text>>
The door opens, its unoiled hinges squeaking protest. Imani pokes her head through, looking much like a fox giving the first tentative peer from the safety of her den.
<</text>>
<<speak "imani.lookaway" >> All three Nobles are here; Viscount Yojin is showing them to the sitting room. Let me know who to bring in first. <</speak>>
<<include "S1E3: Idkol Pageant Menu">><<if hasVisited("S1E3: Idkol Pageant Gungan") && hasVisited("S1E3: Idkol Pageant Alasukh") && hasVisited("S1E3: Idkol Pageant Massochi")>>
@@.next;[[Conclude your meetings.|S1E3: Idkol Pageant End]]@@
<<else>>
<<choose>>
<<actions
[[Bring in Ms. Gungan.|S1E3: Idkol Pageant Gungan]]
[[Bring in Mr. Alasukh.|S1E3: Idkol Pageant Alasukh]]
[[Bring in Mr. Massochi.|S1E3: Idkol Pageant Massochi]]
>>
<</choose>>
<</if>><<text>>
This "office" was never meant to conduct meetings, and so the warmth of many men speaking has made it stifling. It is to everyone's relief when one of the inn-maids drops off a tray with water. You resist the urge to simply drink directly from the pitcher like an animal from the trough, pouring the Prince a cup before acquiring your own instead. He drains it in one full gulp, unceremoniously wiping his mouth with the back of his glove before asking for more.
<</text>>
<<speak "lucas.glasses" >> Asenath. *He speaks after his third glass.* I trust you kept proper notes? <</speak>>
<<speak "kaitos.thinking" >> Yuh. Think so, anyways. Best I could with the, uh, criteria... <</speak>>
<<speak "kaitos.thinkinghard" >> Like... is it "hard" or "soft" to own the name "Bald Bert?" S'difficult. <</speak>>
<<text>>
He shoves his papers across the desk all the same. With his work concluded, the scribe poaches your fantasy by picking up the pitcher and drinking the last eighth of water straight from its scalloped mouth. With a disapproving pout of the lip, the Prince raises a hand to shield himself from the sight.
<</text>>
<<speak "lucas.thinking" >> Well, let us take a look, then... <</speak>>
<<include "S1E3: Idkol Pageant End Menu">><<choose "quincy.think">>
<<link "@@.talk-action;Read Kaitos's notes on Mr. Massochi.@@" "S1E3: Idkol Deliberate Massochi">><</link>>
<<link "@@.talk-action;Read Kaitos's notes on Ms. Gungan.@@" "S1E3: Idkol Deliberate Gungan">><</link>>
<<onceLink "What do you think, Kaitos?" "S1E3: Idkol Deliberate Kaitos">><</onceLink>>
<<special "end" [[I think I know who should be Viscount.|S1E3: Idkol PreChoose]]>>
<</choose>><<written>>
<s>Mr. Massochi</s> ''★ Bald Bert ★''
<ul>
<li>Hard/soft?:
<ol>
<li>Has daughter <<icon "right">> Responsible</li>
<li>Withstood the Barrens for 20 years. Tenacity</li>
<li>Wants good place for daughter. Soft. <sup>Maybe too soft?</sup></li>
<li>Good humor about baldness. <s>Hard.</s></li>
</ol>
</li>
<li>Trees/fields?:
<ol>
<li>20 years of tree stand work</li>
<li>No stated experience with fields</li>
</ol>
</li>
</ul>
<</written>>
<<include "S1E3: Idkol Pageant End Menu">><<written>>
''✻ Ms. Gungan ✻''
<ul>
<li>Hard/soft?:
<ol>
<li><s>Doesn't care for Yolmar?</s> Sees Viscountry as "transactional"</li>
<li>"Could" get Barrens Viscountry already <sup>True? Not true?</sup></li>
<li>Alright being hated. Hard.</li>
<li>Really into the idea of "land"</li>
</ol>
</li>
<li>Trees/fields?:
<ol>
<li>3 years of stand work, 2 years of field work</li>
<li>Sounds as though she cares about soil a lot? <sub><<icon "left">> I'm not a green conductor</sub></li>
</ol>
</li>
</ul>
<</written>>
<<include "S1E3: Idkol Pageant End Menu">><<if $cFlags.kaitos.threats >= 1 || setup.isEnemy("kaitos")>>
<<toneLoss "kaitos" "insight">>
<<text>>
You aren't entirely sure what makes you ask Asenath's opinion. Perhaps it is simply the //polite// thing to do, however useless the result might be.
<</text>>
<<qSpeak "quincy.think" >> Asenath. Have you any thoughts of your own about our potential Viscounts? <</qSpeak>>
<<speak "kaitos.thinking" >> Any thoughts? Well... <</speak>>
<<speak "kaitos.idle" >> *She scratches his head...* <</speak>>
<<speak "kaitos.stare" >> *...And rubs his chest.* <</speak>>
<<speak "kaitos.thinkinghard" >> *Finally, he sits in silence for an extended thirty seconds, during which Lucas's eyebrows begin a slow descent downward into a furrow.* <</speak>>
<<speak "lucas.eyeroll" >> For Architect sa-- <</speak>>
<<speak "kaitos.stare" >> Done thinking. <</speak>>
<<speak "kaitos.thinking" >> Here's what I got://s'not my job// to think. That's you, man. <</speak>>
<<speak "lucas.annoyed" >> I don't understand why you bother, Quintrell. <</speak>>
<<qSpeak "quincy.neutral" >> Nor do I.<</qSpeak>>
<<else>>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.neutral" >> Asenath. Did you have any opinions on our candidates? <</qSpeak>>
<<speak "kaitos.look" >> *He shrugs.* Both're qualified. Wrote it down there. *He taps the papers before you with a finger.* <</speak>>
<<speak "kaitos.thinking">> But... I'm kinda betting on the bald guy. Seems like he could use a win, being so bald and old... <</speak>>
<<speak "kaitos.doleful">> I mean, I couldn't do it. <</speak>>
<<speak "lucas.neutral" >> I don't really know why you bother, Quintrell. <</speak>>
<</if>>
<<include "S1E3: Idkol Pageant End Menu">><<qSpeak "quincy.neutral" >> I've decided who deserves the Viscountry. <</qSpeak>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<speak "lucas.neutral" >> As have I. <</speak>>
<<else>>
<<speak "lucas.smug" >> As have I. <</speak>>
<</if>>
<<text>>
Unable to contain your <<if setup.hasRep("ambition")>>excitement<<else>>nervousness<</if>>, you blurt out:
<</text>>
<<choose "quincy.lookaway">>
<<decide "a" [[Mr. Massochi.|S1E3: Idkol Choose Massochi]]>><</decide>>
<<decide "b" [[Ms. Gungan.|S1E3: Idkol Choose Gungan]]>><</decide>>
<</choose>><<toneGain "kaitos">>
<<set $tempQ.yolmar.viscountChoice to "massochi">>
<<qSpeak "quincy.neutral" >> Mr. Massochi is-- <</qSpeak>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<toneLoss "lucas">>
<<speak "lucas.thinking" >> Ms. Gungan is //obviously//-- <</speak>>
<<else>>
<<speak "lucas.smug" >> Ms. Gungan is //obviously//-- <</speak>>
<</if>>
<<text>>
You stumble over each other's words, ending in an awkward pause. Lucas readjusts his spectacles, features scrunched in bewilderment.
<</text>>
<<speak "lucas.weary" >> But Ms. Gungan has experience in both field //and// forest. Her usefulness to Yolmar is double. <</speak>>
<<qSpeak "quincy.think" >> You weigh two and three years' experience against twenty. I wouldn't call that "double." <</qSpeak>>
<<speak "lucas.weary" >> But -- do you not think Mr. Massochi a little //soft?// I have my reservations about sending that man and his daughter into a place that will surely despise him. <</speak>>
<<qSpeak "quincy.eyebrow" >> I would not describe anyone who works the Barrens as "soft." <</qSpeak>>
<<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.think" >> Yolmar might come to like a Viscount with a softer hand. And being a father - that makes him a man with a family. It gives him common ground in the community. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> And him having a daughter - that may work in his favor. Humanize him. Ease some of the townsfolk's worst instincts. <</qSpeak>>
<</if>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<text>>
Lucas shakes his head like a stubborn bull. <<snout "His mouth turns into a thin line." "His ears flatten.">>
<</text>>
<<speak "lucas.annoyed" >> I still think Ms. Gungan is the better candidate. You are pinning too many hopes on Yolmar coming around to this "Bald Bert." There is no such fear with Ms. Gungan. <</speak>>
<<else>>
<<speak "lucas.thinking" >> I still think Ms. Gungan is the better candidate. *He says, squinting at his own notes.* I think you may be pinning too much on the idea of Yolmar coming around to this "Bald Bert." There is no such worry with Ms. Gungan. <</speak>>
<</if>>
<<qSpeak "quincy.think" >> She has stated herself that she does not care for the people. If her only desire is land to tend, how little would it take for her to trade her title for another? <</qSpeak>>
<<qSpeak "quincy.lookaway" >> Recall what Imani said: titled men wander on the frontier. <</qSpeak>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway" >> You're distrustful of my decisions right now. But I am correct about //this// decision. I am sure. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> You're distrustful of my opinions right now. But I'm obligated to continue to give them. <</qSpeak>>
<</if>>
<<text>>
He huffs. He ponders on it for a long moment, drumming his hand against the desk.
<</text>>
<<speak "lucas.neutral" >> Fine. I cannot deny a good argument. *He sighs.* If we mean to mend this rift between commoner and Noble, then... perhaps Mr. Massochi is the kindness Yolmar needs. <</speak>>
<<else>>
<<text>>
Lucas ponders it for a short moment, tilting his head from one side to another. Eventually, he gives a little nod.
<</text>>
<<speak "lucas.pleased" >> Well, I cannot deny a good argument. <</speak>>
<<speak "lucas.neutral" >> I suspect you are right. If we mean to mend this rift between commoner and Noble, then Mr. Massochi is very much the kindness Yolmar needs. <</speak>>
<</if>>
<<if hasVisited("S1E3: Idkol Deliberate Kaitos") && !setup.isEnemy("kaitos")>>
<<if $cFlags.kaitos.threats <= 0 || $cFlags.kaitos.threats == undefined>>
<<speak "kaitos.pleased">> *Kaitos clasps his hands together with a smile.* Oh, gold. <</speak>>
<</if>>
<</if>>
@@.next;[[Continue.|S1E3: Idkol Preduel]]@@<<toneGain "lucas">>
<<set $tempQ.yolmar.viscountChoice to "gungan">>
<<qSpeak "quincy.neutral" >> Ms. Gungan is-- <</qSpeak>>
<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<speak "lucas.thinking" >> Ms. Gungan is-- <</speak>>
<<else>>
<<speak "lucas.smug" >> Ms. Gungan is-- <</speak>>
<</if>>
<<text>>
The words come in such perfect unison that you both cut off. Your <<snout "eyebrows" "ears">>, too, <<snout "rise" "prick">> in perfect synchrony.
<</text>>
<<qSpeak "quincy.pleased" >> *You complete your sentence first:* ...useful, in that she is capable both in the tree stand and in the field. Yolmar's fields need a lot of work, so it's more a long-term bonus, but a good Viscount can probably help the regeneration along. <</qSpeak>>
<<speak "lucas.smirk" >> *He follows with gusto:* ...and, she expects absolutely nothing from Yolmar's populace. They will distrust her, with good reason, and she will weather it without complaint. <</speak>>
<<if settings.snout>>
<<speak "kaitos.disgruntled" >> //Stoppit.// That thing's like a whip. *He cringes from Lucas's beating tail.* <</speak>>
<<speak "lucas.thinking" >> Pardon. *He grasps it in his hand, where it continues to wriggle like an earthworm.* <</speak>>
<<else>>
<<speak "kaitos.stare" >> //Stop kicking the desk.// You're gonna spill that open inkwell. <</speak>>
<<speak "lucas.thinking" >> Pardon. *He holds his knee in place, but it continues to wriggle from the sheer contained energy.* <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> It would seem we are in perfect agreement. <</qSpeak>>
<<speak "lucas.pleased">> @@.sing-song;Indeed!@@ <</speak>>
@@.next;[[Continue.|S1E3: Idkol Preduel]]@@<<locationBoardSetup `[
{img:"settle/village_north_4.png"},
{img:"settle/hare_saddle.png"},
{img:"land/tundra_bare.png"}
]`>>
<<location "kagthur" `["Idkol","Kagthur Lordship"]`>>
<<timebreak "day">>
<<text>>
Outside, it is an archetypical spring day on the tundra. The ground is miry underfoot, and the smell of last year's vegetation decaying with the thawing ground is inescapable. Even less escapable are the black flies that buzz like a malevolent cloud around every warm body. The original plan had been to announce your verdict in the inn, but with the makeshift reception area presently filled with dining patrons, you were shooed out into the noon air instead. Still, it is perhaps the most official you've seen the Convoy assembled since leaving Diadem: you at the Prince's side, astride your steeds, flanked by bannered guards. The rest of the Convoy has arranged itself in orderly rows behind.
``The three Nobles stand assembled before the Convoy, their capes drawn about their face, shuffling expectantly. Mr. Massochi mutters something to Mr. Alasukh that makes him laugh unkindly. Though much of his face is obscured, the young man looks towards Lucas with clear expectations.
<</text>>
<<speak "lucas.neutral" >> My Right Hand and I have completed our deliberations. I shall not keep you in suspense, or stand and talk for love of hearing myself speak. <</speak>>
<<speak "lucas.eyeroll">> Not with these //flies,// anyway. <</speak>>
<<text>>
As always, he speaks well, despite the need to hold a handkerchief over his <<snout "face" "muzzle">> to keep the flies from invading his nasal passages. His little quip earns a chuckle from Mr. Massochi and Mr. Alasukh both.
<</text>>
<<speak "lucas.glasses" >> Right Hand? <</speak>>
<<qSpeak "quincy.neutral" >> *You hold your cape over your mouth.* <<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan<<else>>Mr. Massochi<</if>> will be the new Viscount of Yolmar. <</qSpeak>>
<<text>>
As expected, the reactions are immediate and mixed. <<if $tempQ.yolmar.viscountChoice == "gungan">>Mr. Massochi tips his hat graciously to Ms. Gungan, though he is unable to contain a sigh of disappointment. Ms. Gungan draws herself up, struggling in the moment to retain her Noble composure in the face of her victory.<<else>>Ms. Gungan's face contracts in disappointment, but she arranges her smile just so and offers Mr. Massochi a gentleman's handshake. "Bald Bert" lets his cape fall from about his face as a gap-toothed smile overtakes half his face, too proud to care for the biting insects.<</if>>
``Mr. Alasukh, on the other hand, only looks between Lucas and <<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan<<else>>Mr. Massochi<</if>> with his jaw slack in deep offense.
<</text>>
<<speak "alasukh.angry" >> //@@.intense;That is not fair!@@// *He squawks like an indignant bird.* <</speak>>
<<speak "lucas.neutral" >> What is not fair? *He asks sharply.* <</speak>>
<<speak "alasukh.angry" >> I never even got to face <<if $tempQ.yolmar.viscountChoice == "gungan">>her<<else>>him<</if>> on the dueling ground! Had Viscount Yojin set us against each other, <<if $tempQ.yolmar.viscountChoice == "gungan">>she<<else>>he<</if>> wouldn't be here! <</speak>>
<<speak "alasukh.angry" >> *He points wildly.* I bested many men to get here, and now you tell me <<if $tempQ.yolmar.viscountChoice == "gungan">>some broad<<else>>an old coot<</if>> has been chosen over me? By what measure!? //Pulling names from a hat!?// <</speak>>
<<speak "lucas.glasses" >> The decision was made by weighing your individual merits. Nothing so //preposterous// as you imply. <</speak>>
<<speak "alasukh.angry" >> @@.yell;Well, you've decided wrong!@@``One last match, right now! You'll see! <</speak>>
<<choose>>
[[Please calm down.|S1E3: Idkol Preduel 3][$response to "calm"]]
[[Sorry, but the papers have already been signed.|S1E3: Idkol Preduel 3][$response to "signed"]]
[[You're a sore loser.|S1E3: Idkol Preduel 3][$response to "loser"]]
[[You were never in the running to begin with.|S1E3: Idkol Preduel 3][$response to "suck"]]
<</choose>><<switch $response>>
<<case "calm">>
<<toneGain "elijah">>
<<qSpeak "quincy.neutral" >> Please calm down. As The Prince said when we met with you: we were not searching for the best duelist. <</qSpeak>>
<<case "signed">>
<<toneGain "elijah">>
<<qSpeak "quincy.neutral" >> I apologize; the documentation has already been drawn and signed. Shouting at the Prince won't help you any. <</qSpeak>>
<<case "loser">>
<<if setup.hasTrait("cerebral")>>
<<qSpeak "quincy.furrow" >> You would do well to learn to accept defeat with grace. Your ranting only proves we were right to deem you unfit. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> The way you carry on only proves we were right not to choose you. <</qSpeak>>
<</if>>
<<case "suck">>
<<toneGain "vicky" "fun">>
<<toneGain "lucas">>
<<qSpeak "quincy.furrow" >> You were never in the running. We excluded you from deliberation the moment you left the room. <</qSpeak>>
<</switch>>
<<if $response == "loser" || $response == "suck">>
<<speak "alasukh.angry" >> @@.intense;''WHAT?!''@@ But that's-- <</speak>>
<<text>>
He begins to close the gap between the two of you, face contorted and fists up. $licorice twists her own muzzle into a mass of wrinkles and opens her mouth in clear threat. Mr. Alasukh stops short.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> Don't be stupid. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow" >> Mind yourself. <</qSpeak>>
<</if>>
<<speak "alasukh.angry" >> @@.yell;RRGH--!!!@@ <</speak>>
<<text>>
He turns on his heel in search of a viable target for his frustrations. In doing so, he finds <<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan<<else>>Mr. Massochi<</if>> - the reason for his anguish. Teeth bared and abuzz with flies, he advances upon the would-be <<if $tempQ.yolmar.viscountChoice == "gungan">>Viscountess<<else>>Viscount<</if>>, barking like a mad dog all the while.
<</text>>
<<else>>
<<speak "alasukh.angry" >> I don't care what you <<if $response == "signed">>signed<<else>>decided<</if>> in that stupid room! This is out of tradition! @@.intense;It's <b>unfair!</b>@@ <</speak>>
<<text>>
He points an accusing finger at you, but when you fail to rise to his insistence, turns to brandish the digit at <<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan<<else>>Mr. Massochi<</if>> instead. Teeth bared and abuzz with flies, he advances upon the would-be <<if $tempQ.yolmar.viscountChoice == "gungan">>Viscountess<<else>>Viscount<</if>>, barking like a mad dog all the while.
<</text>>
<</if>>
<<speak "alasukh.bigmad" >> You've stolen my future, <<if $tempQ.yolmar.viscountChoice == "gungan">>//woman,//<<else>>old man,<</if>> and I will not simply stand by and watch as you run off with the title ''I'' deserve! I've fought too long and too hard to go back to the Barrens now - @@.intense;not without a fight!@@ <</speak>>
<<text>>
Spitting a crushed fly from between his lips, he sputters those most fateful words:
<</text>>
<<speak "alasukh.angry" >> @@.intense;<b>I demand satisfaction.</b>@@ <</speak>>
<<text>>
Vestur's "Code of Honor" has never been published in an official capacity. Rather, it is another of the Tri-Kingdom's hallucinatory set of laws: immaterial, but known intimately by all subjects throughout the Tri-Kingdom since its founding. A man gives his oath to another when he does right by him; he demands satisfaction when done wrong. And, if satisfaction cannot be given, it will be taken on the dueling ground.
``<<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan stands stunned, her hand clutched to her chest and smile gone. When the shock fades, her face settles into an icy mask.<<else>>The last of Mr. Massochi's waning smile vanishes from his face. The wrinkles on his face fold themselves in a decidedly unhappy manner.<</if>>
<</text>>
<<if $tempQ.yolmar.viscountChoice == "gungan">>
<<speak "gungan.serious" >> I have said not //a thing// to you, and so I have //nothing// to retract. If you must demand a thing so slipshod, then... very well. *Her tone is professional and colder than the day.* We will have our seconds communicate once we are back in the Barrens. <</speak>>
<<else>>
<<speak "bert.serious" >> Don't you think this is a little childish, son? <</speak>>
<<speak "alasukh.angry" >> I am no "son" of yours! <</speak>>
<<speak "bert.serious" >> Sheesh. *His voice drops an octave.* But - but I've made no insult to retract. Never said a word against you! Bought you a beer last harvest, even. *He shakes his head.* But, if that's how you feel, then... I suppose our seconds can meet once we're back in the Barrens... <</speak>>
<</if>>
<<text>>
Dread falls over you. You were so very close to having matters solved: only a titling ceremony lay between <<if $tempQ.yolmar.viscountChoice == "gungan">>Gungan and her<<else>>Bert and his<</if>> title, between Yolmar fed and tended and Yolmar forlorn and starved. Now they speak of traveling back to the Barrens - of communication between seconds - of new conflict which threatens to delay matters indefinitely.
``The absurdity of the prospect is matched only by the disgraced Nobleman's next graceless demand:
<</text>>
<<speak "alasukh.bigmad" >> *He laughs.* You're not understanding me. You and me - here. ''Now.'' @@.intense;No seconds!@@ <</speak>>
<<text>>
His hand drops to his hip, and you see his relic for the first time: a ragged dryad-root sword which looks nearly as old as Lucas's own Manticore Blade. He takes a step forward, but a flurry of shimmering golden legs blocks his path as Lucas directs his stallion between the two in an impressive show of horsemanship. His stare is cold as he looks down the length of his <<snout "nose" "muzzle">> at the quarrelsome Noble. When he speaks, it is not with the etiquette of the Convoy Prince, but the earnest sneer of the Silver Prince.
<</text>>
<<speak "lucas.bigmad" >> <<if $response == "loser">>Quintrell was right: you do lose in a most disgraceful manner.<<elseif $response == "suck">>Quintrell spoke true. Y<<else>>Quintrell spoke to you with a kindness that I will not match:<</if>> <<if $tempQ.yolmar.viscountChoice == "gungan">>Ms. Gungan<<else>>Mr. Massochi<</if>> could not possibly have stolen //what you deserve,// because a useless braggart in gloves like yourself is deserving of //nothing.// <</speak>>
<<speak "lucas.glasses" >> The fate of the Viscountry was a decision of the Prince's Convoy. Should you take issue with that decision, then your quarrel is with //I, the Convoy Prince.// <</speak>>
<<speak "lucas.scowl" >> And I've no apology for the likes of ''you.'' <</speak>>
<<text>>
A clear counter-challenge from which any sane man would run. Alas, Alasukh's wrath has made him blind and stupid. Itching for a fight, he rises to the Prince's challenge despite all sense.
<</text>>
<<speak "alasukh.angry" >> @@.intense;Then we duel.@@ *He spits, drawing his blade.* <</speak>>
<<speak "lucas.glasses" >> Very well. <</speak>>
@@.next;[[Continue.|S1E3: Idkol PreDuel]]@@<<written "insert">>
''I.'' When a man's honor comes under insult, or the honor of his blood, a gentleman is within his right to demand satisfaction from he who has dishonored him. If the offender denies his guilt or refuses apology - or doubt exists as to who caused first offense to begin with - then each man is to elect a Second to mediate matters on his behalf.
``''II.'' If the Seconds cannot come to a peaceable solution, then the only honorable path to resolution is a duel between gentlemen. Should they both be conductors of Noble blood, the duel shall be fought meur against meur; otherwise, they are to duel blade against blade.
<</written>>
@@.next;[[Continue.|S1E3: Idkol PreDuel 2]]@@<<locationBoardSetup `[
{img:"settle/village_north_4.png"},
{img:"land/tundra_bare.png"},
{img:"land/tundra_coldish.png"}
]`>>
<<location "kagthur" `["Idkol Outskirts","Kagthur Lordship"]`>>
<<timebreak "day">>
<<text>>
Murky as Vestur's Code of Honor might be, with its varied phrasing and subjective interpretation, there //is// an agreed procedure. And, that procedure has been eschewed. To duel without seconds - //on the very day the challenge has been issued, no less// - is considered rash by any measure. A //sensible gentleman// would not suggest such a thing.
``The field of honor is chosen by the challenger, but naming one is hardly necessary, for the land surrounding Idkol is nothing but featureless spring tundra as far as the eye can see. And so, upon the vast, cold mud, the two duelists ready themselves.
<</text>>
<<img 3 "3_duel_field_alaksukh.png" "Lucas and Alasukh prepare to duel outside Idkol.">>
<<text>>
The whole situation is mad - but Lucas has no qualms indulging madness, so long as there is a whisper of moral pretense to exonerate him. There has always been a mania lurking within the Prince, laying in wait in the fraught corners of his mind; it rises to the surface when a duel is at hand, clouding his senses and swaying him toward the dramatic. So long as there is just cause - or a cocksure man in need of a smiting - he is willing and eager to draw his blade. He does not fear loss or risk. He is a champion fencer many tournaments over, and his skill is established fact.
``Simply put: if his opponent issues a foolish challenge, he has no qualms with proving said challenger a //fool.//
<</text>>
@@.next;[[Continue.|S1E3: Idkol Duel 1]]@@<<img 3 "3_duel1_alaksukh.png" "Lucas and Alasukh ready their relics.">>
<<written "insert">>
''VI.'' In a duel between Noblemen, each man is to use his relic. If a man's relic is not equal in make to his opponent's - a short sword against a greataxe, a cane against a rapier, and so forth - he may use his element to extend or reshape it.
<</written>>
@@.next;[[Continue|S1E3: Idkol Duel 2]]@@<<img 3 "3_duel2-2_alaksukh.png" "Lucas and Alasukh exchange swings.">>
<<written "insert">>
''VIII.'' A Nobleman's duel is two at once: a duel of conduction and a duel of weapons. However, a Nobleman may only conduct through the body of his own weapon. He may wreath his blade in fire, but he may not conjure flame at a distance.
<</written>>
<<img 3 "3_duel2-3_alaksukh.png" "Lucas blocks Alasukh's swing and prepares to retaliate.">>
<<written "insert">>
''XV.'' Men are to fight with all their pride and all their vigor. A duel only ends when a man disarms his opponent, or upon first blood.
<</written>>
@@.next;[[Continue|S1E3: Idkol Duel 3]]@@<<img 3 "3_duel3_alaksukh.png" "With the swing of his rapier, Lucas's flames scorch Alasukh's cheek.">>
<<written "insert">>
Upon bloodshed, the matter is henceforth considered settled.
<</written>>
@@.next;[[Continue.|S1E3: Idkol Duel End2]]@@<<speak "lucas.glasses" >> I too, am a man of anger. <</speak>>
<<text>>
The Prince sheathes his rapier, and with the vanishing embers goes his mania. He is again rendered silver and austere.
<</text>>
<<speak "lucas.thinking" >> When it is channeled properly, it is a weapon with which to right injustice. Stupid as you may be, you are a fine duelist; you simply lack //sense// and //a proper cause.// <</speak>>
<<speak "alasukh.angry" >> //You don't know anything of my causes.// You've no idea what it's like up there! <</speak>>
<<speak "lucas.scowl">> No, I do not. But I have every idea what //you// are like //here.// <</speak>>
<<text>>
With that, he turns away from his opponent, his business done. As Elijah sees to Alasukh's burn, Lucas sees to the titling of the valley's next <<if $tempQ.yolmar.viscountChoice == "gungan">>Viscountess<<else>>Viscount<</if>>.
<</text>>
@@.next;[[Do what you came here to do.|S1E3: Idkol End]]@@<<img 3 "3_viscount_1.png "A historic depiction of a titling ceremony." `["img-max"]`>>
@@.next;[[Continue.|S1E3: Idkol End2]]@@<<img 3 "3_viscount_2.png" "Lucas and Quincy look on, uncertain of how to meet these expectations." `["img-max"]`>>
@@.next;[[Continue.|S1E3: Idkol End3]]@@<<img 3 "3_viscount_3.png" "And, said expectations are not quite met." `["img-max"]`>>
@@.next;[[Continue.|S1E3: Idkol End4]]@@<<if $tempQ.yolmar.viscountChoice == "gungan">>
<<img 3 "3_viscount_4_gungan.png" "The ceremony continues regardless, and Gungan is made a Viscountess." `["img-max"]`>>
<<else>>
<<img 3 "3_viscount_4_bert.png" "The ceremony continues regardless, and Bert is made a Viscount." `["img-max"]`>>
<</if>>
@@.next;[[Continue.|S1E3: Idkol End5]]@@<<if $tempQ.yolmar.viscountChoice == "gungan">>
<<img 3 "3_viscount_5_gungan.png" "Viscountess Gungan departs for Amalugh's Cradle while the Convoy looks on." `["img-max"]`>>
<<else>>
<<img 3 "3_viscount_5_bert.png" "Viscount Massochi departs for Amalugh's Cradle while the Convoy looks on." `["img-max"]`>>
<</if>>
<<if $tempQ.yolmar.viscountChoice == "gungan">>
<<endQuest "13-yolmar" "c">>
<<else>>
<<endQuest "13-yolmar" "b">>
<</if>>
@@.next;[[Continue.|S1E3: Episode Slides]]@@<<once>>
<<set $campData.loc to "yolmar">>
<<set $campData.coords to [45.5,31.5]>>
<<run delete $campData.img>>
<</once>>
<<set _locs to {
camp:"S1E3: Explore Camp",
yolmar:"S1E3: Exploration Yolmar",
gharkan:"S1E3: Gharkan Trading Hall",
}>>
<<if !hasVisited("S1E3: Gharkan Loc")>>
<<set _locs.gharkan to "S1E3: Gharkan Loc">>
<</if>>
<<if $tempQ.yolmar.foodDone && hasVisited("S1E3: Elijah SQ Ravine")>>
<<set _locs.gharkan to "S1E3: Elijah SQ Burial">>
<<elseif $tempQ.yolmar.foodDone>>
<<if hasVisited("S1E3: WoF Win Transition")>>
<<set _locs.gharkan to "S1E3: WoF Win">>
<<elseif hasVisited("S1E3: N Win Transition")>>
<<set _locs.gharkan to "S1E3: N Win">>
<<else>>
<<set _locs.gharkan to "S1E3: IP Win">>
<</if>>
<</if>>
<<if !hasVisited("S1E3: Exploration Woods")>>
<<set _locs.cradlewoods to "S1E3: Exploration Woods">>
<</if>>
<<drawMap _locs>><<once>>
<<set $qStats.level += 1>>
<<set $statPoolTotal += 3>>
<<if setup.flag(211) || setup.flag(221)>>
<<set $statPoolTotal += 1>>
<</if>>
<</once>>
<<alert `["Leveling","Leveling grants you skill points. Spend them now, or save them for the next episode."]` `{icon:"up",color:"alertG"}`>>
<<if setup.flag(211) || setup.flag(221)>>
<<alert `["Bonus Skillpoints","Problem solving with finesse and completing side objectives will occasionally award you with bonus skillpoints. Due to your accomplishments, you have been awarded ''1'' additional skillpoint."]` `{icon:"hunch",color:"yellow"}`>>
<<else>>
<<alert `["Bonus Skillpoints","Problem solving with finesse and completing side objectives will occasionally award you with bonus skillpoints."]` `{icon:"hunch",color:"yellow"}`>>
<</if>>
<<levelUp>><</levelUp>><div id='levelUpButtonHolder'><<script>>$(document).one(":passagedisplay", function (event) {
setup.statBuyAppendLabels();
});<</script>>
<div id='levelup-error' class='name-error'></div>
@@.next;<<link "Proceed to Episode III <<icon 'right'>>">>
<<script>>setup.commitStatBuy();<</script>>
<<goto "S1E3: titlecard">>
<</link>>@@<<silently>>
<<once>>
<<itemClearTrash>>
<<set $actTracker.episode++>>
<<run setup.updateCodexLock()>>
<<run delete $tempQ>>
<</once>>
<</silently>>
<<titlecard>>
<<clearStoryTasks>>
@@.next;<<link "Continue." "S1E3: E3 Start">><</link>>@@<<set $tempQ to {}>>
<<set $tempQ.yolmar to {}>>
<<once>>
<<set $party to ["lucas","dangelo","imani","kaitos","vicky","elijah","licorice"]>>
<</once>>
<<locationBoardSetup `[
{img:"land/tundra_bare2.png",text:"The Prince's Convoy awakens to a dim, gray morning. Breakfast is a brisk and relatively wordless affair. Anticipation hangs in the air like a gathering storm."},
{img:"land/fog.png",text:"A thick fog has gathered in the bowl of the valley. From atop the bluff, the only features you can parse through the mist are the treetops of an ailing wood and a series of dark, distant shapes you presume to be the town of Yolmar. As your Convoy descends down the hill, these landmarks are lost in the haze."},
{img:"land/fog.png",text:"You travel blind. The ground dissolves hardly ten paces out. It is all you can do to trust your compass and ford onward."}
]`>>
<<location "kagthur" `["Amalugh's Cradle","Kagthur Lordship"]`>>
<<timebreak "morning">>
<<locationDesc>>
<<processTxt>>
By the time you reached the hills at the edge of Amalugh's Cradle, it was dusk. It was an easy enough journey, albeit long and not particularly enjoyable.
``Save for its southern point, the Kagthur Lordship is a harsh and windswept land. Leaving the comforts of Demons' Grove, the trees quickly thinned into nothing, and the Convoy was left exposed to the elements. Spring comes late in regions like these. The air carries a chill, and snow lingers in the shadows cast by the rise and fall of the earth. With the vivid greens and pink pasqueflowers of the season yet to emerge from their winter sleep, the sights of your journey are cold, dead, and brown. You are used to the bleakness of frontier travel, of course. But, for those still acclimating, it was a dreary shift from flourishing wood into ugly and unforgiving tundra.
``No one complained about making camp that night. The prospect of any shelter at all felt a welcome comfort after hours of cold wind.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: E3 Start2]]@@
<<passiveCheck 1 `["hare",10]`>><<locationBoardSetup `[
{img:"land/tundra_bare2.png"},
{img:"place/yolmar_dryriver.png"},
{img:"land/fog.png"}
]`>>
<<location "kagthur" `["Ketdei River","Kagthur Lordship"]`>>
<<imgLayer 3 "3_openfog.png" "Quincy and Imani, on hareback, lead the Prince's Convoy through a thick fog." `["img-max"]`>>
<<print setup.imgLayer(3,"3_openfog_base.png",false,"body")>>
<<print setup.imgLayer(3,"3_openfog_sheen.png",false,"sheen")>>
<<print setup.imgLayer(3,"3_openfog_eye.png",false,"eye")>>
<</imgLayer>>
<<speak "imani.neutral">> We should be coming upon the path of the Ketdei any moment now. *Imani calls back through the fog.* Once we cross the bridge, the town shouldn't be far. <</speak>>
<<text>>
She keeps her eyes to her map and compass; yours remain firmly fixed upon the ground ahead. The two of you lead the Convoy by necessity. You know little of the valley, save for the fact that the Ketdei River once ran through it and now that river is no more. Its course was not visible from up in the hills, and the last thing the Convoy needs is for one of your horsemen to happen upon it by surprise. If anyone is to misjudge a step and trip down the riverbank, better it be a hare-rider. Where a horse snaps its leg, a hare merely scrambles in panic.<<if !setup.checkPass(1)>>.. //as $licorice is keen to demonstrate.//<</if>>
``<<if setup.checkPass(1)>>Thankfully, your eyes are keen too, and no slips are needed. With a tug of the reins, $licorice slows to the stop at the bank's edge. Her brother follows her lead.<<else>>You make the mistake of averting your eyes to check that you have not lost your companions in the mist. Only a moment later, you and Imani find yourselves pitching down a slope atop frightened hares.<</if>>
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral">> Look. <</qSpeak>>
<<text>>
Imani pockets her compass. Craning her neck, she peers down the slope at the mud and gravel that was once the stolen river's bed.
<</text>>
<<speak "imani.neutral">> This must be it. <</speak>>
<<text>>
The Prince emerges to join you. In the dim morning light, his steed appears pale and glossless - almost as gray as he.
<</text>>
<<speak "lucas.glance">> But - if this is the Ketdei, where is the bridge? <</speak>>
<<speak "imani.lookaway">> *Imani shakes her head, <<snout "lips pursed" "ears flat">> as she scrutinizes her map.* ...It should be right here. <</speak>>
<<qSpeak "quincy.think">> Hm... <</qSpeak>>
<<text>>
A look around you reveals nothing but endless clouds of opaque, white fog. You turn to request a look at the map yourself, but as you do, a broad, dark shape at the bottom of the riverbed catches your eye.
``You excuse yourself to investigate.
<</text>>
<<qSpeak "quincy.neutral">> Pardon me. <</qSpeak>>
<<text>>
A graceful leap takes $licorice from the bank to the bed, and you along with. Her sudden spring causes the Prince to yelp in surprise, but your mind has fixed upon whatever lays at the river's bottom. Now close enough to see it proper, find it to be a rotted plank - and it is hardly the only one. The ground is littered with splinters of damp, weathered wood. And, peering up from where you stand...
<</text>>
<<else>>
<<speak "licorice.angry">> *She hisses in a panic, ears stiff as she claws about for stability.* <</speak>>
<<speak "salmiak.neutral">> *Her littermate remains dignified and calm as he slides down the bank - though he flails no less for it.* <</speak>>
<<qSpeak "quincy.surprised">> @@.surprise;Woah!@@ Easy, girl! <</qSpeak>>
<<speak "imani.surprised">> @@.surprise;$salmiak!@@ <</speak>>
<<text>>
Thankfully, the fear is momentary. The embarrassment you suffer lasts longer. You've found the riverbed exactly how you'd hoped a horse wouldn't.
<</text>>
<<qSpeak "quincy.lookaway">> Well-- *You huff, righting the alignment of your hat as you stare down at the mud and gravel underfoot.* This must be the river... <</qSpeak>>
<<speak "imani.furrow">> ...Yes. Thank you, Quintrell. <</speak>>
<<speak "lucas.weary">> //Are you alright?// <</speak>>
<<text>>
The Prince calls from atop the bank. In the dim morning light, his steed appears pale and glossless - their mutual grayness makes them near indistinct through the mist.
<</text>>
<<qSpeak "quincy.neutral">> We're fine. *You call back.* <</qSpeak>>
<<speak "dangelo.silly" `["shadow"]`>> @@.lilt;That's good!@@ *D'Angelo's voice jeers from out of sight.* For a minute there I was worried I'd need a new brother! <</speak>>
<<text>>
Ignoring D'Angelo, you turn your attention back to Imani.
<</text>>
<<qSpeak "quincy.lookaway">> ...We should find that bridge. <</qSpeak>>
<<speak "imani.tilt">> *She shakes her head.* ...I think we did. <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think">> What? <</qSpeak>>
<</if>>
<<text>>
With a troubled face, she gives a nod to the space behind you. Following her line of sight, you peer over your shoulder. At first, you see nothing. But then, looking closer...
<</text>>
<</if>>
@@.next;[[...you spot the remains of the bridge through the fog.|S1E3: E3 Start3]]@@<<locationBoardSetup `[
{img:"land/tundra_bare2.png"},
{img:"place/yolmar_dryriver.png"},
{img:"place/yolmar_bridge.png"}
]`>>
<<location "kagthur" `["Ketdei River","Kagthur Lordship"]`>>
<<img 3 "3_bridgebroke.png" "The bridge, destroyed, rots in scattered pieces." `["modeNeutral","img-max"]`>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral">> Bad news. *You call up the banks.* The bridge has fallen. <</qSpeak>>
<<text>>
A flash of blue falls through the fog to land neatly beside you. With a ponderous stroke of $salmiak's coat, Imani gives a small huff of frustration.
<</text>>
<<speak "imani.think">> I suppose we've no choice but to lead the horses down through the bed. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> ...It's in pieces. <</qSpeak>>
<<speak "imani.think">> I suppose we've no choice but to lead the horses down through the bed. <</speak>>
<</if>>
<<text>>
$licorice and $salmiak could bound across a channel like this in a few easy leaps, but crossing for a horse is another matter. Descent and ascent will be an arduous and muddy affair.
<</text>>
@@.next;[[Continue.|S1E3: Yolmar Town Loc]]@@<<locationBoardSetup `[
{img:"settle/shed_rundown.png",text:"Corner beams soften and lean. Shelters strain under makeshift roof repairs and wood rot from the spring melt. Stonework sinks into mud."},
{img:"settle/pasture_fence.png",text:"Fields lay cold and barren. Gaunt herds linger in sparse pastures, penned in by mushy, collapsing fences."},
{img:"settle/village_north_1.png",text:"The heads which turn at your arrival reveal hungry, tired faces."}
]`>>
<<location "kagthur" `["Yolmar","Amalugh's Cradle"]`>>
<<lastLoc "yolmar">>
<<timebreak "morning">>
<<locationDesc>>
<<processTxt>>
The Prince's Convoy crosses the riverbed without incident, but not without struggle. By the time the last horse has been coaxed to the opposite bank, the Convoy finds itself looking quite unchivalrous: a parade of men with dirty hands and mud-streaked animals. Were it not for the presence of the Prince and his Convoy's pennants, one might mistake your group for a band of //very lost// King's Army cavalrymen. At least the fog has thinned somewhat, allowing you to locate the so-called "path" from bridge to town.
``As if summoned into being at your approach, Yolmar steadily unveils itself. First, sunlight casts hazy edges around roofs and walls. Then, with each step, these indistinct suggestions steadily take shape. Through the mist, the forms of cabins, sheds, and barns emerge - everything typical of an outpost town upon the Northern frontier.
``But, as you near, this normalcy rots away before your very eyes.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
This town languishes, but it is anything but abandoned. As the Convoy marches onward, Yolmar's residents emerge from every dilapidated corner and crevice to take witness.
<</processTxt>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: Yolmar Arrive]]@@<<text>>
A crowd has gathered by the time Lucas's sheen slows to a stop in the town's center. Though a mere fraction of the size of the audience at your lustration, their eyes bore deeper and burn twice as hot. These are not //"the masses,"// but //"the people"//: individual men and women. Their words and faces are distinct as they marvel at your presence and trade whispers about //gloves// and //hares// and //"why ever are they here?"//
``Beheld, Lucas hesitates. The disparity between the Prince and those he seeks to help is plain for all to see. Clad in finery and precious metals before the peasantry, he is left at a loss for words. He had spent the whole day prior drafting his address with Imani, barking ideas over the howl of tundra winds. Now, those firm plans and meticulously chosen turns of phrase strike him as meager and immaterial. After all, what wouldn't sound like a platitude coming from a man upon a steed worth more than the life of any man in town?
``Yet, he is here.
``He knows he cannot simply gawk and say nothing.
<</text>>
<<speak "lucas.neutral">> @@.big;I am Prince Lucas Andimeur of the Fifth Prince's Convoy.@@ *Though he speaks with clear authority, you detect the smallest trace of hesitancy in his words - as though he had only just learned this was the case himself.* <</speak>>
<<speak "lucas.glasses">> @@.big;The grievances of the Northern people have not fallen on deaf ears. Yolmar: I have heard of your river, and the pain of its loss. You have bravely fought against hunger and destitution ever since.@@ *As he continues, the passion in his cadence masks this uncertainty well. Only the tense carriage of his shoulders <<snout "betrays" "and the stiffness of his tail betray">> his stress.* <</speak>>
<<speak "lucas.scowl">> @@.big;But these are enemies that cannot be felled by mortal hands, nor can they be conquered without allies.@@ <</speak>>
<<speak "lucas.glasses">> @@.big;Yolmar, the Prince's Convoy has come to your defense!@@ ``@@.yell;No longer will you fight alone! I wield my blade on your behalf!@@ <</speak>>
<<text>>
A wave of muttering stirs within the crowd once again. The particulars are lost on your ears, but their sentiment is clear: they are apprehensive.
``You hadn't expected his speech to be met with cheers, of course. <<if setup.hasRep("ambition")>>The Fifth Convoy is still young and unproven. You haven't a reputation to precede you.<<else>>You are not so addled as to expect the same undeserved treatment on the frontier as you've received in the capitals.<</if>> But, even so, the tight, gray expressions and uneasy murmurs suggest there is something amiss - something which goes beyond your inexperience. The favor Imani claimed is nowhere to be seen. There is only reluctance in the crowd. Lucas's oath to defend their town goes almost... unacknowledged. They simply watch, dead-eyed, as though waiting to be excused from his presence.
``When a man finally responds in earnest, there is relief in the Prince's features. It does not last long.
<</text>>
<<speak "colby.squint" "Old Man">> @@.on;Oh, well, lookitat. The hares brotgiffs ferrall mooses.@@ *He slurs, his frontier accent so thick as to be unintelligible.* @@.on;W'don wantcher "blade." ''Leave.''@@ <</speak>>
<<text>>
A cascade of hissing whispers scramble forth to silence the man. You catch terse scoldings and half-hearted worries about Noble offense, but nothing so complete or telling as to reveal a reason for your cold reception.
<</text>>
<<choose "quincy.think">>
<<ideal "apathy" [[Maybe we should leave, Lucas...|S1E3: Yolmar Arrive 1.5]]>><<set $response to "survival">><</ideal>>
[[We are here to help.|S1E3: Yolmar Arrive 1.5][$response to "help"]]
[[We heard you needed help. Did we hear wrong?|S1E3: Yolmar Arrive 1.5][$response to "hear"]]
[[Imani, are you certain this help is wanted?|S1E3: Yolmar Arrive 1.5][$response to "mislead"]]
<</choose>><<set _askerAddress to "Your Grace">>
<<switch $response>>
<<case "survival">>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<toneLoss "lucas">>
<<toneLoss "dangelo" "mettle">>
<<toneLoss "elijah" "intent">>
<<text>>
For a moment, you dream that their contempt could be taken as your permission to leave.
<</text>>
<<qSpeak "quincy.lookaway">> @@.whisper;...Maybe we should go. We are not wanted here.@@ <</qSpeak>>
<<text>>
Of course, you are met with a collection of appalled looks which dash whatever selfish fantasies of self-preservation you had.
<</text>>
<<speak "imani.surprised">> @@.whisper;. . .!@@ <</speak>>
<<speak "lucas.stressed">> @@.whisper;<span class='surprise'>Architect!</span> Quintrell, we're the Prince's Convoy! We have to help them. It's our //duty.//@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;He said he didn't want our help.@@ <</qSpeak>>
<<speak "lucas.glance">> @@.whisper;Did he!? I... I couldn't understand him.@@ <</speak>>
<<speak "imani.lookaway">> @@.whisper;Preposterous.@@ <</speak>>
<<text>>
With a contemptful shake of her head, Imani turns to the crowd. You might be willing to believe the people at their word, but her intuition insists there is something more at play in their reluctance to take your aid.
<</text>>
<<speak "imani.orate">> You say you've no need of us. Do you not hunger? Did the Barrens Dam not rob you of the river on which you depend? <</speak>>
<<set _askerAddress to "Miss">>
<<case "hear">>
<<text>>
You are forced to question the very premise on which you arrived.
<</text>>
<<qSpeak "quincy.think">> We were told the Barrens Dam was responsible for famine in this region. Have we heard wrong? <</qSpeak>>
<<case "mislead">>
<<cFlag "imani" "doubt">>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<text>>
With the Convoy suspended in uncertainty, the very premise on which you arrived becomes suspect.
<</text>>
<<qSpeak "quincy.lookaway">> @@.whisper;Imani. Are you certain our help is wanted here?@@ <</qSpeak>>
<<text>>
Imani turns with a frown.
<</text>>
<<speak "imani.furrow">> @@.whisper;''Yes.''@@ <</speak>>
<<qSpeak "quincy.eyebrow">> @@.whisper;They deny it.@@ *You rebut.* <</qSpeak>>
<<speak "lucas.glance">> @@.whisper;//Is that what he said!?// I... I couldn't understand him.@@ <</speak>>
<<text>>
The Man of the Third Estate does not bicker with you. Instead, she opts to demonstrate how you are wrong:
<</text>>
<<speak "imani.orate">> You say you've no need of us. Do you not hunger? Did the Barrens Dam not rob you of the river on which you depend? <</speak>>
<<set _askerAddress to "Miss">>
<<case "help">>
<<toneGain "lucas">>
<<toneGain "imani" "insight">>
<<toneGain "elijah" "intent">>
<<toneGain "dangelo" "mettle">>
<<text>>
You've no idea what has happened to make these people so wary of Noble attention - without context, you could only guess. But your ignorance is irrelevant to the situation at hand. The Fifth Convoy is here to help - and, <<if setup.hasRep("apathy")>>whether you like it or not<<else>>unlikely as it may be<</if>>, it is your duty to assure them of this.
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> The Barrens Dam is starving you. Why pretend otherwise? //We are here to help.// <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> The Barrens Dam is starving you. Why pretend otherwise? //We are here to help.// <</qSpeak>>
<</if>>
<</switch>>
<<text>>
At the mention of the dam, the whispers stop: a spigot twisted tight. For a moment, nothing is said at all, and they simply stare like dead fish hanging in a market. When someone finally dares answer <<if _askerAddress == "Miss">>her<<else>>you<</if>>, it comes in the form of a strange, thin dismissal.
<</text>>
<<speak "northcommoner_m1.neutral" "Man">> We would never speak ill of the Lord's dam. *A man insists. His voice is stilted.* Please, <<print _askerAddress>> - we do not wish for trouble. <</speak>>
<<text>>
A denial is so brittle that it may as well be an admission. <<if _askerAddress == "Your Grace">>You have all but caught them in a lie.<<else>>Imani's expression tightens. She has all but caught them in a lie.<</if>> But Northerners are a stubborn people - whatever they mean to protect with their cowering, it will not be given to you so easily.
<</text>>
<<speak "colby.laugh" "Old Man">> @@.on;//See?//@@ *The old man cackles, his voice dry and rattling.* @@.on;No complain'n' in th'Cradle. Bears're fatwif butter'n hunny. Fly south, Your Gloveses. Forgetchu ever heard'off us.@@ <</speak>>
<<text>>
You and Lucas exchange uncertain glances with your companions.
<</text>>
<<speak "lucas.flustered">> @@.whisper;...What did he say?@@ <</speak>>
<<speak "imani.furrow">> *Through gritted teeth, she grumbles:* @@.whisper;He //claims// no one here has complaints.@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;This is... a problem.@@ <</qSpeak>>
<<text>>
It seems you have reached an impasse. The Convoy cannot offer its aid if no one is willing to accept it, nor can the Prince accept a lie and leave them to their fate. The faces of the crowd turn opaque before your gaze. None step forward to dispute the old man's claim, nor does anyone voice their agreement.
``But then, from within the crowd, a lone voice scoffs.
<</text>>
<<speak "jim.angry" "Blunt Youth">> ''...I got complaints.'' <</speak>>
<<text>>
Everyone - both Convoy and resident - turns to the speaker. At first sight, he looks to be but a boy, but his furrowed brow and serious face suggest a man. It isn't until a nearby woman gasps in scandal and attempts to rein him back into the anonymity of the crowd that you are certain of his youth.
<</text>>
<<speak "northcommoner_f1.neutral" "Woman">> @@.intense;//Jim!//@@ <</speak>>
<<speak "jim.angry">> @@.intense;Lemme go, woman!@@ <</speak>>
<<speak "northcommoner_f1.neutral" "Woman">> @@.stutter;Please, Your Gloves - pay him no mind!@@ The boy is feverish, and-- and wont to lie for the attention-- <</speak>>
<<speak "jim.angry">> @@.yell;Am not and do not! UGH!@@ <</speak>>
<<text>>
Flailing like a trout tossed ashore, the boy refuses to be contained. Escaping the grip of the first woman and ducking from the grasp of another, he thrashes through the crowd until he stumbles before the Prince himself.
<</text>>
@@.next;[[Continue.|S1E3: Yolmar Arrive 2]]@@<<img 3 "3_jim.png" "The youth, Jim, stands before the Convoy with a willful expression.">>
<<text>>
An old King's Army overcoat hangs loose over slight shoulders and thin limbs, patched many times over and fraying at the seams. The boy who wears it is so thin and meager in frame that he is seen second. In many ways, he is a common sight north of Demons' Grove: penniless, but too young and angry to have surrendered to the despairs of poverty. You must have seen a thousand like him before, but there is a familiar sourness in his eye which catches your attention - a special glint of adolescent discontentment that defies order and hierarchy in pursuit of that which is right.
<</text>>
<<speak "jim.frown">> ''I'' told the Brothers we're strugglin'. 'Cause ''we are.'' <</speak>>
<<text>>
Unused to speaking to anyone of the Prince's status (or perhaps //anyone// with //any status at all//), his eyes drop to the mud. If he has ever been educated on the proper address of a Noble, he does not recall, and so his attempts at etiquette are made on best guess.
<</text>>
<<speak "jim.neutral">> Your Highness. Your Grace. Sirs. *He mumbles into his chest, fists clenched at his side.* I know you got eyes. This place is - if you'll pardon - a shithole. <</speak>>
<<speak "jim.angry">> @@.intense;But it wasn't before gloves up in the Barrens stole the river!@@ ``Now we get one bad winter, and the town falls apart! <</speak>>
<<text>>
The people of Yolmar fall silent again. The truth in his words is undeniable: with each passing day, Yolmar decays around them. All the same, whatever fear which has cowed them mute still lurks, and their tongues remain petrified as they watch the Prince's face for signs of offense.
<</text>>
<<qSpeak "quincy.tilt">> ...You say one bad winter did this? <</qSpeak>>
<<speak "jim.neutral">> *He lowers his head further.* Yessir. <</speak>>
<<text>>
Mumbled into his chest, his response is hardly audible - but Lucas has heard all that he needed to hear.
<</text>>
<<speak "lucas.glasses">> You have a lot of courage, speaking for your village. <</speak>>
<<speak "jim.glance">> *Despite the Prince's praise, he hasn't the bravery to meet his eyes. And so, the boy remains as he is, his gaze frozen in dirt and mud.* <</speak>>
<<speak "lucas.neutral">> Come. There is much to discuss. <</speak>>
@@.next;[[Continue.|S1E3: Yolmar Arrive 3]]@@<<locationBoardSetup `[
{img:"settle/chapel_rural.png"},
{img:"settle/village_north_1.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Chapel","Yolmar"]`>>
<<timebreak "morning">>
<<text>>
While Lucas still grapples with the duties of Princehood and the performance it demands, he has no such problem with the performance demanded of a lawyer. Removed from crowd and Convoy, he falls comfortably into the version of himself who defends the accused and offers solace to weeping clients. In place of an office, he suggests to Jim that the town hall might be the venue to discuss Yolmar's situation in comfort and confidence. Unfortunately, there is no such building: Yolmar's town hall was one of many structures which fell during last winter's storms.
``Jim suggests the town chapel as an alternative. It is accepted in the absence of better options, as the chapel is one of the few communal buildings which stands tall in spite of winter's tyranny. The wood is old and rough, but it does not sag or rot. When Jim nudges the door open, the sanctuary inside is mercifully warm and dry.
<</text>>
<<speak "lucas.neutral">> I imagine we'll need to ask the rector for permission...? *Lucas asks, squinting in the dim light.* <</speak>>
<<speak "jim.neutral">> *Jim shakes his head.* Auntie Yara didn't make it through the winter. It's just me, now. <</speak>>
<<speak "imani.bow">> I am sorry for your loss. <</speak>>
<<speak "jim.glance">> S'alright. The angels were callin'. It was her time to return to the skies. I'm used to it now; when Ma went to meet 'em four years ago, I... <</speak>>
<<text>>
Jim leaves this thought unfinished. Lighting the old oil lamp in the corner is of more interest than reviewing the misfortunes which have made an orphan of him. Try as he might, the dying ember he pulled from the fireplace has cooled too much to ignite the stubborn wick. He curses under his breath, but the room remains dark in spite of his anger.
<</text>>
<<speak "lucas.smug">> Allow me. <</speak>>
<<text>>
With two quick cracks of meur, the Prince lights both wick and fireplace. The chapel is cast in a hot, orange glow so great and sudden that the boy drops his ash-covered twig and staggers back into the pews, blind and <<snout "cringing" "tail-tucked">>.
<</text>>
<<speak "lucas.neutral">> Please, take a seat, Mr. James. <</speak>>
<<text>>
Lucas keeps his voice mild so as to put the child at ease. Whether it has the intended effect is unknown, but Jim sinks into the pew regardless, his squint fixed on the red shimmers which fall from the Prince's earrings and fade to nothing upon his shoulders. Nobility is scarce here in the gaps between south Kagthur and the Barrens; he mustn't have seen meur with his own eyes in some time.
<</text>>
<<speak "lucas.pleased">> As you know, I am Prince Lucas - but you may call me Mr. Andimeur. It is a privilege I offer to all my clients. <</speak>>
<<speak "jim.surprised">> *Jim nods wordlessly in response. You've a feeling he won't be making use of this privilege.* <</speak>>
<<speak "lucas.thinking">> And so, if you would tell me: what troubles your town? <</speak>>
<<text>>
The boy's mouth opens to answer, only to hang in hesitation. Lucas asks a simple question, but the answer is not so easily summarized.
<</text>>
@@.next;[[Continue.|S1E3: Yolmar Arrive 4]]@@<<speak "jim.neutral">> Back when I was a boy, we had our own glove here in the valley. *He speaks wistfully, as though this were a time long past.* Viscount Tokhumal. <</speak>>
<<speak "jim.glance">> I'm sure you saw that big patch of twigs outside of town, yeah? Well, those were his woods. <</speak>>
<<text>>
He refers to that brittle bunch of trees you saw from the hilltop. It does not surprise you to learn they were the work of a green conductor; tall woods do not grow at this latitude without meurian help.
<</text>>
<<speak "lucas.thinking">> "Were?" So he's passed, then. <</speak>>
<<speak "jim.angry">> Wouldn't know either way. *He snorts, retracting into his coat.* He //abandoned// us. <</speak>>
<<speak "lucas.surprised">> Your Viscount //abandoned// his station!? <</speak>>
<<speak "jim.angry">> Mmhmm. Left for already-green pastures, I guess. ``//Not even a word of warning...// <</speak>>
<<speak "lucas.scowl">> Is that not a violation of his pledge!? <</speak>>
<<text>>
In theory, perhaps. But, in practice?
<</text>>
<<qSpeak "quincy.lookaway">> Not unless a Lord deems it so. <</qSpeak>>
<<speak "imani.tilt">> On the frontier, men go where there is opportunity, Mr. Andimeur. Noblemen are no exception. <</speak>>
<<speak "imani.neutral">> Even a landed title is not the promise it is in your Midland. Should a Viscount wish to trade his duty for another, his Lord will sanction his choice more often than not. <</speak>>
<<speak "lucas.scowl">> @@.intense;Preposterous!@@ *He scoffs, lip curling in disgust.* Why grow field or forest at all if you intend to //leave them to wither!?// Have these men no principles!? <</speak>>
<<text>>
The dreary face of every frontier Viscount you've ever crossed paths with flashes in your mind. <<if setup.hasTrait("dense")>>You've always had the sense that there is more to this situation than "principled" and "unprincipled" - you've simply never been urged to draw a conclusion on whether this is a matter of character or logistics.<<else>>There is more to this situation than "principled" and "unprincipled." The scarcity of Viscounts in the rural North is a matter of blunt logistics as much as it is a matter of abandonment.<</if>>
<</text>>
<<qSpeak "quincy.think">> The North's Viscountry is stretched thin. *You <<if setup.hasTrait("dense")>>reason<<else>>explain<</if>>.* Travel is long, and pay is lean... <<if setup.hasRep("orthodox")>>there simply aren't enough gloved men to sustain the frontier<<else>>I suppose principles are simply another luxury a frontier Viscount cannot afford<</if>>. <</qSpeak>>
<<if setup.hasRep("orthodox")>>
<<speak "jim.angry">> Well, however you look at it, ol' Tokhumal's long gone now. *His bitterness is audible.* His woods're dead, and the animals don't come 'round the valley no more. <</speak>>
<<else>>
<<speak "jim.angry">> //Apparently not.// *His bitterness is audible.* Now woods're dead, and the animals don't come 'round the valley no more. <</speak>>
<</if>>
<<speak "jim.glance">> Yolmar would've starved a long time ago if it weren't for the river. And now the gloves up in the Barrens've gone and taken that, too. <</speak>>
<<text>>
Jim lapses into sullen silence as he stares into flames in the church's old hearth. The light of the fire bounces off his <<snout "gritted teeth" "bared fangs">>; his fists twist the hem of his coat in silent anger. Stoicism is a Northern ideal he has not mastered.
``Sensing his grief, Imani seats herself beside the boy upon the pews. To an ear of the Barehand, his plight is a familiar one. And so, rests a hand on the boy's shoulder and offers a meager bit of Northern sympathy.
<</text>>
<<speak "imani.tilt">> If one thing is true of mankind, it is that he is tenacious. *She says, her voice soothing and mentorly.* Twice your people have survived a great and terrible misfortune. The Goddess of Men would be proud. <</speak>>
<<text>>
But Jim does not appreciate the gesture. Instead, he flinches away from her touch, his thin face scrunching over bone as it sours into near-theatrical repulsion.
<</text>>
<<speak "jim.frown">> @@.surprise;//Saint Howell's sake!//@@ This is a house of the Architect! A chapel of the True Dawn! *He rolls his eyes and mutters a spiteful prayer to the spire hanging on the chapel wall.* <</speak>>
<<speak "imani.neutral">> *A curt sigh passes through her nose.* ...My apologies. I did not mean to offend. <</speak>>
<<speak "jim.glance">> Bad enough our valley's got a //pagan name.// Don't need any more of your //"spirits"// out here. <</speak>>
<<text>>
The feud between the Northern Kingdom's wallowing faiths is always an awkward thing to witness. Each imagines the other to be guilty of straying from a virtuous path. The North sect - the //"Apostles of the True Dawn,"// as they call themselves - sees those who honor the Old Ways as heathens who worship evil spirits, and those who follow the Old Ways see the men of the True Dawn as traitorous converts who have abandoned their traditions in pursuit of foreign favor.
``It is a futile struggle for no apparent prize. Elsewhere in Vestur, both are upheld as examples of the North's incorrigible paganism.
``Out of the corner of your eye, Lucas stifles a grimace. Perhaps, under different circumstances, he would feel compelled to remind the room that gods and spirits are manmade fiction, but it is neither the time nor place to argue such things. There are //real// troubles plaguing the valley, and those take precedent over any spats over divinity.
<</text>>
<<speak "lucas.thinking">> ...So, you survived the loss of your forest? Yolmar was doing well for itself //before// the Barrens Dam was built? *The firmness of his voice demands response.* <</speak>>
<<speak "jim.neutral">> Yessir. <</speak>>
<<speak "jim.glance">> We had our fair share of hard winters, sure - but as long as we had //somethin'// to eat and //somethin'// to sell, we could trade with Gharkan to the south, or with the nomads. And there was always //somethin'// to eat or //somethin'// to sell. <</speak>>
<<speak "jim.angry">> //Now there's nothing.// <</speak>>
<<speak "jim.frown">> We got guns, but //no game.// Nets, but //no fish.// Can't trade with the bridge out. And even if it weren't out, we'd have nothing to offer. The food we stored for winter's near gone, the well went dry when spring came. <</speak>>
<<choose>>
<<if $qStats.skills.etiquette > $qStats.skills.empathy>>
<<gate `["etiq",10]` [[You must care for this town immensely.|S1E3: Yolmar Arrive 5]] "hide">><<set $response to "care">><</gate>>
<<else>>
<<gate `["emp",10]` [[You must care for this town immensely.|S1E3: Yolmar Arrive 5]] "hide">><<set $response to "care">><</gate>>
<</if>>
[[A difficult situation.|S1E3: Yolmar Arrive 5][$response to "diff"]]
[[Why stay in Yolmar, then?|S1E3: Yolmar Arrive 5][$response to "abandon"]]
<</choose>><<switch $response>>
<<case "care">>
<<toneGain "imani">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral">> ...You must care for this town immensely. <</qSpeak>>
<<speak "jim.neutral">> With all my heart, sir. This is //my town.// I've slept under every one of these roofs and eaten at most every table! <</speak>>
<<speak "imani.tilt">> You've true community here in Yolmar. <</speak>>
<<text>>
Jim's chin rises - the first half of a nod. She has said nothing untrue, but the boy hesitates to agree with a so-called pagan. In the end, he sees no harm in it, and he allows his head to fall in accord.
<</text>>
<<speak "jim.frown">> ...Yeah. <</speak>>
<<speak "jim.angry">> That's why it pisses me off that the other ki-- er, the other young folk have already given up. <</speak>>
<<speak "jim.frown">> They talk about leavin', but that's dream stuff. Nobody here's got anywhere to go, or the guilders to get there. You can't just wander around hopin' nomads'll take you in. <</speak>>
<<case "diff">>
<<qSpeak "quincy.think">> It sounds like Yolmar is in a difficult situation. <</qSpeak>>
<<speak "lucas.neutral">> Indeed. <</speak>>
<<speak "jim.glance">> Yeah, it's bad. Some of the other ki--I mean, the other young folk've been talkin' about leaving. But... that's all dream stuff. Nobody here's got anywhere to go, or the guilders to get there. You can't just wander around hopin' nomads'll take you in. <</speak>>
<<case "abandon">>
<<set $tempQ.yolmar.abandon to true>>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<qSpeak "quincy.neutral">> If Yolmar hasn't any prospects, then why not leave? <</qSpeak>>
<<text>>
Your companions cast you a pair of weary looks.
<</text>>
<<speak "lucas.weary">> . . . <</speak>>
<<speak "imani.furrow">> With all due respect, Quintrell... you haven't any idea what you are talking about. <</speak>>
<<text>>
Yet, your sentiment must have struck something close to truth, for Jim's <<snout "face" "ears flatten and his face">> takes on a sheepish look.
<</text>>
<<speak "jim.glance">> Well - some of the other kids-- I mean, some of the younger folk-- they've been talkin' a lot like you. <</speak>>
<<speak "jim.neutral">> It don't sit right with me... Yolmar's my home. But I get why they say it. <</speak>>
<<speak "jim.frown">> 'Course, no one here's got anywhere to go, or the money to get there. Can't just stumble around the wild hopin' nomads'll take you in. <</speak>>
<<speak "jim.glance">> But they're right about one thing... Yolmar's not doing so good. <</speak>>
<</switch>>
<<speak "jim.glance">> <<if $response == "abandon">>None of us would've got through the winter at all if it weren't for Lazarus.<<else>>But... if things continue like they are, we can't stay here neither. We only made it through the winter at all 'cause of Lazarus.<</if>> <</speak>>
<<text>>
A look of surprise flashes in Lucas's spectacles.
<</text>>
<<speak "lucas.surprised">> Lazarus was //here?// <</speak>>
<<speak "jim.neutral">> Uh-huh. <</speak>>
<<speak "jim.glance">> Middle of last winter, a Brothers speaker passed through. He was jabbering about "bare hands helping bare hands" - 'bout how in tough times, you can only reach for each other - stuff like that. No one paid him any mind. We solve our own problems here. We're proud of it. <</speak>>
<<speak "jim.frown">> ...Only reason I talked to him at all was 'cause I was sick of watchin' people die. *His gaze drops to his boots.* I told him how we lost the river - how we were worried about makin' it through winter... <</speak>>
<<speak "jim.glance">> 'Course, all he did was say he was sorry and leave. No promises or nothin'. Didn't think anythin' of it, until... until he came. He had a sled with crates of fruit and cheese, live fowl - even cakes...! It was like something out of a story. <</speak>>
<<speak "jim.neutral">> Nobody knew where he got it, but we weren't about to ask. Be grateful for a font no matter its color, you know? We were just happy to eat //something.// <</speak>>
<<speak "jim.glance">> Wouldn't hear until later that a caravan got robbed on its way up to the Barrens and a Viscount's wedding was missing its feast... <</speak>>
<<choose>>
[[Lazarus saved your town.|S1E3: Yolmar Arrive 6][$response to "saved"]]
[[I suppose Lazarus is a man of nuance.|S1E3: Yolmar Arrive 6][$response to "nuance"]]
[[What did he want in return?|S1E3: Yolmar Arrive 6][$response to "price"]]
<</choose>><<switch $response>>
<<case "saved">>
<<qSpeak "quincy.think">> So Lazarus saved your town... <</qSpeak>>
<<text>>
<<if setup.hasRep("orthodox")>>It feels like a surprise, but perhaps it shouldn't. Prior to the destruction of the Naktoga Mine, this was what he was known for: stealing from those who had and giving to those who had nothing. Despite your experience, Lazarus was a scoundrel and a robber - //a folk hero// - long before he was ever a terrorist.<<else>>Such was his reputation, before he stepped out of rumor into reality and destroyed Naktoga Mine: //a scoundrel for justice, who robs the rich and gives charity to those in need.// It feels strange to hear such an account now, unburdened by the weight of his most famous demonstration.<</if>>
<</text>>
<<speak "jim.glance">> None of us would be here if it weren't for him. He's a hero - even if the law says otherwise. <</speak>>
<<case "nuance">>
<<qSpeak "quincy.think">> I suppose Lazarus is a man of nuance. <</qSpeak>>
<<text>>
You suppose that, prior to the destruction of Naktoga Mine, this sort of thing //was// what the man was known for: stealing from those who had, and giving to those who had nothing. Lazarus was a scoundrel and a robber - //a folk hero// - long before he was ever thought a terrorist. It feels strange to hear such an account now, unburdened by the weight of his most famous demonstration.
<</text>>
<<speak "jim.frown">> Nuance's a funny word for it. We wouldn't be here right now if he hadn't stolen that food. <</speak>>
<<speak "jim.glance">> He's a hero... even if the law says otherwise. <</speak>>
<<case "price">>
<<qSpeak "quincy.think">> And this stolen food... What did he ask of you in return? <</qSpeak>>
<<speak "jim.neutral">> *He shakes his head.* Not a thing. <</speak>>
<<qSpeak "quincy.neutral">> Really. He gave you an entire feast for free? That sounds... improbable. <</qSpeak>>
<<speak "jim.angry">> Really! Brought us the food, left as quickly as he came. Didn't want coin, didn't want to trade... Hell, he didn't even want a place to wait out the blizzard. <</speak>>
<<speak "imani.furrow">> Lazarus was known for his mercy long before he ever razed Naktoga Mine. *Her words are calm, but a scolding edge lingers in her voice.* Such an act is in perfect accord with his principles, Quintrell. <</speak>>
<<qSpeak "quincy.tilt">> Hm... *Your experience with the man is, admittedly, quite the biased one.* <</qSpeak>>
<</switch>>
<<speak "lucas.scowl">> *Lucas gives an indignant huff.* <<if $response == "price">>Well, I for one<<else>>I<</if>> cannot believe they want to paint //this// man as a terrorist back home. Utterly //absurd.// <</speak>>
<<speak "imani.smirk">> Hm. Does it //really// come as such a surprise, Mr. Andimeur? I'd think you'd be used to the killdeer calls of your fellow Noble. <</speak>>
<<speak "lucas.eyeroll">> Well no, it does not, and yes, I am. But it makes me no less angry for it! <</speak>>
<<text>>
Agitation drives him to pace. Lucas struts up and down the dusty aisle of the church, hands tucked behind his back and brow furrowed. <<if $response == "price">>At first, you presume him to be conjuring an argument - some series of words to challenge your concerns about Lazarus - but he is no more interested in that debate than he is in the theological.<<else>>The Prince could harp on the unfairness of Lazarus's reputation all day (for all you know, he has), but he chooses to set that gripe aside instead.<</if>>
<</text>>
<<speak "lucas.thinking">> ...But never mind that. *He mutters, heels clicking through the pews.* The Council's foolishness<<if $response == "price">> and Quintrell's paranoia are<<else>> is<</if>> not mine to change. I must ''focus.'' <</speak>>
<<speak "lucas.neutral">> ''I am Convoy Prince!'' I am here to serve the people of Yolmar! <</speak>>
<<speak "lucas.thinking">> <sup>But how am I to be of service...?</sup> <</speak>>
<<text>>
No one answers. His statements are declarations; his questions rhetorical. And so you, Imani, and the local boy sit in audience as Lucas dissects his conundrum under his breath. With each word, his muttering becomes louder and clearer, until he is all but narrating his thoughts.
<</text>>
<<speak "lucas.thinking">> The town needs a river to survive... but a dam cannot simply be //unbuilt,// nor can a river be //bought// or //made.// Addressing the root problem - the livelihood of the town - will take familiarity. Time and thought. <</speak>>
<<speak "lucas.neutral">> I suppose we address the smaller things first, then. The lack of daily comforts, the repair of fences and roofs and other such necessities. *His hands unfurl from his back and clasp together before his waist.* Yes... repairs... //we'll start with repairs!// <</speak>>
<<text>>
Satisfied with this course of action, he pivots on his heel to face the room.
<</text>>
<<speak "lucas.smug">> All we need is quality lumber and a few skilled craftsmen for the job! For a town of this size, it would be but a nick in our finances! <</speak>>
<<text>>
He grins in triumph, naive to the flaws of his vision - flaws readily apparent to all who know the frontier. The feeling that he has missed something is not lost on him. His smile falters.
<</text>>
<<speak "imani.neutral">> Mr. Andimeur. With all due respect... who are these craftsmen you mean to hire? What lumber do you plan to purchase? <</speak>>
<<speak "lucas.weary">> D...does it matter? *He fidgets with his glasses, fearing the answer to be "yes."* The way I figured, we would hire who is willing and have them travel here - bring the lumber by wagon... <</speak>>
<<text>>
Imani stifles a snort of laughter. The breath which manages to escape in spite of her efforts is all the confirmation he needs to confirm his worries.
<</text>>
<<speak "imani.smirk">> I'm afraid you're a long way from home, Mr. Andimeur. <</speak>>
<<qSpeak "quincy.think">> Transporting lumber on the frontier is a long and costly affair. <</qSpeak>>
<<speak "lucas.weary">> But... Demons' Grove is but a day away. <</speak>>
<<qSpeak "quincy.tilt">> *You shake your head.* A day away for a group of men traveling light. For men carrying heavy cargo... <</qSpeak>>
<<speak "imani.think">> Trade is easy in your Midland. Your roads and cities are well-connected. A detour incurs only a minor fee. Here in the North, traders are reticent to stray from their routes. Every step off the beaten path is measured in guilders. <</speak>>
<<speak "jim.glance">> And there's the bridge. *Jim mumbles.* Even regular traders don't wanna cross the river with the bridge out... Don't wanna know what you'd have to pay a man to cross the Ketdei dry. <</speak>>
<<speak "imani.tilt">> ...And dedicated tradesmen are not so easy to find, either. Few men can make their living on one skill alone here. <</speak>>
<<text>>
Lucas's arms cross his chest.
<</text>>
<<speak "lucas.eyeroll">> Oh, //come now,// it cannot be //that// dire. We're //the Prince's Convoy// for Architect's sake! So we pay the local //extortion fees// and hire some men from further south - it isn't as though we haven't the coin to spare! <</speak>>
<<speak "imani.neutral">> Perhaps we can spare the coin, Mr. Andimeur, but can we spare //the time?// Search and delegations could take days in itself. <</speak>>
<<speak "lucas.annoyed">> So, what, our resources are so precious that //we cannot afford to act at all?// <</speak>>
<<speak "imani.furrow">> I said no such thing. *Her own frustrations creep into her voice as she rises from the pews.* Shipping wood, hiring foreign help - perhaps those solutions would serve us perfectly well. //However!// I ask that you see the //Northern// problems before employing //Midland// solutions. ''That is my role as your Man of the Third Estate.'' <</speak>>
<<speak "lucas.eyeroll">> *The Prince utters a noise of displeasure, his lip curling. But his anger is reflexive; he knows, rationally, that the advice Imani gives is the exact sort he would want from his advisor.* //Fine.// <</speak>>
<<speak "lucas.annoyed">> So let's assume we hire //no one// and buy //no wood.// What, then, is our alternative? <</speak>>
<<text>>
He looks to the three of you, awaiting an answer. As you stare back in silence, his expression shifts from one of irritation to fear.
<</text>>
@@.next;[[One of you will have to tell him.|S1E3: After Jim Card]]@@<<addTask "13-yolmar" "start">>
<<addCodex "yolmar">>
<<addCodex "barrensdam">>
@@.next;[[Continue.|S1E3: quincy split blacksmith]]@@<<set _noColby to false>>
<<if $tempQ.yolmar.hareFail && !hasVisited("S1E3: tradefix cant arg giveup") && $tempQ.yolmar.hareArg == "dec">>
<<set _noColby to true>>
<</if>>
<<set _nextTask to true>>
<<if !setup.hasItem("missingV-jim") && !hasVisited("S1E3: IP Win Transition")>>
<<set _nextTask to false>>
<</if>>
<<if !setup.hasItem("missingV-farmer")>>
<<set _nextTask to false>>
<</if>>
<<if !setup.hasItem("missingV-gals")>>
<<set _nextTask to false>>
<</if>>
<<if !setup.hasItem("missingV-nala") && !hasVisited("S1E3: ExYol Market Nala Cities")>>
<<set _nextTask to false>>
<</if>>
<<if !setup.hasItem("missingV-colby") && !_noColby >>
<<set _nextTask to false>>
<</if>>
<<if _nextTask>>
<<if passage() == "S1E3: Exploration Yolmar" && hasVisited("S1E3: IP Win Transition")>>
<<if !setup.hasTask("13-eq", "return") && !setup.questEnded("13-eq")>>
<<updateTask "13-eq" "return">>
<</if>>
<<elseif passage() == "S1E3: Explore Camp" && hasVisited("S1E3: N Win Transition")>>
<<if !setup.hasTask("13-eq", "return") && !setup.questEnded("13-eq")>>
<<updateTask "13-eq" "return">>
<</if>>
<<elseif passage() == "S1E3: ExYol Trade" && hasVisited("S1E3: ExYol Market Nala Cities")>>
<<if !setup.hasTask("13-eq", "return") && !setup.questEnded("13-eq")>>
<<updateTask "13-eq" "return">>
<</if>>
<<elseif passage() == "S1E3: Exploration Yolmar" && hasVisited("S1E3: ExYol Market Nala Cities")>>
<<if !setup.hasTask("13-eq", "return") && !setup.questEnded("13-eq")>>
<<updateTask "13-eq" "return">>
<</if>>
<<else>>
<<updateTask "13-eq" "return">>
<</if>>
<<if !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<set $objectives["13-eq"] to ["return"]>>
<</if>>
<</if>><<silently>>
<<if hasVisited("S1E3: Elijah SQ Init Decline")>>
<<addTask "13-eq" "return">>
<</if>>
<</silently>>
<<displayTask "13-eq" "return">>
<<if hasVisited("S1E3: Elijah SQ Init Decline")>>
<<toneGain "elijah" "intent">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.neutral">> While in town, I've learned a few things about Viscount Tokhumal which may be of interest to you. <</qSpeak>>
<<speak "elijah.surprised">> Oh! *He blinks.* You have? <</speak>>
<<speak "elijah.bashful">> Well, then. Do tell! <</speak>>
<<else>>
<<qSpeak "quincy.think">> I've acquired "goss" on the subject of Viscount Tokhumal. <</qSpeak>>
<<speak "elijah.neutral">> Ah, excellent. So? What have we learned? <</speak>>
<</if>>
<<text>>
He adjusts his position, so that you might take a seat as well. After a moment of hesitation, you do.
<</text>>
<<include "S1E3: Camp Elijah SQ Q">><<set _presentPhase to true>>
<<if setup.hasItem("missingV-jim")>>
<<if hasVisited("S1E3: Elijah SQ Jim")>><<set _presentPhase to false>><<else>><<set _presentPhase to true>><</if>>
<</if>>
<<if setup.hasItem("missingV-farmer")>>
<<if hasVisited("S1E3: Elijah SQ Farmer")>><<set _presentPhase to false>><<else>><<set _presentPhase to true>><</if>>
<</if>>
<<if setup.hasItem("missingV-gals")>>
<<if hasVisited("S1E3: Elijah SQ Towngals")>><<set _presentPhase to false>><<else>><<set _presentPhase to true>><</if>>
<</if>>
<<if setup.hasItem("missingV-nala")>>
<<if hasVisited("S1E3: Elijah SQ Nala")>><<set _presentPhase to false>><<else>><<set _presentPhase to true>><</if>>
<</if>>
<<if setup.hasItem("missingV-colby")>>
<<if hasVisited("S1E3: Elijah SQ Colby")>><<set _presentPhase to false>><<else>><<set _presentPhase to true>><</if>>
<</if>>
<<if _presentPhase>>
<<choose>>
<<present "missingV-farmer" [[He lorded his position over the town...|S1E3: Elijah SQ Farmer]]>><</present>>
<<if setup.hasItem("missingV-farmer")>>
<<present "missingV-jim" [[The town's hate was so strong even the children remember...|S1E3: Elijah SQ Jim]]>><</present>>
<<else>>
<<present "missingV-jim" [[He lorded his position over the town...|S1E3: Elijah SQ Jim]]>><</present>>
<</if>>
<<present "missingV-nala" [[His absence drew speculation...|S1E3: Elijah SQ Nala]]>><</present>>
<<present "missingV-colby" [[There was mutual hostility before he had even left...|S1E3: Elijah SQ Colby]]>><</present>>
<<present "missingV-gals" [[When he left, he made efforts not to be followed...|S1E3: Elijah SQ Towngals]]>><</present>>
<</choose>>
<<else>>
<<include "S1E3: Camp Elijah SQ Bottleneck">>
<</if>><<qSpeak "quincy.tilt">> I spoke to a pair of farmers. The elder seemed to remember Tokhumal well, and they were not at all fond memories. The Viscount was in the habit of reminding the people of how their town needed him to survive. <</qSpeak>>
<<itemShow>>
<<speak "elijah.think">> In all fairness, this //is// a tundra town. The valley's not exactly prized farmland. <</speak>>
<<qSpeak "quincy.lookaway">> No, but... the way it was told, the farmers and the huntsmen couldn't so much as speak a word against the man. And he resented the fishermen, because he could not exert the same power over them. <</qSpeak>>
<<speak "elijah.confused">> *He cringes, sucking his teeth.* Well that's just poor form... <</speak>>
<<include "S1E3: Camp Elijah SQ Q">><<if setup.hasItem("missingV-farmer")>>
<<qSpeak "quincy.tilt">> I asked the Jim boy for more details, seeing as he was the one who told us of Viscount Tokhumal's abandonment to begin with. But... he is young. He didn't have much to say aside from what others said already. <</qSpeak>>
<<itemShow>>
<<qSpeak "quincy.think">> That said, I think it relevant that the town's children have so much loathing for a man they may not remember all that well themselves. Viscount Tokhumal's betrayal must have been severe indeed. <</qSpeak>>
<<speak "elijah.frown">> Agreed. Such vocal contempt for the Second Estate... you simply don't see it outside of those who have been terribly harmed by an ignoble Noble! <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I asked the Jim boy for more details, seeing as he was the one who told us of Viscount Tokhumal's abandonment to begin with. He explained to me that the Viscount was in the habit of reminding the people of how their town needed him to survive. <</qSpeak>>
<<itemShow>>
<<speak "elijah.think">> In all fairness, this //is// a tundra town. It's not exactly Midland farm country up here! <</speak>>
<<qSpeak "quincy.lookaway">> Yes, but... the way he told it, the farmers and the huntsmen couldn't so much as speak a word against the man. And he resented the fishermen, because he could not exert the same power over them. <</qSpeak>>
<<speak "elijah.confused">> *He cringes, sucking his teeth.* Well that's just poor form... <</speak>>
<</if>>
<<include "S1E3: Camp Elijah SQ Q">><<qSpeak "quincy.think">> By all accounts, Viscount Tokhumal was discontent in his position. He was consistent in his work - "rain or shine, hail or snow" - but he seldom did more than what his title demanded of him. <</qSpeak>>
<<itemShow>>
<<qSpeak "quincy.lookaway">> He hadn't much love for the land of his title, or its people... and didn't make much of an effort to hide it. And so, Yolmar made a point of "hating him twice as good." Or, so the old hareminder tells it. <</qSpeak>>
<<speak "elijah.frown">> //Open hostilities between Noble and commoner?// *He gasps.* I knew things were fraught, but - how terrible! <</speak>>
<<qSpeak "quincy.tilt">> Yes, though, I'm not convinced //Old Man Colby// is an especially reliable source... <</qSpeak>>
<<speak "elijah.confused">> Perhaps not. But, even so, I suspect there is //a truth// to what he has said. Considering the state of things now... I can believe that certain individuals might have, er, forgotten their manners. <</speak>>
<<include "S1E3: Camp Elijah SQ Q">><<qSpeak "quincy.tilt">> Evidently, because Tokhumal was frequently absent and unaccounted for, he was the subject of many rumors. Whispers of secret affairs, debts, criminal ties... but, the woman who told so claims it to all be groundless speculation. <</qSpeak>>
<<itemShow>>
<<qSpeak "quincy.think">> She said that if one only considers what is known to be true, he was "a dull man who preferred the tundra to people." The tales got out of hand because it is tempting and easy to speculate on the habits of a man no one likes, who keeps to himself. <</qSpeak>>
<<text>>
You pause. Why does that sound familiar?
<</text>>
<<speak "elijah.confused">> Mm, yes. If you make yourself a mystery, you invite curiosity. And curiosity unmet can quickly turn to scrutiny. <</speak>>
<<speak "elijah.frown">> Is there really no evidence as to what he was doing out there? <</speak>>
<<qSpeak "quincy.lookaway">> I was told there was a search of his house following his disappearance, and nothing of note was found. If there were any suggestion of misdeed or kept secrets at all, I am sure I would've been told in great detail which rumors were vindicated. <</qSpeak>>
<<speak "elijah.smilesad">> I think you may be right about that. <</speak>>
<<include "S1E3: Camp Elijah SQ Q">><<qSpeak "quincy.neutral">> I spoke to two of the town's women - a mother of a small boy, and her <<if hasVisited("S1E3: ExYol Towns River")>>widowed <</if>>neighbor-- <</qSpeak>>
<<itemShow>>
<<text>>
This description causes Elijah to recoil beneath his <<snout "skin" "fur">>.
<</text>>
<<speak "elijah.nervous">> *His voice turns flat and thin.* Ah, yes. //Those// women. <</speak>>
<<qSpeak "quincy.think">> Hm? What about them? <</qSpeak>>
<<speak "elijah.nervous">> Ah, nothing. It's just - the <<if hasVisited("S1E3: ExYol Towns River")>>widow<<else>>neighbor-woman<</if>> - she was a //difficult// patient. <</speak>>
<<choose>>
[[What do you mean, "difficult?"|S1E3: Elijah SQ TownsGals Detour]]
[[Is this relevant to the situation at hand?|S1E3: Elijah SQ TownsGals 2][$response to "skip"]]
<</choose>><<qSpeak "quincy.lookaway">> What do you mean, "difficult?" How so? <</qSpeak>>
<<speak "elijah.frown">> Er... Well... Oh, how do I say it without being unkind? *He scratches his head, <<snout "nose" "muzzle">> wrinkled.* To heal someone, it is best to put hand to bare skin. You've most control over your meur that way. <</speak>>
<<speak "elijah.confused">> But... there is a certain type of, er, //lonely// woman, who... er... Who tends to... <</speak>>
<<text>>
He drifts and stammers like this for some time, never quite arriving at his conclusion. At first, you wait patiently, but soon enough time has lapsed that you lose confidence in his ability to finish his own sentence. You are forced to offer your own best guess as to how it was meant to end.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Read carnal intent-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> <sup>...Misinterpret the situa--</sup> <</qSpeak>>
<</if>>
<<speak "elijah.surprised">> @@.intense;Claim injuries in the breast area when there are none!@@ *The words tumble out one after another in the span of a single breath.* <</speak>>
<<speak "elijah.confused">> It's fine. *He stresses, palm against his forehead.* It's simply-- I tell them I am married each time, and //they never--// <</speak>>
<<speak "elijah.nervous">> //@@.stutter;They simply do not listen, Your Grace.@@//``It is quite stressful. <</speak>>
<<choose "quincy.lookaway">>
[[That's horrible misconduct on their part.|S1E3: Elijah SQ TownsGals 2][$response to "stress"]]
[[I'll take your word for it.|S1E3: Elijah SQ TownsGals 2][$response to "word"]]
[[And this has bearing on the Viscount Tokhumal situation...?|S1E3: Elijah SQ TownsGals 2][$response to "irrel"]]
<</choose>><<switch $response>>
<<case "stress">>
<<toneGain "elijah">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> That does sound... exceedingly stressful to manage. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> That's-- that's horrible. <</qSpeak>>
<</if>>
<<speak "elijah.nervous">> @@.surprise;//It is!//@@ And as a practitioner, you must ''always'' be courteous //even when they are not!// <</speak>>
<<speak "elijah.confused">> But-- but I digress. The topic at hand... We were talking about Viscount Tokhumal. <</speak>>
<<case "word">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> I'll take your word for it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I'll... take your word for it. <</qSpeak>>
<</if>>
<<speak "elijah.nervous">> *Hands clasped together and smile pinched, he nods.* By all means. <</speak>>
<<speak "elijah.confused">> ...Er, pardon. What was the subject, again? Viscount Tokhumal? <</speak>>
<<case "skip" "irrel">>
<<toneLoss "elijah">>
<<if $response == "skip">>
<<qSpeak "quincy.eyebrow">> And this is relevant...? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> And this is related to the topic at hand...? <</qSpeak>>
<</if>>
<<speak "elijah.confused">> No, not at all... just... *He draws a deep breath. An equally deep exhale follows.* <</speak>>
<<speak "elijah.point">> It is fine. I will live. Carry on. <</speak>>
<<qSpeak "quincy.lookaway">> ...Alright. <</qSpeak>>
<<speak "elijah.confused">> Er, pardon. What was the topic, again? Viscount Tokhumal? <</speak>>
<</switch>>
<<qSpeak "quincy.lookaway">> Yes. Viscount Tokhumal. <</qSpeak>>
<<qSpeak "quincy.think">> The women had stories of the man's pride and unpleasantness, as did everyone else. The detail of their account which stuck in my mind pertains to his leave rather than his time as the Viscount of Amalugh's Cradle. <</qSpeak>>
<<itemShow "missingV-gals">>
<<speak "elijah.neutralserious">> Oh? And what was odd about his leave? <</speak>>
<<qSpeak "quincy.neutral">> Allegedly, he made efforts to ensure he wouldn't be followed. They claimed his tracks ended by the river crossing at the ravine. The town's hunstsmen could only conclude he followed the river south, walking along the ice. <</qSpeak>>
<<speak "elijah.think">> So he left in winter, then. <</speak>>
<<qSpeak "quincy.neutral">> Autumn, I was told. <</qSpeak>>
<<speak "elijah.confused">> //Autumn?// That sounds dangerous. He... he must've been desperate to take his leave. <</speak>>
<<include "S1E3: Camp Elijah SQ Q">><<text>>
Elijah's eyes meet yours. They are expectant, but you have reached the end of your report.
<</text>>
<<qSpeak "quincy.tilt">> That's all I've heard. *You clarify.* <</qSpeak>>
<<speak "elijah.neutral">> Ah. <</speak>>
<<speak "elijah.frown">> What a mess! <</speak>>
<<text>>
The practitioner's head pivots back and forth in a most disapproving nod.
<</text>>
<<speak "elijah.think">> Sounds as though he was a poor fit for the frontier. *He tuts.* It takes thick skin to work out here. You must be mindful at all times that //you// are the sole representative of the Second Estate. <</speak>>
<<speak "elijah.neutralserious">> And, when the people's frustrations turn upon you, you must take //extra care// to act the part. King Arthur's chivalrous knight, chosen by the hand of The Architect... <</speak>>
<<speak "elijah.smilesad">> It's a heavy burden to bear. Some men rise to the occasion... and our Viscount Tokhumal did not. What a shame. <</speak>>
<<if setup.hasItem("missingV-record")>>
<<choose>>
<<present "missingV-record" [[One must respect his effort, though.|S1E3: Camp Elijah SQ Return2]]>><</present>>
<</choose>>
<<else>>
<<choose>>
<<special "hunch" [[*Continue your investigation.* I feel as though there is something we're missing about this situation...|S1E3: Camp Elijah SQ Look Again]]>>
<<special "end" [[*This conclusion is satisfactory.* A shame indeed.|S1E3: Camp Elijah SQ End Premature]]>>
<</choose>>
<</if>><<qSpeak "quincy.neutral">> Indeed. A shame. <</qSpeak>>
<<speak "elijah.smilesad">> I suppose I'd best write to Lord Kagthur and make him aware of the situation. <</speak>>
<<speak "elijah.confused">> Six years is quite a long time for an absence like this to go unnoticed. One might even call it negligent! But... Well... Everyone knows how the Kagthurs have suffered as of late. <</speak>>
<<text>>
"As of late," he says. It feels to you as though a member of their family dies every two years; the Lord Kagthur who rules now is an entirely different man than the Lord Kagthur who ruled when Tokhumal fled town. It's not difficult to imagine how, in the midst of shifting power and lost blood, a truant Viscount out on the tundra might escape notice.
<</text>>
<<speak "elijah.neutralserious">> My family never would have allowed such a thing in //our// land... but grief is a terrible thing. I hesitate to place blame upon the mourning. <</speak>>
<<speak "elijah.smile">> Thank you for looking into this with me. I appreciate it. <</speak>>
<<endQuest "13-eq" "b">>
<<include "S1E3: Camp Elijah Hub">><<text>>
Something about this situation does not sit right with you. <<if setup.hasTrait("dense")>>It's... too simple. Somewhere in the hollow depths of your thick skull, your intuition protests.<<else>>You cannot shake the feeling you have learned nothing in this endeavor. Your intuition protests.<</if>> //There is something you have overlooked.//
<</text>>
<<qSpeak "quincy.think">> We're missing something. <</qSpeak>>
<<speak "elijah.think">> Oh? What makes you say that? <</speak>>
<<text>>
You aren't sure - not yet - but you do your best to put suspicion into words.
<</text>>
<<qSpeak "quincy.think">> We've been going on hearsay. Men are prone to bias. *You hesitate, uncertain where this thread leads.* <<if setup.hasTrait("dense")>>Small towns are prone to dramatics and secrecy. We need an account that is //not// biased. We need...<<else>>If only we had another perspective. Or, maybe, the premise //itself// is biased. Maybe melodramatics are at play. Small towns are prone to such things. Prone to secrecy.<</if>> <</qSpeak>>
<<if setup.hasTrait("dense")>>
<<text>>
As if revealed by candlelight, the sight of the collapsed town hall flickers to the front of your mind.
<</text>>
<<qSpeak "quincy.surprised">> Records. *You exclaim.* <</qSpeak>>
<<speak "elijah.confused">> Records? Your Grace, if he left without proper notice, there wouldn't be records of his leave...! <</speak>>
<<qSpeak "quincy.think">> Perhaps not formal ones. But - maybe letters. Or... some other mention of his leave. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> For all we know, his leaving //was// documented, and simply lost with-- <</qSpeak>>
<<text>>
As if revealed by candlelight, the sight of the collapsed town hall flickers to the front of your mind.
<</text>>
<<qSpeak "quincy.surprised">> The town hall. *You exclaim.* There might be mention of his leave within its records. <</qSpeak>>
<</if>>
<<speak "elijah.bashful">> I think that's... a bit of a stretch, Your Grace. <</speak>>
<<if hasVisited("S1E3: ExYol Hall Found")>>
<<qSpeak "quincy.lookaway">> Perhaps. But not as far of one as you might think. Imani and Lucas - they told me they had managed to recover some articles. I didn't think anything of it at the time, but... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Maybe so. But I must be sure. <</qSpeak>>
<</if>>
<<speak "elijah.point">> I suppose we'll have to see! <</speak>>
<<updateTask "13-eq" "missing">>
<<include "S1E3: Camp Elijah Hub">><<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>
<<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"camp-generic.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Camp","Cradle Hills"]`>>
<<displayTask "13-eq" "return2">>
<<qSpeak "quincy.neutral">> I've found something. *You announce.* <</qSpeak>>
<<speak "elijah.smilesad">> ...You have? *Judging from his tone of voice, he hadn't expected this.* <</speak>>
<<qSpeak "quincy.think">> His leave was not documented. But his titling //was.// <</qSpeak>>
<<else>>
<<text>>
Perhaps Viscount Tokhumal was unfit to bear the burden. But, seventeen years, stranded on the tundra, hopelessly entwined with people who resent you as much as you resent them... you wouldn't have handled it any better, were you in his boots.
<</text>>
<<qSpeak "quincy.tilt">> Even so, one must respect the effort. <</qSpeak>>
<<speak "elijah.confused">> Respect the effort? He was a deserter. What do you mean? <</speak>>
<<qSpeak "quincy.think">> He was the Viscount of Amalugh's Cradle for seventeen years before he deserted. Did I not mention this? <</qSpeak>>
<<speak "elijah.nervous">> No! This is the first //I'm// hearing of this! <</speak>>
<<qSpeak "quincy.neutral">> See for yourself. I found the documentation for his titling among the records Lucas and Imani salvaged. <</qSpeak>>
<</if>>
<<itemShow "missingV-record">>
<<text>>
Elijah takes the old, weathered paper from your hand and brings it just short of his nose. At first, <<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>the relevance of Tokhumal's titling eludes him, but as<<else>>the document eludes him. But, as<</if>> he ponders the dates, his eyes grow ever more pinched. (His smile, on the other hand, remains as is.)
<</text>>
<<speak "elijah.confused">> . . . <</speak>>
<<speak "elijah.smilesad">> //...He was the Viscount of Amalugh's Cradle for seventeen years!// *He <<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>exclaims<<else>>echoes<</if>>.* And he was a senior conductor, at that! <</speak>>
<<text>>
He hands the record back to you; it frees his hand to run through his <<snout "slicked hair" "own neck fur">> as he digests this new information.
<</text>>
<<speak "elijah.bashful">> Well that casts a different light on things, now doesn't it? *He laughs.* I was imagining one of those cocky young men straight from VRMA, who accepts some //terrible// title simply because he is in a hurry to call himself "Viscount!" <</speak>>
<<speak "elijah.bashful">> . . . <</speak>>
<<speak "elijah.surprised">> //Oh.// *He mutters to himself.* Oh dear. <</speak>>
<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>
<<speak "elijah.confused">> A man so dedicated - who <<if hasVisited("S1E3: Elijah SQ Colby")>>worked "rain or shine, hail or snow"<<else>>who tended this valley<</if>> for //seventeen years// - who was often gone but always returned - simply decided to forgo proper etiquette and disappear. A //senior conductor.// <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> What is it? <</qSpeak>>
<<speak "elijah.confused">> Does it not strike you as odd that a man so dedicated - who <<if hasVisited("S1E3: Elijah SQ Colby")>>worked "rain or shine, hail or snow"<<else>>who tended this valley<</if>> for //seventeen years// - who was often gone but always returned - simply decided to forgo proper etiquette and disappear? A //senior conductor?// <</speak>>
<</if>>
<<speak "elijah.think">> Call it a hunch, but //something// happened to this man. <</speak>>
<<qSpeak "quincy.think">> <<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>*You dip your head in agreement.*<<else>>It's possible.<</if>> At the very least, there is more to his leave than the town tells it. <</qSpeak>>
<<text>>
Elijah rises to his feet. <<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>His face is now inches from yours, but you seem to be the only one bothered by this.<<else>>The feathers on the collar of his cape brush you as they pass.<</if>>
<</text>>
<<speak "elijah.think">> You said he disappeared at a "ravine crossing?" I think I know the place they meant. There's a dip where the west fork of the river runs between the hills. <</speak>>
<<speak "elijah.smile">> It's not far. I think I'll stroll over and take a look. <</speak>>
<<choose>>
[[I suppose there's no harm in looking.|S1E3: Camp Elijah SQ Return3][$response to "curious"]]
[[It's been six years. What's the point?|S1E3: Camp Elijah SQ Return3][$response to "find"]]
<</choose>><<switch $response>>
<<case "curious">>
<<toneGain "elijah">>
<<qSpeak "quincy.think">> I suppose there's no harm in it. For curiosity's sake. <</qSpeak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> Granted, it's been six years since he passed through. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Granted, it's been six years since he passed through. <</qSpeak>>
<</if>>
<<case "find">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> It's been six years. I don't think you'll find anything. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> It's been six years. What could you hope to even find? <</qSpeak>>
<</if>>
<</switch>>
<<text>>
<<if !hasVisited("S1E3: Camp Elijah SQ Look Again")>>You stand from your seat. <</if>>Elijah raises his chin to meet your eyes. With a smile, he gives you two delicate pats on the arm in quick succession. You're not certain what emotion this gesture is supposed to convey; as far as you understand it, an arm pat might communicate anything between "brotherly affection" and "condescension." This feels like both and neither.
<</text>>
<<speak "elijah.neutral">> You'd be surprised how long a dead body remains identifiable. *He muses, his voice light and soft.* <</speak>>
<<text>>
The practitioner's gentle mannerisms and the morbidity of his words do not contrast. Instead, they feel strangely coherent, as if such things always came hand-in-hand. So convincing is this impression that you nearly take the implication of Viscount Tokhumal's death as fact rather than theory.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> Wait. You think he is dead? <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> Wait. You think he is dead? <</qSpeak>>
<</if>>
<<speak "elijah.point">> @@.lilt;He very well could be!@@ *He chimes.* In any case, I have been sitting around camp //all day,// and I am tired of it. Absolutely exhausted! <</speak>>
<<text>>
With that, he turns on his heel, and begins walking decisively towards the hitching stake where his palomino patiently waits. Yolmar's Viscount could be missing six days or sixty years; it matters not to the practitioner. Tokhumal's disappearance has captured his curiosity, and now he must follow it to whatever conclusion he might scrape together in the span of an hour's break.
``He ascent up the side of his horse is swift and light-footed for a man of his height. In no time at all, he is in the saddle and steering his steed towards the slope of the hill.
<</text>>
<<speak "elijah.smile">> I'll meet you there! *He calls over his shoulder.* <</speak>>
<<text>>
You... suppose you will. You never actually agreed to accompany him. But, you've followed this thread of curiosity so far.
<</text>>
<<updateTask "13-eq" "pass">>
<<addParty "elijah">>
@@.next;[[You may as well see where it ends.|S1E3: Elijah SQ Ravine]]@@<<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"hills3.png"},
{img:"land/tundra_bare.png"}
]`>>
<<location "kagthur" `["Amalugh's Cradle", "Kagthur Lordship"]`>>
<<img 3 "3_elijahhill.png" "Elijah stands on a hill alone as the day draws to a close." >>
<<text>>
Riding toward Gharkan, you catch sight of a figure on a hilltop. When you draw near, it becomes evident it is Elijah. He must be laying Viscount Tokhumal's remains to rest.
<</text>>
<<choose>>
<<link "@@.talk-action;Approach him.@@" "S1E3: Elijah SQ Burial Approach">><</link>>
<<if hasVisited("S1E3: WoF Win Transition")>>
<<special "end" [[*Leave him be. He has his work, and you have yours.*|S1E3: WoF Win]]>>
<<elseif hasVisited("S1E3: N Win Transition")>>
<<special "end" [[*Leave him be. He has his work, and you have yours.*|S1E3: N Win]]>>
<<else>>
<<special "end" [[*Leave him be. He has his work, and you have yours.*|S1E3: IP Win]]>>
<</if>>
<</choose>><<text>>
The sound of paws upon earth alerts the practitioner of your approach. Elijah turns to you with an expression carrying both confusion and concern. He speaks in a soft, low voice, presumably in respect for the dead.
<</text>>
<<speak "elijah.smilesad">> Ah. You... probably shouldn't be here. *He says, offering a weak smile.* <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> The ground is hard in spring. Are you certain you don't need help with the burial? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> The ground is hard in spring. You don't need help with the burial? <</qSpeak>>
<</if>>
<<speak "elijah.neutralserious">> Did you see a cemetery in Yolmar? <</speak>>
<<qSpeak "quincy.lookaway">> Pardon? <</qSpeak>>
<<speak "elijah.smile">> Yolmar is of the True Dawn, and it has no cemetery. *He states plainly.* <</speak>>
<<text>>
Thinking back, you realize he is correct. The old chapel stood alone. No headstones slept in its shadow, no wooden markers, no memorials of any sort - not even a fenced courtyard to house such things. The town does not bury their dead by the church, not can you recall seeing anything like a graveyard anywhere else in town.
``So then, where...
<</text>>
<<if $rumor.faith>>
<<speak "elijah.neutralserious">> They practice //sky burial// here, Your Grace. <</speak>>
<<qSpeak "quincy.surprised">> Oh. Right. <</qSpeak>>
<<text>>
Of course. As <<if $cFlags.quincy.trueDawn>>an "Apostle of the True Dawn"<<else>>a "man of the North sect"<</if>> yourself, the papers had accused you of condoning this very ritual. It had simply... escaped your consideration that it might still be practiced in earnest in the modern day. Some part of you had assumed it was a dated practice of the past; a barbarian rites which lives on only in the minds of those who find it most appalling. You hadn't quite grasped that it was something people simply //did,// and certainly not something a white practitioner might be taught to //respect.//
``You've ridden through so many frontier towns over the years. How many others lacked a cemetery, and you simply hadn't noticed?
<</text>>
<<qSpeak "quincy.lookaway">> So, you'll be leaving him to the vultures, then. <</qSpeak>>
<<speak "elijah.smilesad">> //"Leaving him to the vultures"// is such a crass way of framing it. It sounds so negligent! *He shakes his head.* I've brought him to the crest of the hill so that he might meet with Elysium's messengers. In accordance with local beliefs. <</speak>>
<<else>>
<<speak "elijah.smilesad">> A town without a cemetery, which follows the True Dawn, must practice //sky burial.// <</speak>>
<<qSpeak "quincy.surprised">> Oh. <</qSpeak>>
<<text>>
You //had// heard of this North sect practice before; it is one of their infamous fringe rituals, recounted in whispers for the sake of scandalizing company. Some part of you had assumed it was a dated practice of the past - a barbarian rite which lives on only in the minds of those who find it most appalling. Not something people simply //did,// and certainly not something a white practitioner might be taught to //respect.//
``You've ridden through so many frontier towns over the years. How many others lacked a cemetery, and you simply hadn't noticed?
<</text>>
<<qSpeak "quincy.lookaway">> So, you'll be leaving him to the vultures, then. <</qSpeak>>
<<speak "elijah.bashful">> //"Leaving him to the vultures"// is such a crass way of framing it. It sounds so negligent! *He shakes his head.* I've brought him to the crest of the hill so that he might meet with Elysium's messengers. In accordance with local beliefs. <</speak>>
<</if>>
<<set $tempQ.elijahFaith to 0>>
<<include "S1E3: Elijah Burial Q">><<choose>>
<<actions
[[You said I probably shouldn't be here. Have I intruded?|S1E3: Eijah SQ Burial Intrude]]
[[A practitioner has to follow local customs, not their own?|S1E3: Eijah SQ Burial Local]]
[[Where is the body now?|S1E3: Eijah SQ Burial Now]]
>>
<<if hasVisited("S1E3: Eijah SQ Burial Intrude") && !hasVisited("S1E3: Eijah SQ Burial Rites")>>
[[What is a proper North sect burial?|S1E3: Eijah SQ Burial Rites]]
<</if>>
<<if hasVisited("S1E3: Eijah SQ Burial Local") && !hasVisited("S1E3: Eijah SQ Burial Awkward")>>
[[Do you feel awkward about performing the rites for other sects?|S1E3: Eijah SQ Burial Awkward]]
<</if>>
<<if hasVisited("S1E3: Eijah SQ Burial Intrude")>>
<<special "end" [[I'll take my leave, then.|S1E3: Eijah SQ Burial Leave]]>>
<</if>>
<</choose>><<toneGain "elijah" "intent">>
<<qSpeak "quincy.lookaway">> ...Have I intruded by coming here? <</qSpeak>>
<<speak "elijah.smilesad">> Well, there's... oodles of //little rules// about who should walk the body up the mountain, and how long one must wait before the mountain should be approached after. And, to be frank... *He gestures towards $licorice<<if hasVisited("S1E3: N Win Transition")>> and the little buck that follows<</if>>.* Hares are not really supposed to be anywhere near a burial, either... <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Ah. So I have. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Oh... <</qSpeak>>
<</if>>
<<speak "elijah.confused">> Ahhh, don't worry yourself too much about it. I've already had to make so many concessions for this burial that one more thing awry probably won't hurt. Ideally, an affair like this should have kin involved, and a priest whose done this enough times to feel sure of himself. <</speak>>
<<speak "elijah.smile">> And, of course, it probably shouldn't happen six years late. @@.lilt;But!@@ Better a poor send off than none. <</speak>>
<<once>>
<<set $tempQ.elijahFaith++>>
<</once>>
<<include "S1E3: Elijah Burial Q">><<qSpeak "quincy.think">> So, when performing a burial, a practitioner refers to local customs rather than their own? <</qSpeak>>
<<speak "elijah.neutralserious">> Yes. Or, rather, we are supposed to. It's what the families prefer. <</speak>>
<<speak "elijah.smilesad">> Of course, some practitioners are reticent to honor beliefs outside their own, to recite rites that they may not be well-versed in themselves. I'm sure you can see where the "proper thing" becomes a matter of debate, here. <</speak>>
<<text>>
The practitioner slips his conductor's badge from the breast pocket of his overcoat. Turning it over in his hand, he looks upon it as if he were consulting it for answers.
<</text>>
<<speak "elijah.think">> I'm more interested in doing things the ''right'' way. The way we are //taught to.// *He says, watching the gleam drift across the engravings of the badge's polished surface.* <</speak>>
<<speak "elijah.neutralserious">> Making those little //exceptions// for personal comfort is an expression of //individual bias.// And, should an //individual bias// reveal itself to be //common opinion// among practitioners, then the Holy College itself becomes associated with a specific sect of Ceros. And, if the people come to see white practice as an arm of any one branch of the Church, well... It complicates our pledge to provide aid to ''all'' peoples of Vestur. <</speak>>
<<text>>
He returns the badge to his pocket, the corners of his mouth turning up in a strained smile.
<</text>>
<<speak "elijah.smilesad">> <<if !hasVisited("S1E3: Elijah Contract IP")>>My ancestor, <</if>>Saint Howell<<if !hasVisited("S1E3: Elijah Contract IP")>> - he<</if>> could have kept the secrets of white meur within the Apostles of the True Dawn. He chose to open the College of Divine Healing to all of Vestur instead. I try to keep that in mind, wherever I practice... <</speak>>
<<include "S1E3: Elijah Burial Q">><<qSpeak "quincy.neutral">> I understand you feel it is important to do so, but... Is it not awkward for you as a man of faith, reading rites for sects other than your own? <</qSpeak>>
<<if hasVisited("S1E3: Eijah SQ Burial Rites") && $tempQ.elijahlaugh>>
<<speak "elijah.bashful">> *He stifles another laugh.* Please, Your Grace. //I told you I'm not supposed to laugh.// <</speak>>
<<else>>
<<text>>
At this question, Elijah stifles a chuckle.
<</text>>
<<speak "elijah.bashful">> Please, Your Grace, I'm not supposed to laugh. It's disrespectful to the deceased. <</speak>>
<<qSpeak "quincy.lookaway">> I... wasn't attempting to make any sort of jest.<<if setup.hasTrait("jester")>> *Not this time.*<</if>> <</qSpeak>>
<<speak "elijah.neutral">> I know. Just... It's funny. That's all. <</speak>>
<</if>>
<<speak "elijah.smilesad">> I'm a Master of the Northern Kingdom who spends most of his year, //every year// in Diadem. And, in Diadem, they find me a //lovely// guest at their dinner parties. <</speak>>
<<speak "elijah.smile">> You understand what it is that I am saying, don't you? <</speak>>
<<choose>>
<<if $qStats.skills.etiquette >= 10>>
<<gate `["etiq",10]` [[*You do, actually, understand.* You're accustomed to others' rules.|S1E3: Eijah SQ Burial Awkward2]] "hide">><<set $response to "y">><<passiveCheck 1 `["dec",14]`>><</gate>>
<<else>>
<<ideal "cunning" [[*You do, actually, understand.* You're accustomed to others' rules.|S1E3: Eijah SQ Burial Awkward2]]>><<set $response to "y">><<passiveCheck 1 `["dec",14]`>><</ideal>>
<</if>>
[[No.|S1E3: Eijah SQ Burial Awkward2][$response to "n"]]
<</choose>><<switch $response>>
<<case "y">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.think">> You're well-acquainted with the idea of adapting to another's rules. <</qSpeak>>
<<text>>
Your statement prompts a series of twinges in the practitioner's face, as though he were uncertain whether or not to take offense at what you've said.
<</text>>
<<speak "elijah.frown">> You make it sound so calculated. I'm... simply minding my manners, and doing my best. <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
So he says. Yet, there is a boundary between courtesy and contortion. Where exactly that boundary lies in his own mind, you cannot say... but you doubt that he is the man that he is through //coincidence// and //accidental charisma.//
<</text>>
<</if>>
<<choose>>
<<if setup.checkPass(1)>>
<<specialC "hunch" [[You and I both know this is a conscious effort. Be honest.|S1E3: Eijah SQ Burial Awkward3]]>><<set $response to "real">><</specialC>>
<</if>>
[[I didn't mean to offend.|S1E3: Eijah SQ Burial Awkward3][$response to "off"]]
[[Either way, it's hard work.|S1E3: Eijah SQ Burial Awkward3][$response to "hard"]]
<</choose>>
<<case "n">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<text>>
The practitioner nearly laughs again. Looking upon you with warmth and patience, he says:
<</text>>
<<speak "elijah.neutral">> It comes with experience. <</speak>>
<<speak "elijah.smile">> I'm sure by the end of the Fifth Convoy, you'll understand the idea. <</speak>>
<<include "S1E3: Elijah Burial Q">>
<</switch>>
<<once>>
<<set $tempQ.elijahFaith++>>
<</once>><<switch $response>>
<<case "real">>
<<toneLoss "elijah">>
<<enemy "elijah">>
<<cFlag "elijah" "calc">>
<<qSpeak "quincy.eyebrow">> Be honest, Elijah. Everything you do is calculated. <</qSpeak>>
<<speak "elijah.confused">> I prefer the adjective "thoughtful." *He says, brow pinching ever tighter.* I am a //thoughtful// man. <</speak>>
<<qSpeak "quincy.neutral">> So you admit it, then. <</qSpeak>>
<<speak "elijah.nervous">> @@.whisper;//Elysium!//@@ *He exclaims under his breath, flashing a nervous smile.* Yes, I admit to being //thoughtful.// I think before I act. You've caught me, Your Grace. <</speak>>
<<text>>
And //you// suppose that's as good as an admission as you can expect from him at this time.
<</text>>
<<case "off">>
<<toneGain "elijah">>
<<qSpeak "quincy.lookaway">> Apologies. I did not mean to imply anything. <</qSpeak>>
<<speak "elijah.neutral">> Ah, that's alright. I know you didn't. <</speak>>
<<case "hard">>
<<qSpeak "quincy.think">> Whether it is an act or simple courtesy, you work hard to achieve it either way. <</qSpeak>>
<<speak "elijah.smilesad">> I suppose? As I said - I'm simply trying to do my best... <</speak>>
<</switch>>
<<include "S1E3: Elijah Burial Q">><<qSpeak "quincy.tilt">> Er - so where is Viscount Tokhumal now...? <</qSpeak>>
<<text>>
You discreetly crane your neck and examine the tundra grass beneath you, hoping that the answer is not //"somewhere crunched under your hare's paws."//
<</text>>
<<speak "elijah.smilesad">> Crest of the hill, like I said. I was on the way down myself when you came along. <</speak>>
<<speak "elijah.confused">> Elysium's messengers - //ahh,// the vultures - they haven't come for him yet. They're... not that quick. <</speak>>
<<qSpeak "quincy.lookaway">> Ah. <</qSpeak>>
<<once>>
<<set $tempQ.elijahFaith++>>
<</once>>
<<include "S1E3: Elijah Burial Q">><<text>>
His talk of kin and "oodles of rules" makes you curious. The people of the North sect, well aware of the ire they draw, are not keen to share the details of their rites. The //accusations// surrounding their beliefs are many, but you've only a faint notion as to what they truly believe. Hearsay. Elijah, on the other hand, must have received a //formal education// on the subject - as strange as that is to imagine.
<</text>>
<<qSpeak "quincy.think">> So, how would an ideal North sect burial have looked? <</qSpeak>>
<<speak "elijah.neutralserious">> *The faintest look of uncertainty tinges his expression.* Why do you ask? <</speak>>
<<if $rumor.faith>>
<<qSpeak "quincy.lookaway">> Everyone believes me to be a follower of the sect. I may as well know what I've "condoned." <</qSpeak>>
<<speak "elijah.frown">> *He gives a slow shake of the head.* You've really made things difficult for yourself, haven't you, Your Grace? <</speak>>
<<qSpeak "quincy.lookaway">> At the time, it seemed prudent to avoid mentioning my godlessness. <</qSpeak>>
<<speak "elijah.neutralserious">> If you had to lie, why did you not simply say you were of the dominant sect? <</speak>>
<<text>>
It sounds so simple, put that way.
<</text>>
<<qSpeak "quincy.lookaway">> I didn't realize there would be such a difference. *You rebut, tipping your hat and hissing through your teeth.* The Holy sect is Midland Cerostianism! //North sect// is //the North's sect!// <</qSpeak>>
<<text>>
Elijah merely blinks in disbelief.
<</text>>
<<speak "elijah.frown">> You really are godless. *He gives a small gasp in awe of your ignorance.* Didn't your father ever take you to church when you were a boy? <</speak>>
<<qSpeak "quincy.lookaway">> He did. Many times. *You ended up this way despite his efforts.* <</qSpeak>>
<<speak "elijah.frown">> Oh dear. The services in Morbre must be droll indeed... <</speak>>
<<text>>
You cannot say one way or the other. All preaching is drivel to your ears.
<</text>>
<<qSpeak "quincy.lookaway">> Are you going to tell me or not? <</qSpeak>>
<<text>>
Looking upon you with a mix of pity and distaste, Elijah shakes his head. You presume this to be a "no," but as the practitioner stares off into the valley's clouded horizon, he asks again:
<</text>>
<<speak "elijah.think">> Why do you ask? <</speak>>
<<speak "elijah.neutralserious">> To refine your lie? Or, simply for the novelty of it? <</speak>>
<<choose>>
<<ideal "cunning" [[I seek to refine my lie, yes.|S1E3: Eijah SQ Burial Rites2]]>><<set $response to "lie">><</ideal>>
[[For the novelty.|S1E3: Eijah SQ Burial Rites2][$response to "terrible"]]
[[I'm only curious. That is all.|S1E3: Eijah SQ Burial Rites2][$response to "curious"]]
<</choose>>
<<else>>
<<qSpeak "quincy.neutral">> What do you mean? <</qSpeak>>
<<speak "elijah.think">> Your Grace, you are quite famously //a godless man.// If you do not believe in Elysium, why concern yourself with the rituals of those who do? <</speak>>
<<choose>>
[[I'm only curious. That is all.|S1E3: Eijah SQ Burial Rites2][$response to "curious"]]
[[I've heard North sect burials are terrible.|S1E3: Eijah SQ Burial Rites2][$response to "terrible"]]
<</choose>>
<</if>><<switch $response>>
<<case "lie">>
<<toneGain "elijah" "intent">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<enemy "elijah">>
<<idealTracker "cunning">>
<<cFlag "elijah" "dishonestQ">>
<<text>>
It is far too late to convince him your interest in the topic is innocent. He already knows your intentions. There is no need to play coy here.
<</text>>
<<qSpeak "quincy.neutral">> The people think I am a man of the North sect, Elijah. Either I play the part, or I invite more scrutiny by calling attention to the initial mistruth. <</qSpeak>>
<<speak "elijah.smilesad">> I am //aware.// <</speak>>
<<text>>
A pause follows. As he ponders your predicament, the practitioner runs a hand through his <<snout "hair" "own fur">>. The motion is swift and agitated, <<snout "like the peeved flick of an animal's ear" "like the peeved flick of an ear">>. Clearly, he finds the situation to be troubling on some moral grounds, but there are too many troubling details to guess which offends in particular. All the same, he - to your great surprise - finds it within himself to grant your request.
<</text>>
<<speak "elijah.think">> The deceased is meant to be carried up the hill by their family. Or, whoever was closest to him in this life. It's a somber affair, but weeping is forbidden. Tears are reserved only for souls believed to be bound for Hell. <</speak>>
<<speak "elijah.neutralserious">> Then, the deceased is left on the hill so that the angels can find them and carry their soul to Elysium. <</speak>>
<<speak "elijah.confused">> Or, vultures in modern practice. For reasons that needn't be explained. <</speak>>
<<qSpeak "quincy.surprised">> Ah - I... did not think you would-- why help me...? <</qSpeak>>
<<speak "elijah.bashful">> Because, Your Grace: //your// reputation is synonymous with the Fifth Convoy's. Should you make a fool of yourself, it would reflect poorly on us all. <</speak>>
<<speak "elijah.frown">> And the Apostles of the True Dawn... they suffer enough as it is. If you intend to maintain this charade of yours, you ought to do it in an //informed// manner. <</speak>>
<<case "curious">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah">>
<<toneGain "elijah">>
<<qSpeak "quincy.think">> I suppose I'm just curious. <</qSpeak>>
<<if $rumor.faith>>
<<speak "elijah.smilesad">> Just curious? It hasn't //anything// to do with you being "a man of the North sect" in the papers? <</speak>>
<<qSpeak "quincy.lookaway">> Not especially. <</qSpeak>>
<<speak "elijah.smilesad">> Hm. <</speak>>
<<else>>
<<speak "elijah.smilesad">> Still, I'm surprised something like this would be of interest to you. <</speak>>
<<qSpeak "quincy.lookaway">> I suppose hearing rumors makes me curious about realities. <</qSpeak>>
<</if>>
<<text>>
The practitioner nods, and the <<if $rumor.faith>>scrutiny<<else>>confusion<</if>> fades from his expression. Deciding this explanation is enough, he continues.
<</text>>
<<speak "elijah.confused">> Well... I'd rather not delve into all the details, seeing as I'm supposed to be holding vigil for Tokhumal right now. It seems... disrespectful. But, if you'd like to know... <</speak>>
<<speak "elijah.neutralserious">> A man of the True Dawn ought to be laid to rest under the sky, so that he might be seen from the heights of Elysium. He is carried up the hill by his family. Preferably his wife and children, but whoever was closest to him in this life will do. Parents, cousins, friends... <</speak>>
<<speak "elijah.smilesad">> Anyway - the family lingers for a while, to say their final farewells. They thank the deceased for all he has done, and tell him anything they could not not in life before bidding him permission to leave. <</speak>>
<<speak "elijah.neutralserious">> It's meant to be a somber affair, but... there is no weeping. To return to The Architect's side is an honor. There is only reason to weep for the dead if you believe him to be bound for the darkness of Hell. <</speak>>
<<speak "elijah.neutralserious">> When his family has finished with their goodbyes, they leave the deceased upon the hill, and they are forbidden to return until the angels have taken his soul to the Architect in Elysium. <</speak>>
<<speak "elijah.confused">> Of course, in modern tradition, it's vultures, not angels. For reasons I needn't explain. <</speak>>
<<qSpeak "quincy.lookaway">> Ah. I see. <</qSpeak>>
<<case "terrible">>
<<toneGain "elijah">>
<<if !$rumor.faith>>
<<toneGain "elijah">>
<</if>>
<<toneLoss "elijah" "intent">>
<<set $tempQ.elijahlaugh to true>>
<<qSpeak "quincy.think">> <<if $rumor.faith>>Well - given those options - it's the novelty.<<else>>Simple curiosity, I suppose.<</if>> I've always heard these North sect sky burials are terrible, but I've never heard any specific reason why. <</qSpeak>>
<<speak "elijah.smilesad">> Are... are you... *His shoulders slack. Bringing a hand beneath his chin, he gently explains:* It's //the birds,// Your Grace. Many find the idea of offering your dead to the vultures... well, an off-putting idea. <</speak>>
<<qSpeak "quincy.lookaway">> Oh. Really? That's all? Hm. I don't see how that's as bad as everyone says... <</qSpeak>>
<<if hasVisited("S1E3: Eijah SQ Burial Awkward")>>
<<speak "elijah.bashful">> *He stifles another laugh.* Please, Your Grace. I told you I'm not supposed to laugh. <</speak>>
<<else>>
<<text>>
At this question, Elijah stifles a chuckle.
<</text>>
<<speak "elijah.bashful">> Please, Your Grace, I'm not supposed to laugh. It's disrespectful to the deceased. <</speak>>
<<qSpeak "quincy.lookaway">> I... wasn't attempting to make any sort of jest.<<if setup.hasTrait("jester")>> *Not this time.*<</if>> <</qSpeak>>
<<speak "elijah.smilesad">> I know. But! Still funny. To me. <</speak>>
<</if>>
<<text>>
Reining in his reflexive smile, he clears his throat and delves into a proper explanation.
<</text>>
<<speak "elijah.neutralserious">> A man of the True Dawn ought to be laid to rest under the sky, so that he might be seen from the heights of Elysium. He is carried up the hill by his family. Preferably his wife and children, but whoever was closest to him in this life will do. Parents, cousins, friends... <</speak>>
<<speak "elijah.smilesad">> Anyway - the family lingers for a while, to say their final farewells. They thank the deceased for all he has done, and tell him anything they could not not in life before bidding him permission to leave. <</speak>>
<<speak "elijah.neutralserious">> It's meant to be a somber affair, but... there is no weeping. To return to The Architect's side is an honor. There is only reason to weep for the dead if you believe him to be bound for the darkness of Hell. <</speak>>
<<speak "elijah.think">> When his family is finished with their goodbyes, they leave the hill, and are forbidden to return until... well, until His messengers have taken the soul to Elysium. <</speak>>
<<qSpeak "quincy.lookaway">> Ah. I see. <</qSpeak>>
<</switch>>
<<once>>
<<set $tempQ.elijahFaith++>>
<</once>>
<<include "S1E3: Elijah Burial Q">><<set _gateType to "emp">>
<<if $tempQ.elijahFaith >= 3>>
<<passiveGate 1 `["dec",1]`>>
<<else>>
<<passiveGate 1 `["dec",12]`>>
<</if>>
<<qSpeak "quincy.tilt">> I suppose I should be going, then. <</qSpeak>>
<<speak "elijah.smilesad">> Yes. As should I. His messengers will be calling Tokhumal home to Elysium soon, and we oughtn't be here when they arrive. <</speak>>
<<if setup.gatePass(1)>>
<<include "S1E3: Elijah SQ Faith Stub">>
<<else>>
<<text>>
Charging a hare down a burial hill is, you assume, disrespectful. So, as you make your descent, you keep $licorice at a slow trot, matching Elijah's pace on foot. Once more, he is focused, engrossed in a wistful silence beyond your understanding as a faithless man.
``You find yourself pensive. In those blessed places where you see nothing, what is it he tells himself is there?
<</text>>
<</if>>
<<if hasVisited("S1E3: WoF Win Transition")>>
@@.next;[[Continue on to Gharkan.|S1E3: WoF Win]]@@
<<elseif hasVisited("S1E3: N Win Transition")>>
@@.next;[[Continue on to Gharkan.|S1E3: N Win]]@@
<<else>>
@@.next;[[Continue on to Gharkan.|S1E3: IP Win]]@@
<</if>><<text>>
Charging a hare down a burial hill is, you assume, disrespectful. So, as you make your descent, you keep $licorice at a slow trot, matching Elijah's pace on foot. Once more, he is focused, engrossed in a wistful silence beyond your understanding as a faithless man.
``However, where the Master finds peace, you find yourself burdened with the feeling that //something// has escaped your notice. Not about Viscount Tokhumal, but about Elijah himself. <<if $rumor.faith>>You have been derided across Vestur for your alleged "paganism," and yet this picture of Noble etiquette blesses a North sect funeral without so much as a sneer.<<else>>In many ways, he is the picture of Noble etiquette and the proper way a Nobleman of your kingdom //should// be. Yet, he renders no judgment upon the "pagans" of Yolmar and blesses a North sect funeral without so much as a sneer.<</if>>
``A practitioner is obligated to honor local burial customs when laying a man to rest. <<if !hasVisited("S1E3: Eijah SQ Burial Local")>>You've heard this before<<else>>You know this to be fact<</if>>, and so you should not find his nominal courtesy suspect. And yet...
<</text>>
<<skillGate 1>>
<<text>>
The grace Elijah offers the North sect feels far too generous. You don't believe he has //lied to you,// per say; the truth has not been distorted, but //omitted.// There //is// a reason he has chosen to lay Tokhumal's remains out for the vultures, and it has nothing to do with <<if hasVisited("S1E3: Eijah SQ Burial Local")>>protocol or family preference or <</if>>"local beliefs."
``Elijah has granted Tokhumal a proper Sect funeral because //he// desired it.
``Beside you walks a man who lives life by a strict code. His piety is no exception. Every day, he invokes The Architect, and every night, you overhear him in the midst of evening prayers as you pass by his tent. Yet, here on the hill - //in the privacy of solitude, with no audience to appease// - he discards the ways of the Holy sect and opts to give a "pagan" burial instead.
``//Here on the hill, with only you as company, he eschews the vague colloquial of "North sect" and calls the faithful by their proper, self-appointed name.//
<</text>>
<<qSpeak "quincy.think">> *As realization hits, the words fall from your mouth without thought:* Elijah. Are you //an apostle?// <</qSpeak>>
<<text>>
Time and time again, you have brought ruin upon yourself by allowing your thoughts to escape unexamined, and you brace yourself for the scolding to follow your faux pas. But, Elijah does not anger, and he does not flinch. He simply acts as though you've said nothing at all.
``When he next speaks, he does not address your question at all. Rather, he speaks in parallel to it.
<</text>>
<<speak "elijah.think">> We should hurry on, Your Grace. We're not supposed to still be here when Elysium's messengers arrive. <</speak>>
<<speak "elijah.neutralserious">> We wouldn't want to disrespect Viscount Tokhumal's beliefs. <</speak>>
<<set $cFlags.elijah.faith to true>><<once>>
<<set $party to ["licorice"]>>
<</once>>
<<text>>
While your other companions are wont to flit off and leave you by your lonesome, $licorice is always thrilled to share your company. When she sees that you are coming her way, she perks her <<print setup.licoriceColor()>> little ears and circles the perimeter of her tether.
``She does not care whether others are absent or present, so long as the two of you are together.
<</text>>
<<if $tempQ.yolmar.friends>>
<<qSpeak "quincy.neutral">> Looks like it's just you and me, girl. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Looks like it's just you and me again, girl. <</qSpeak>>
<</if>>
<<speak "licorice.neutral">> *Her ears tense. She is restless and ready for the day to come.* <</speak>>
<<qSpeak "quincy.lookaway">> We'll be running across the valley and back today. It'll be hard work, but you enjoy a little work, don't you? As long as "work" means "running about." <</qSpeak>>
<<speak "licorice.closedEye">> *She squints and snuffles with excitement.* <</speak>>
<<text>>
You are just about to leave camp, only to find your path blocked for the second time today by Elijah. Your doe paws the ground with impatience. $licorice shimmies left and right, hoping that you'll allow her to simply sidestep this troublesome //man-shaped obstacle// that stands between her and an exhilarating sprint down the hillside.
<</text>>
<<speak "elijah.confused">> Apologies. *He pants, doubled over. He had to sprint to intercept you.* I saw you were leaving, and I haven't gotten a chance to ask... <</speak>>
<<qSpeak "quincy.eyebrow">> Ask what? <</qSpeak>>
<<speak "elijah.nervous">> Two things... *He puffs.* One, you, uh, //forgot// to give //my// orders... haha... <</speak>>
<<qSpeak "quincy.surprised">> *He's right. <<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>Lucas had written some, but delivering them slipped your mind entirely.<<else>>Elijah had slipped your mind entirely. He didn't come up at all when you and Lucas were devising your plan.<</if>>* <</qSpeak>>
<<speak "elijah.neutralserious">> Two, I've something I need to discuss with you! <</speak>>
<<choose>>
[[What is it?|S1E3: Elijah SQ Init2][$response to "y"]]
[[I'm in a hurry.|S1E3: Elijah SQ Init2][$response to "n"]]
<</choose>><<if $response == "y">>
<<qSpeak "quincy.neutral">> What is it? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I must be going, Elijah. I've a lot of ground to cover today. <</qSpeak>>
<<speak "elijah.confused">> I know! But, this is important. A matter which should not go unaddressed. <</speak>>
<</if>>
<<text>>
His huffing and puffing slows, and he uncurls into an upright state.
<</text>>
<<speak "elijah.neutralserious">> It's about Viscount Tokhumal. <</speak>>
<<speak "elijah.think">> The circumstances of his abandonment raise //questions.// <</speak>>
<<qSpeak "quincy.eyebrow">> Do they? Viscounts come and go on the frontier. <</qSpeak>>
<<speak "elijah.smilesad">> I am aware! It's not his leave which troubles me - //though it is troubling when a Noble abandons his people//, of course. My issue is with the fact that no one seems to know where he went or precisely //why// he left. <</speak>>
<<speak "elijah.frown">> It's all... speculation. <</speak>>
<<text>>
He extends a hand outward for emphasis, then allows it to drop limp at his side.
<</text>>
<<speak "elijah.confused">> Usually there is //some// procedure when a Nobleman trades his title for another, even if minimal. To leave without anyone knowing where he went... he can't have been properly dismissed. That would be documented. <</speak>>
<<speak "elijah.frown">> Why, Lord Kagthur might think Tokhumal is still here in Yolmar! <</speak>>
<<speak "elijah.neutralserious">> Whatever the case, something has gone terribly wrong here. And, as members of Higher Nobility, it is up to men like you and I to examine the situation and learn from it. <</speak>>
<<choose>>
<<decide true [[I concur.|S1E3: Elijah SQ Init Agree]]>><<set $response to "first">><</decide>>
[[Well, have a look around and let me know what you find.|S1E3: Elijah SQ Init Let][$response to "let"]]
[[He's gone. The why doesn't matter now.|S1E3: Elijah SQ Init Meh][$response to "meh"]]
<</choose>><<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.lookaway">> If his absence is not properly documented, that should be corrected - but I fail to see the point in digging up past grievances with a man long gone. <</qSpeak>>
<<speak "elijah.point">> I disagree! *He chirps.* The more we understand about the circumstances of his leave, the better the Second Estate might serve the valley. <</speak>>
<<speak "elijah.think">> Why did he leave? Did he find a better life elsewhere? Was there a long-standing feud between him and a local? Or, was he perhaps simply a man of //poor moral fiber?// <</speak>>
<<speak "elijah.neutral">> All of these reasons imply a different problem with a different solution. We could save the next man to be titled here quite a lot of grief - and the people, too. <</speak>>
<<choose>>
<<decide true [[Hm... you're right.|S1E3: Elijah SQ Init Agree]]>><<set $response to "right">><</decide>>
[[Alright, then. Look around and see what you find.|S1E3: Elijah SQ Init Let]]
<<decide false [[I haven't the time to spare.|S1E3: Elijah SQ Init Decline]]>><</decide>>
<</choose>><<toneLoss "elijah" "intent">>
<<text>>
$licorice is growing impatient. You feel her fidgeting through the seat of your saddle, and what were huffs have turned bull-like snort.
<</text>>
<<if hasVisited("S1E3: Elijah SQ Init Meh")>>
<<qSpeak "quincy.eyebrow">> Alright. Let me know what you find. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Well then, have a look. Let me know what you find. <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral">> Come, $licorice-- <</qSpeak>>
<<text>>
But Elijah's white-gloved palms swing up from his sides, pleading for your patience. $licorice's ears squirm, tormented by the continued delays.
<</text>>
<<speak "elijah.bashful">> Aah, wait, you've misunderstood. I'm asking that //you// have a look yourself! <</speak>>
<<qSpeak "quincy.surprised">> Oh. <</qSpeak>>
<<qSpeak "quincy.lookaway">> ...Why? <</qSpeak>>
<<text>>
One hand raises to rub the back of his neck. The other lowers so that his knuckles rest on his hip. Even abashed, there is a simple clarity to his gestures which makes him appear flattened - like an old woodcarving, or the hare-masked figures in old nomad tapestries.
<</text>>
<<speak "elijah.confused">> Well... on principle, it would do a young Duke good to acquaint himself with his people... *There is a brief hiss of air as he sucks his own teeth.* But! To tell you the truth... <</speak>>
<<speak "elijah.smile">> @@.singsong;I have tried and failed!@@ <</speak>>
<<speak "elijah.smilesad">> If you recall - yesterday had me doing rounds, and so I had the chance to speak with just about everyone. Much of it was pleasantries, but I //did// take the opportunity to pry about Tokhumal. <</speak>>
<<speak "elijah.frown">> But... *He throws out his arms again.* //I'm simply too polite for gossip!// <</speak>>
<<speak "elijah.confused">> I offered them every invitation to pour out their woes, and every time I did I was met with some variation on, "there is nothing nice to say, so it's best I say nothing at all." <</speak>>
<<speak "elijah.frown">> These people //loathe// their Viscount. That's plain as day! If only they weren't so inclined to return my good manners... *He shakes his head.* <</speak>>
<<speak "elijah.neutral">> And so, I thought perhaps they might feel more comfortable airing their grievances to someone a little more... <</speak>>
<<text>>
He extends an arm. His fingers unfurl towards you.
<</text>>
<<speak "elijah.smile">> A little //rougher.// <</speak>>
<<choose>>
<<decide true [[Alright.|S1E3: Elijah SQ Init Agree]]>><<set $response to "ok">><</decide>>
<<decide false [[I haven't the time to spare.|S1E3: Elijah SQ Init Decline]]>><</decide>>
<</choose>><<set $tempQ.mvq to {}>>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<switch $response>>
<<case "first">>
<<qSpeak "quincy.think">> I concur. We're missing valuable context. <</qSpeak>>
<<speak "elijah.smile">> Oh, excellent. Glad to hear you agree! <</speak>>
<<case "right">>
<<qSpeak "quincy.think">> Hm. There's value in knowing the context, I agree. <</qSpeak>>
<<speak "elijah.smile">> Glad to hear it. <</speak>>
<<case "ok">>
<<text>>
"Rough" must be a substitute for something less kind... but you understand the gist of what he means.
<</text>>
<<qSpeak "quincy.eyebrow">> Well... alright. <</qSpeak>>
<<speak "elijah.smile">> Glad to hear it! <</speak>>
<</switch>>
<<speak "elijah.neutral">> And don't worry - I know you've your Right Hand duties to attend to; I don't expect a //detailed report from the Duke-Inspector// or anything of the sort. Just... a little goss. <<if hasVisited("S1E3: Elijah SQ Init Let")>>Some intel is all we need to make a guess as to where things went awry.<<else>>I tried to gather some myself, but...<</if>> <</speak>>
<<if hasVisited("S1E3: Elijah SQ Init Let")>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<text>>
A little "goss" seems feasible. You'll likely be spending some time in Yolmar today, anyway.
<</text>>
<<else>>
<<text>>
One hand raises to rub the back of his neck. The other lowers so that his knuckles rest on his hip. Even abashed, there is a strange clarity to his gestures which makes him appear simple and flattened, like the weaves and carvings of the Old Ways.
<</text>>
<<speak "elijah.frown">> //I'm simply too polite for gossip!// <</speak>>
<<speak "elijah.confused">> Yesterday, I offered Yolmar every invitation to pour out its woes, and every time I was met with some variation of, "there is nothing nice to say, so it's best I say nothing at all." //If people weren't so inclined to return my good manners...!// <</speak>>
<<qSpeak "quincy.lookaway">> That is... a shame. <</qSpeak>>
<<text>>
You'll have no such trouble. People seldom return your manners even when <<if setup.hasTrait("shameless")>>you bother with them<<else>>at your most courteous<</if>>.
<</text>>
<</if>>
<<speak "elijah.smile">> . . . <</speak>>
<<speak "elijah.surprised">> @@.surprise;Oh!@@ Right! My orders. @@.intense;Elysium!@@ I nearly forgot! <</speak>>
<<text>>
As did you. <<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>Again.<<else>>Perhaps, because, there weren't any to issue.<</if>>
<</text>>
<<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>
<<qSpeak "quincy.lookaway">> Right. <</qSpeak>>
<<qSpeak "quincy.neutral">> You are to remain nearby and available in case your practice is needed. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Just... remain available. In case your meur is needed. <</qSpeak>>
<</if>>
<<speak "elijah.neutral">> Ah, understood. Best of luck, Your Grace. Architect keep you well! <</speak>>
<<text>>
With the matter resolved, there is no point in keeping your doe in suspense. You ease your grasp on her reins and allow the small steps of her restless pacing to broaden into a full, bounding sprint.
<</text>>
<<addTask "13-eq" "start">>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<text>>
You expect you'll be spending your whole day bartering with merchants on the other side of the valley. He's perfectly capable of conducting this search himself<<if hasVisited("S1E3: Elijah SQ Init Let")>>, no matter how polite and proper the people find him<</if>>.
<</text>>
<<qSpeak "quincy.neutral">> My duties as Right Hand come first. I haven't the time for detours. <</qSpeak>>
<<text>>
Elijah smiles. It is a strange reflex which feels out of alignment with his clear disappointment.
<</text>>
<<speak "elijah.smilesad">> I understand. <</speak>>
<<text>>
With that matter resolved, there is no point in keeping your doe in suspense. You ease your grasp on her reins and allow the small steps of her restless pacing to broaden into a full, bounding sprint.
<</text>>
<<speak "elijah.surprised">> @@.yell;Your Grace!@@ *You hear Elijah call out behind you.* @@.yell;//MY ORDERS?//@@ <</speak>>
<<text>>
He'll be fine without any. You have work to do.
<</text>>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@<<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"hills3.png"},
{img:"land/tundra_bare.png"}
]`>>
<<location "kagthur" `["Amalugh's Cradle", "Kagthur Lordship"]`>>
<<displayTask "13-eq" "pass">>
<<timebreak "day">>
<<text>>
As Elijah said, the ravine where the river passes through the hills is only a short ride away. A brisk trot will take you there in no time at all. On a longer ride, the practitioner might take you hostage with conversation to stave off boredom and pass time, but his mind is so fixed upon the missing Viscount that there is no boredom to stave.
``Instead, for once it is //you// whose mind is teased with questions, and //you// who seeks answers from a man content in his quiet.
<</text>>
<<qSpeak "quincy.think">> What makes you believe Viscount Tokhumal is dead in specific? Nothing about our findings actually discounts the idea of desertion. <</qSpeak>>
<<speak "elijah.bashful">> //Hm?// Oh, I am aware. <</speak>>
<<speak "elijah.think">> I'd //like// to say it's wizened intuition from a decade of white practice, or based in what I've learned from my father about titling honorable men. @@.singsong;But!@@ To tell the truth... <</speak>>
<<speak "elijah.neutral">> It's the answer I prefer. <</speak>>
<<qSpeak "quincy.eyebrow">> You //prefer// him dead? <</qSpeak>>
<<speak "elijah.point">> It's simple. It's clean. He dies with his honor intact! <</speak>>
<<speak "elijah.confused">> Desertion begs the question of "why," and there is no dignified explanation for a Nobleman abandoning his people. <</speak>>
<<speak "elijah.bashful">> And that's just //sad!// Sad for the people. Sad for Tokhumal. <</speak>>
<<qSpeak "quincy.lookaway">> Hm. <</qSpeak>>
<<text>>
His reasoning gives you pause. You find death preferable to humiliation yourself, but that is because your visions have fooled you into feeling it to be an impermanent condition. (Much //unlike// humiliation.) In reality, a man only has but one life to live. If the old Viscount were alive, he would be a criminal guilty of desertion, yes, but as a criminal in white gloves yourself, your feelings are a tangle.
``Somewhere within that tangle... you hope that the wayward Viscount <<if setup.hasTrait("guilty")>>has met a painless end<<else>>still lives<</if>>.
<</text>>
@@.next;[[Continue.|S1E3: Elijah SQ Ravine2]]@@<<locationBoardSetup `[
{img:"land/ravine_pass.png"},
{img:"hills3.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["South Ravine", "Amalugh's Cradle"]`>>
<<text>>
When you arrive at the ravine, you encounter the first challenge in your belated investigation: it is spring, and there has not been water running through this dried bed since last autumn. Without the river's stream as context, it is difficult to imagine which slopes and notches in the tiered landscape might have ever offered a viable place for Viscount Tokhumal to cross onto the ice.
<</text>>
<<speak "elijah.confused">> Well, that leaves us in a bit of a pickle now, doesn't it? <</speak>>
<<text>>
The practitioner scratches his head, his eyes darting along the length of the stream bed. It reminds you of a rabbit yet to realize the fretful sound of a twig's snapping came from beneath his own paw. You realize - quite abruptly, and with utmost certainty - that the Master of Elkhatu is //not// a hunter of any sort. There was never a plan in his head as to what he was looking for and how he would go looking for it.
``This revelation tips you off-balance. You had not considered that a son of one of the North's most prominent Noble lineages might be so ignorant of ubiquitous kingdom pastimes, and now you fear he might be so naive as to believe he might //find something.//
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> His leave was six years ago. *You state plainly.* We were never going to find //tracks.// <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> His leave was six years ago. *You blurt.* We were never going to find tracks. <</qSpeak>>
<</if>>
<<qSpeak "quincy.lookaway">> Besides - the theory is that he headed south atop the ice. <</qSpeak>>
<<speak "elijah.bashful">> @@.surprise;Ah!@@ Yes, that's right. <</speak>>
<<speak "elijah.smilesad">> I suppose, then, that we don't actually need to know where he entered the river. Presuming the women are correct, all we must do to trace his steps is to follow the path of the river. <</speak>>
<<text>>
With a gentle flick of the reins, Elijah's horse begins its steady trot south. He must consider the matter settled.
<</text>>
@@.next;[[Follow.|S1E3: Elijah SQ Ravine3]]@@<<text>>
The path along the riverbank is pleasantly secluded. It is by no means a //quick// passage from the valley, but the winding path it weaves through the hills provides shelter from the tundra winds, and the ride is smooth even for a man on horseback.
``You imagine this was not the case before the river ran dry. The turns are tight, and the banks narrow. The ravine is such that you are enclosed on either side. Were the waters to turn violent, a traveler would have nowhere to flee. The riverbed might appear shallow now that it is empty, but that does not mean a man would have an easy time righting himself if he were swept up in its current. And, that is to say nothing of how bitter cold the waters must've been.
``For Viscount Tohkumal to trust the ice to hold beneath his feet, he must have been desperate to flee unpursued.
<</text>>
<<qSpeak "quincy.think">> Elijah. Presuming you are correct, and Viscount Tokhumal died an earnest death... why would he go to such lengths to conceal his path? <</qSpeak>>
<<text>>
Elijah gives a soft hum of thought, though you are not privy to his expression as he ponders your question. Due to the bank's intermittent narrowness, and for the comfort of the practitioner's horse, you ride a few paces ahead. (Even a steed which has been conditioned to tolerate hares may be unsettled by one "stalking behind it.")
<</text>>
<<speak "elijah.neutral">> You know, that's a good question! I suppose my rosy little theory begs a few //"why"s// of its own. <</speak>>
<<speak "elijah.neutralserious">> Really, we haven't any idea where he was headed or his reasons. In the end, saying his intentions were just or unjust is groundless either way. He could very well be a terrible man with only the worst in mind, yes, and perhaps that is more likely than the alternative... <</speak>>
<<speak "elijah.point">> @@.singsong;But!@@ Until we know for certain, I prefer to leave room in my mind for his innocence! <</speak>>
@@.next;[[Continue.|S1E3: Elijah SQ Ravine4]]@@<<text>>
The sights of the river pass quickly turn repetitive. Were the path not linear, you might worry you were headed in circles. There is no such thing as a telltale sign of an escape made six years past, and so you are not surprised to find none. The thing which surprises is the lack of anything else. If Viscount Tokhumal came this way, he would have been walking along the ice for quite some time. There are no slopes or passages one might use to leave the ravine - only this path, and only the river.
``All of the sudden, the predictable turns and high hills become disquieting. If the river pass continues like this all the way through to the other side, you could be following it for another hour at the very least. A day is only so long, and <<if !hasVisited("S1E3: Gharkan Trading Hall")>>you've yet to even make your journey to Gharkan<<else>>you've yet to follow through on your duties<</if>>. How much time will this detour take from you?
<</text>>
<<speak "elijah.surprised">> Your Grace - look! <</speak>>
<<text>>
Elijah's finger points straight ahead. Further in your path, the gentle rise and fall of the ground grows rocky before making a steep drop into what was once a waterfall. You have working eyes, of course, and the basic shape of the land had not escaped your notice. For the sake of your dignity, you assume that Elijah does not imply otherwise.
``And so, you take a closer look.
<</text>>
<<img 3 "3_scuffs.png" "Claw marks along the rocky ground..." `["modeNeutral"]`>>
<<text>>
The rocks are littered with scuff marks.
<</text>>
@@.next;<<link "Examine the marks." "S1E3: Elijah SQ Ravine5">><<passiveCheck 1 `["hare",7]`>><</link>>@@<<text>>
Upon reaching the rocky ledge before the riverbed's fall, you ease $licorice to a stop so that you might better see the strange marks etched in the stones. They are clawmarks, certainly, and familiar ones at that.
<</text>>
<<qSpeak "quincy.think">> Hares... <</qSpeak>>
<<speak "elijah.neutralserious">> An attack, you think? <</speak>>
<<qSpeak "quincy.tilt">> *You shake your head.* No. <</qSpeak>>
<<text>>
The scrapings are curious. There are many. They are all aged, but some are fresher while others are hardly visible. To you, this looks like the result of //many// hares clawing across //multiple years// - not the squall of a single hunt.
``But, then, what could the reason be for such forceful, persistent marks?
<</text>>
<<img 3 "3_haretrack.png" "Hare tracks have been beaten into hard ground..." `["img-small","modeNeutral"]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
As your eyes draw across the trenches of an especially deep clawmark, you realize that these are not the tracks of a migrating warren; even years of reckless stampeding wouldn't make marks like these. This looks more like the frustrated thumping and scrabbling of a mining hare who has detected meur but been denied the satisfaction of following it to its source - only, multiplied many times over.
<</text>>
<<qSpeak "quincy.think">> There must be an artefact somewhere in these hills. *You reason.* Something close enough to the surface for the hares to catch it, but too deep for them to unearth. <</qSpeak>>
<<else>>
<<text>>
Perhaps this is a migratory path, and it's simply worn down from years of thundering paws. It's not a satisfying answer, nor one you feel especially confident in, but it's the best guess you have.
<</text>>
<<qSpeak "quincy.think">> Maybe the tracks of a local warren? <</qSpeak>>
<</if>>
<<speak "elijah.frown">> So, nothing related to our mystery, then... <</speak>>
<<qSpeak "quincy.neutral">> No. Probably not. <</qSpeak>>
<<text>>
Elijah leans back in his saddle and sighs. You can hear the disappointment on his breath. All the same, he takes that disappointment in stride.
<</text>>
<<speak "elijah.point">> Well, there goes my @@.lilt;"devoured by a pack of hares"@@ theory! *He chuckles.* <</speak>>
<<speak "elijah.confused">> I suppose we should probably call it here. If we went any further, then... <</speak>>
<<text>>
He motions to the river's drop: an easy climb for a hare or a snowshoe, and feasible for a man on foot, but a treacherous descent for a horse. To journey on would be a commitment you haven't a real incentive to make.
<</text>>
<<speak "elijah.smilesad">> Besides, you've taken plenty of time out of your day chasing mysteries with me as it is. <</speak>>
<<choose>>
[[I suppose we should.|S1E3: Elijah SQ Ravine Bucking][$response to "sup"]]
[[That's alright. I've enjoyed the mystery.|S1E3: Elijah SQ Ravine Bucking][$response to "myst"]]
[[What a waste of time.|S1E3: Elijah SQ Ravine Bucking][$response to "waste"]]
<</choose>><<switch $response>>
<<case "sup">>
<<text>>
As irksome as it is to come all this way for nothing...
<</text>>
<<qSpeak "quincy.lookaway">> Yes. I suppose we should. <</qSpeak>>
<<speak "elijah.smilesad">> Thank you again for humoring me. As Nobility, we've a duty to see these things through... alas, we are not always entitled to a satisfying conclusion. <</speak>>
<<case "myst">>
<<friend "elijah">>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<qSpeak "quincy.neutral">> You have. But I've enjoyed the mystery. You had a good point, I think, about wanting to know why Tohkhumal failed as Yolmar's Viscount... <</qSpeak>>
<<qSpeak "quincy.think">> We simply arrived too late for answers. <</qSpeak>>
<<speak "elijah.neutral">> *He bobs his head in agreement.* I'm glad you see where I was coming from. We've a duty to see these things through... but we're not always entitled to a satisfying conclusion. <</speak>>
<<case "waste">>
<<toneLoss "elijah">>
<<qSpeak "quincy.eyebrow">> Hmph. A waste of time. <</qSpeak>>
<<speak "elijah.smilesad">> My sincere apologies, Your Grace. <</speak>>
<<speak "elijah.frown">> And again: thank you. <</speak>>
<</switch>>
<<text>>
You motion to $licorice to circle around the ledge so that you can return along the path you came. You can tell from the lay of her ears she is annoyed that you have come all this way only to deny her the fun of leaping down the dry falls. You offer her a gentle pat as consolation. She will survive disappointment, and so will you.
``But, as you run your glove across silky fur, you feel her muscles tense.
<</text>>
<<qSpeak "quincy.surprised">> $licorice? <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<text>>
She stands frozen in midstep at the cliff's edge. Her ears swing to stand erect atop of her head in a swift motion, as if attached by pivot. <<if setup.checkPass(1)>>Whatever artefact has been taunting the other hares in this area now tugs at her attention too.<<else>>She senses meur somewhere. Did a font appear somewhere nearby?<</if>>
<</text>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.tilt">> Easy, girl. *You coo, stroking her tense shoulder.* It's alright - I know already. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Easy, girl. *You coo, stroking her tense shoulder.* It's alright. <</qSpeak>>
<</if>>
<<text>>
But your doe does not relax, no matter how gently you coax her. Her fur bristles at your touch instead. There is but a split second between the realization that something is terribly wrong, and her bout of terrified, frenzied thrashing. This is not the behavior of a hare who has merely sensed meur, never mind the behavior of a bonded hare long accustomed to riding etiquette.
<</text>>
<<speak "elijah.surprised">> @@.intense;Your Grace--!!@@ <</speak>>
<<text>>
<<if setup.checkPass(1)>>You hardly even<<else>>You don't even<</if>> have time to make sense of it before her bucking sends you careening over the ledge of the cliff into the dry riverbed below.
<</text>>
@@.next;[[You are falling.|S1E3: Elijah SQ Bucking Death]]@@<<imgAnimate 3 `["death_eSQ_1.png","death_eSQ_2.png","death_eSQ_3.png"]` "Quincy crumples dead at the fall's rocky bottom. There, something strange catches his eye." >>
<<text>>
Your descent is a rocky one. As you smash against each and every stone and outcrop on your way down, you wonder why your silly daughter has killed you this time. A few blows to the head knocks a likely theory into your battered skull.
``//Sometimes,// when mining, a careless swing of a pickaxe strikes an artefact rather than the surrounding rock. Often, this careless swing simply breaks the bone and ruins it for conduction. Other times, when it breaks //just so,// the artefact cracks and //"leaks."//
``A "leaking" artefact is harmless to humans, so long as one does not try to conduct with it. But, to a hare's meurian sense, it is akin to a scream in the ear or a cut upon of skin. You'll never forget the distraught screeching of the mining hares the first time an artefact cracked in your presence...
``Your poor girl never meant any harm. She was simply spooked. And, near the end of your fall, you catch a glimpse of what's upset her: //the splintered remnants of a relic.//
<</text>>
@@.next;[[Die.|S1E3: Elijah SQ Bucking Death Die]]@@<<whitehare>>
<<text>>
//The white hare pads towards you with surprising promptness. She doesn't seem to fault you... you weren't exactly given good notice.//
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|S1E3: Elijah SQ Bucking Continue]]@@<<text>>
You are alive, and your fingers clutch around your doe's tack for dear life. You know what ails her now, but it does not make staying in the saddle any easier. It takes all your might to keep $licorice from sending you to a rocky grave for a second time.
``Then, all at once, it passes. Her flailing stops, and your doe steadies on shaking paws. As soon as she has stilled enough, you drop to your feet with a graceless thud.
<</text>><<include "S1E3: Elijah SQ Bucking Undie">>
<<speak "elijah.surprised">> @@.surprise;Your Grace, are you alright!? What happened!?@@ <</speak>>
<<qSpeak "quincy.harrowed">> @@.stutter;Relic-- cliff--@@ *You gasp, staggering to regain your balance.* @@.stutter;Cracked-- leaking--@@ <</qSpeak>>
<<text>>
The exertion has left both you and $licorice puffing for breath. You need a moment longer before you can address the practitioner's fussing and explain the matter in detail. And your poor doe... she needs reassurance after such a frightful experience. You take her head into your hands and set to work smoothing her fur. Needy, she presses her forehead into your chest and demands to be held.
<</text>>
<<speak "elijah.surprised">> A //relic?!// Not a font!? <</speak>>
<<text>>
Occupied with your doe's distress, you allow Elijah's question to hang for a time before answering. Once you have smoothed the fur on her neck, and she allows your arms' withdrawal, you attempt to explain.
<</text>>
<<qSpeak "quincy.tilt">> <<if !setup.checkPass(1)>>The clawmarks on the cliff - it wasn't a warren passing. <</if>>*You struggle to compose your thoughts.* When a relic is broken - or, an artefact - a hare "hears" it sometimes, like a terrifying sound-- <</qSpeak>>
<<qSpeak "quincy.lookaway">> I think... *Or rather, you know.* I think it's... <sup>at the bottom of the falls...</sup> <</qSpeak>>
<<text>>
You only hope he does not ask you how it is that you know this, for you haven't a good explanation. Mercifully, he does not demand one; knowing your history as inspector, he assumes your claim is explicable and takes it for granted.
<</text>>
<<speak "elijah.surprised">> @@.surprise;My goodness!@@ *He exclaims, pressing a hand to his chest in shock.* Well, we can't just leave such a thing out here! <</speak>>
@@.next;[[Continue.|S1E3: Elijah SQ Falls]]@@<<text>>
You would rather not force $licorice to stomach another "leak," and Elijah would rather not coax his horse down the slope of the falls. You assume one of you must stay behind and manage the animals, but Elijah dismisses your concerns and joins you in your climb instead. He tells you that Paladin is "good and loyal" and "not afraid of anything, even hares," and that he will not run off if he is told to stay put. All the same, it strikes you as unethical to simply //trust// that the two will be fine together... but you are already half way down the slope, and so you are forced to accept it. (Judging from how her ears droop, you doubt $licorice is in the mood to hound a grown horse, anyway.)
``When descending by foot, the bottom of the once-waterfall looks quite innocuous. It looks as any dried cascade might. If $licorice hadn't sent you tumbling down the cliffs, you may have never guessed there was something sinister hiding here.
``Carefully, you slide down the banks so that you might stand in the path of the river. From there, the unpleasant secret of the falls reveals itself.
<</text>>
<<img 3 "3_lostrelic.png" "Hidden in an alcove lies a snapped cane and a man's long dead remains." >>
<<text>>
There is a shallow alcove at the bottom of the falls, hidden among jagged rocks. It digs into the earth at an odd angle, rendering it invisible unless you are standing //just so.// And, wedged within that alcove, is a third of a man's water-worn skeleton and what looks to be the end of a cane whose crook has been fashioned from a large, cracked fang.
<</text>>
<<speak "elijah.frown">> Oh dear. <</speak>>
<<text>>
Looking requires that you be on your knees, and touching requires that you lean across jagged rock. Regardless, you kneel down and reach into the alcove so that you might pull the fractured cane from where it rests wedged between stone and silt. You try to avoid disturbing the human remains as you do, but that is easier said than done when the cane is stubborn and the bones scattered about...
<</text>>
<<qSpeak "quincy.think">> Demon's fang. *You judge, bringing the fractured tooth to your eyes.* <</qSpeak>>
<<speak "elijah.neutralserious">> A green conductor's relic... <</speak>>
<<text>>
The practitioner drops into a crouch beside you. His face is clear of emotion, and the sight of the bones brings no change to this.
<</text>>
<<speak "elijah.neutralserious">> I suppose, then, that this is our missing man. <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> It seems that way... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It seems that way. <</qSpeak>>
<</if>>
<<speak "elijah.smilesad">> What serendipity. *He gives a weak chuckle.* I... I ought to pick him outta there. <</speak>>
<<text>>
You needn't be asked to shuffle to the side and give him space to work.
<</text>>
<<qSpeak "quincy.think">> So you were right about him being dead, at least. <</qSpeak>>
<<speak "elijah.smilesad">> Indeed. It looks to me that I've made my bed, and //now// I must put another to rest in it. <</speak>>
<<text>>
He reaches into the opening in the riverbed, and he pulls a fragment of collarbone from the opening.
<</text>>
@@.next;[[Continue.|S1E3: Elijah SQ Bonepicking]]@@<<text>>
As Elijah retrieves the remains of Viscount Tokhumal bone by bone, his mind and voice wander. As you watch the man's skeleton slowly pile on a linen sheet laid beside the practitioner's knees, a part of you feels as though you're intruding on something private, and so you force your eyes on the fractured fang that was once that man's relic instead.
<</text>>
<<speak "elijah.frown">> Oh, dear. I wonder how he got so //stuck// in there? I don't want to break him; there's so little of him here to begin with! <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> Well... It was autumn. He must have misjudged the ice... From there, I imagine the flow took him over the falls, and then swept his body into the alcove where it became trapped by the current. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Well... It was autumn. He must have misjudged the ice... From there, I imagine the flow took him over the falls, and then swept his body into the alcove where it became trapped by the current. <</qSpeak>>
<</if>>
<<text>>
You shudder<<snout "" ", and your coat ruffles">>. The feeling of icy water sweeping over you is clear and vivid in your mind, though you cannot say for certain whether you've died this way yourself. Maybe you have. Or... maybe death has given you broad enough experience to imagine it.
<</text>>
<<speak "elijah.confused">> But, why didn't they find him? This alcove wouldn't hide a whole man...! <</speak>>
<<qSpeak "quincy.lookaway">> The snow and ice must've hidden him for a while. Perhaps by the time spring came, his lower half had already... separated. <</qSpeak>>
<<if hasVisited("S1E3: tradefix canteloupe curse") || hasVisited("S1E3: ExYol Colby River")>>
<<qSpeak "quincy.think">> <<if hasVisited("S1E3: tradefix canteloupe curse") && hasVisited("S1E3: ExYol Colby River")>>Every haretouched man I've spoken with in the valley has claimed this river is "cursed." It has a grim reputation for "playing tricks" on hares.<<elseif hasVisited("S1E3: tradefix canteloupe curse")>>I spoke to a nomad in Gharkan who called this river "cursed." It has a grim reputation for "playing tricks" on hares.<<else>>The old hareminder in town told me this river was "cursed" and warned me to stay clear of it. Claimed it "hates the haretouched," and said he always rode through the hills.<</if>> I suppose no one has given it a second look since the river dried... <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> If the relic has been broken for six years, the haretouched men of this region must have learned to avoid this pass. It could very well be that I'm the first man to pass the trail on hareback since the river dried. <</qSpeak>>
<</if>>
<<text>>
As Elijah's gloved hand reaches for another bone, he hesitates.
<</text>>
<<speak "elijah.neutralserious">> If the water carried him all the way here, then... do you think it's possible he fell in at the crossing, rather than downriver? <</speak>>
<<speak "elijah.frown">> Autumn is a fickle time, and Tokhumal liked to roam. The people wouldn't have known he was missing right away. Were the river to thaw and freeze again in the meantime, there would be no sign of the break left, regardless of where he fell through the ice. <</speak>>
<<speak "elijah.smilesad">> It's feasible he could still be innocent. <</speak>>
<<choose "quincy.tilt">>
[[I guess it's possible.|S1E3: Elijah SQ Bonepicking Think][$response to "m"]]
[[I agree. We don't have evidence of his intentions beyond hearsay. |S1E3: Elijah SQ Bonepicking Think][$response to "y"]]
[[It doesn't matter. He was a terrible Viscount either way.|S1E3: Elijah SQ Bonepicking Think][$response to "n"]]
<</choose>><<switch $response>>
<<case "y">>
<<toneGain "elijah">>
<<qSpeak "quincy.tilt">> I'm inclined to agree. We've no proof he intended to leave the valley, and no evidence of his intentions or character beyond hearsay. <</qSpeak>>
<<case "m">>
<<qSpeak "quincy.tilt">> It's possible, I suppose. We only know what could be learned years after the fact. <</qSpeak>>
<<case "n">>
<<toneLoss "elijah">>
<<qSpeak "quincy.tilt">> I don't think the why of his actions or the where of his fall is relevant. He handled his title without grace, and he is only remembered for his feuds and misplaced pride. <</qSpeak>>
<</switch>>
<<text>>
The practitioner gives a few thoughtful nods before allowing his chin to dip down <<snout "into" "along">> his chest.
<</text>>
<<switch $response>>
<<case "y">>
<<speak "elijah.neutral">> Truly, we know nothing about this man, aside from how his people have remembered him. And memory is a funny thing. Time has a way of twisting stories... <</speak>>
<<case "m">>
<<speak "elijah.neutral">> Yes. He very well may have done wrong. His people don't remember him kindly, that's for certain. But perhaps he is not guilty of criminal desertion. <</speak>>
<<case "n">>
<<speak "elijah.smilesad">> He is fortunate, then, that we came looking for him. He hadn't friends in the valley who would. <</speak>>
<</switch>>
<<speak "elijah.neutralserious">> For six years, Viscount Tokhumal has been trapped in a restless sleep, his memory only kept by those who despised him. In the pursuit of truth, we found proof of neither innocence or guilt... but we //have// found peace for a Noble forsaken. <</speak>>
<<speak "elijah.smilesad">> With a proper burial, we light his path to Elyisum. And, at last, His messengers can return him to The Architect's hands. <</speak>>
<<choose "quincy.tilt">>
[[He died horribly. I wouldn't call him fortunate.|S1E3: Elijah SQ Bonepicking2][$response to "no"]]
[[I suppose.|S1E3: Elijah SQ Bonepicking2][$response to "lucky"]]
<</choose>><<if $response == "lucky">>
<<text>>
<<if setup.hasTrait("guilty")>>Earlier in your search, you had hoped for the Viscount's swift and uncomplicated death. Now, "fortunate"<<else>>"Fortunate"<</if>> feels like a strong word to award a man who was drowned in a freezing river and torn to shreds by its whims. Of course, one's luck can only improve so much postmortem. You find yourself nodding despite yourself.
<</text>>
<<qSpeak "quincy.tilt">> I... suppose. <</qSpeak>>
<<speak "elijah.think">> You ''"suppose?"'' <</speak>>
<<text>>
The practitioner's tone is interrogative. Not quite aggressive, but forceful enough that you hadn't expected it, and that you find yourself <<if setup.hasTrait("shameless")>>obligated to justify your lackluster attempt at being agreeable<<else>>withdrawing on reflex<</if>>.
<</text>>
<<qSpeak "quincy.lookaway">> You know I'm not given to faith. *You explain.* "Returning him to The Architect," well... <</qSpeak>>
<<speak "elijah.smilesad">> It brings no comfort. *He finishes.* I understand. <</speak>>
<<speak "elijah.neutralserious">> I've never gotten a good opportunity to hone my quietus manners. <</speak>>
<<else>>
<<toneLoss "elijah">>
<<if setup.hasTrait("guilty")>>
<<text>>
Earlier in your search, you had hoped for the Viscount's swift and uncomplicated death. If the man were fortunate, he would've gotten one. Instead, he was drowned in a freezing river, and his body was battered by the river until it tore him to pieces.
<</text>>
<<qSpeak "quincy.tilt">> ...He died a terrible death. I wouldn't call that //"fortunate."// <</qSpeak>>
<<else>>
<<text>>
It's difficult to say whether the Viscount died by freezing, or drowning, or being battered by the river. No option is pleasant.
<</text>>
<<qSpeak "quincy.eyebrow">> The man died a brutal death. I wouldn't call that "fortunate" by any stretch of the term. <</qSpeak>>
<</if>>
<<text>>
You glance up from the demon's fang to see Elijah's shoulders tensed<<snout "" " and his ears flat behind his head">>. He gives you a small shake of the head, but he is not so troubled by your disagreement as to allow it to stop his work.
``In fact, to your surprise, he //agrees with you.//
<</text>>
<<speak "elijah.think">> I know, I know...! *He clicks his tongue.* You'll have to forgive me. I never quite got the chance to perfect my quietus manners. <</speak>>
<</if>>
<<speak "elijah.neutralserious">> A practitioner is sanctioned to bless the dead, same as any man ordained by the Church of Ceros. *His voice is quiet and contemplative, but not especially troubled.* But, in the city, when a patient dies, we pass the body off to the local church. They handle the burials and the funerals and the grieving family and everything else. <</speak>>
<<if $response == "lucky">>
<<speak "elijah.confused">> So much of my work has been in Diadem. I'm afraid it's left a hole in my expertise as a practitioner. I've an easier time consoling the devout, but the faithless are so //difficult// to soothe...! <</speak>>
<<else>>
<<speak "elijah.bashful">> So much of my work has been in Diadem. I'm afraid it's left a hole in my expertise as a practitioner. I've an easier time consoling the devout, but you godless men are so //difficult// to please...! <</speak>>
<</if>>
<<speak "elijah.neutralserious">> And... most of the North is <<if $response == "lucky">>faithless<<else>>godless<</if>>. I know the death rites for every sect of Ceros, but for much of the North... I simply don't know what to say to ease their pains. <</speak>>
<<text>>
It seems that you've inadvertently picked at a peeling corner in the practitioner's mind and unearthed some deeper worry. It takes you aback somewhat.
<</text>>
<<choose "quincy.lookaway">>
<<gate `["emp",10]` [[You feel disconnected from your people, and that troubles you.|S1E3: Elijah SQ Bonepicking3]] "hide">><<set $response to "emp">><</gate>>
[[I'm not good reference for how the average Northerner feels.|S1E3: Elijah SQ Bonepicking3][$response to "weirdo"]]
[[I wouldn't know what to say, either.|S1E3: Elijah SQ Bonepicking3][$response to "wouldnt"]]
[[That's because invoking clichés is easier than forming your own thoughts.|S1E3: Elijah SQ Bonepicking3][$response to "cliche"]]
<</choose>><<switch $response>>
<<case "emp">>
<<toneGain "elijah">>
<<toneGain "elijah">>
<<toneGain "elijah">>
<<text>>
You know little of white practice or working with the people or handling bereavement. Yet, within the practitioner's dilemma lies a trouble quite familiar.
<</text>>
<<qSpeak "quincy.tilt">> You feel an estrangement from your people. *You recognize.* <</qSpeak>>
<<text>>
To the rest of Vestur, you are Northerners. But, to your countrymen, your status and wealth make you something else: a feral breed of //Midland envoy// released into the North, rather than a descendant of its rightful aristocracy.
``You can only imagine how this might wear on the mind of a Lord's son whose work has taken him far from his namesake territory and deep into the heart of that Middle Kingdom your people find so foreign.
<</text>>
<<speak "elijah.confused">> Well... yes. <</speak>>
<<speak "elijah.smilesad">> When the people say that our kingdom's Noble families are "hardly Northern," mine is one of the first which comes to mind, and I understand why. My grandfather married a Southerner. We work closely with the Midland royal family. <</speak>>
<<speak "elijah.think">> We're well-connected within the Tri-Kingdom. Some will always see that as a "betrayal" of sorts. //This// doesn't trouble me any. <</speak>>
<<speak "elijah.nervous">> But the part where they accuse me of //not knowing my own kingdom?// I can't abide by that! <</speak>>
<<speak "elijah.point">> But! I cannot argue with it so long as it is //true.// Which it is. <</speak>>
<<speak "elijah.smilesad">> When my cousin, Itaja, graduated from the Holy College, he chose to take most of his rounds in the North, for altruism's sake. At this point, I imagine he's seen more of the land than I have. @@.surprise;Tsk!@@ //How embarrassing for me.// <</speak>>
<<set _eliQuiet to "Here, his problem diverges from yours and becomes unrecognizable, and your ability to imagine specific feelings fails you. In absence of your reply, the two of you fall quiet as the practitioner picks the last of the late Viscount Tokhumal from the hole in the riverbed.">>
<<case "weirdo">>
<<toneGain "elijah">>
<<text>>
Public relations are not your forté, and neither is bereavement. Thus, the only advice of any relevance you have for the practitioner is this plain truth:
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> You oughtn't use me as reference for how the average Northerner feels. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...You oughtn't use me as reference for how the average Northerner feels. <</qSpeak>>
<</if>>
<<speak "elijah.neutral">> Perhaps not. But, this //is// a nuanced matter. I need all the reference I can get. <</speak>>
<<set _eliQuiet to "You remain doubtful of your use in this context, but it is not your work. And so, you opt not to dispute his methods. The two of you fall quiet as the practitioner picks the last of the late Viscount Tokhumal from the hole in the riverbed.">>
<<case "wouldnt">>
<<qSpeak "quincy.think">> I wouldn't know what to say, either. I'm not convinced there's a proper way. <</qSpeak>>
<<speak "elijah.think">> I suppose that's the whole trouble now, isn't it? The faithful carry both pain and hope, but the godless only have pain. There is no sense of hope to appeal to. <</speak>>
<<qSpeak "quincy.lookaway">> Er... *That's... not quite what you meant. You intended to communicate something more akin to, "deaths are different and different people grieve differently."* <</qSpeak>>
<<speak "elijah.neutralserious">> So, what //is// there to appeal to? <</speak>>
<<set _eliQuiet to "You've no answer for him, as that was the entire point of your statement. In absence of your reply, the two of you fall quiet as the practitioner picks the last of the late Viscount Tokhumal from the hole in the riverbed.">>
<<case "cliche">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.eyebrow">> That is because reciting Church clichés is easy and using one's own judgment is hard. <</qSpeak>>
<<text>>
You mean this as critique, but the practitioner simply laughs.
<</text>>
<<speak "elijah.bashful">> You know, my cousin tells me //the same thing!// <</speak>>
<<speak "elijah.nervous">> *As soon as the words leave his mouth, his laughter twists into uncomfortable realization.* <sup>...Oh dear. Hm.</sup> <</speak>>
<<set _eliQuiet to "The realization you've inflicted upon him, whatever it might be, has humbled him into pensive silence. The two of you sit in relative quiet as he picks the last of the late Viscount Tokhumal from the hole in the riverbed.">>
<</switch>>
<<text>>
<<print _eliQuiet>>
``When Elijah speaks again, the man's remains sit cleanly atop the cloth. Aside from a few telltale pieces - a few larger bits of skull here, a distinct rib there - he is mostly in chips. The practitioner takes care not to lose a single one of them as he pulls the corners of the sheet around Viscount Tohkumal and knots them together.
<</text>>
<<speak "elijah.neutralserious">> I believe that's all of him. All of our wayward Viscount. <</speak>>
<<speak "elijah.confused">> . . . <</speak>>
<<speak "elijah.neutralserious">> I don't think the town would appreciate his return. So... it falls to me to give him a proper burial. After that, I'll write Lord Kagthur and inform him of the death. <</speak>>
<<speak "elijah.neutral">> The remains of his relic might be salvageable with repairs, so I will have to send it off to the nearest expert. If Viscount Tokhumal has kin, they will return it. Otherwise, it will become property of the Crown. <</speak>>
<<speak "elijah.smilesad">> I'll have to carry it until we reach a town with a courier authorized to handle relics, but that shouldn't take long... we're headed to the Barrens, after all. I'll keep it a good distance from the hares until then. <</speak>>
<<text>>
He pulls himself to his knees. With the Viscount's remains in one hand, he extends the other in request for the broken cane you hold. You comply.
<</text>>
<<speak "elijah.smilesad">> It's light. *He says, turning the snapped cane around in hand.* I'm glad for it. It always //complicates// protocol when you're left responsible for something unwieldy. <</speak>>
<<speak "elijah.bashful">> Oh, one of my instructors at the Holy College had this //terrible// story about being left with a Viscount's greatsword. The //whole blade// was solid kraken cuttlebone, and she couldn't even lift the thing...! <</speak>>
<<text>>
Elijah permits himself a few inappropriate chuckles at this memory before moving on to the next matter.
<</text>>
<<speak "elijah.neutral">> Seeing as your... ah... *He gestures up the slope to where $licorice peers down at you.* We should probably head back separately. I wouldn't want to cause her trouble. <</speak>>
<<qSpeak "quincy.neutral">> Mm. Right. <</qSpeak>>
<<text>>
With that, you turn back to the cliffs and begin your ascent.
<</text>>
<<endQuest "13-eq" "a">>
<<removeParty "elijah">>
<<include "S1E3: Remove EQ Items">>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@<<text>>
It is hard to imagine now, but once, when the world was young, @@.white;''the Spite Mother Yegeiki''@@ was a maiden fresh and untaken.
<<img 3 "plait_1.png" "The Spite Maiden, Yegeiki, sitting amongst her cascading braids." `["img-max"]`>>
``She was no more innocent for it: Yegeiki was as cruel a beauty as she would be a crone. Though her youth was spent willing spring avens to wilt and speaking doom into the ears of deaf elders, none took note of the wicked young girl until she came into womanhood. Grown, her allure was unmatched, with <<snout "soft skin" "shimmering fur">> and braids which trailed behind her for miles.
``As far as any of the other gods knew, this nameless maiden simply appeared one day, lovely and divine. And so, when they saw her beautiful plaits cascading across the tundra, they became smitten. Each dropped his craft in pursuit.
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival2]]@@<<text>>
God after god fell under the spell of her gorgeous plaits. They knew that the woman who grew them could only be gorgeous as well. Each was desperate to find her and have her for himself. And, when they finally arrived at the braids' source, their assumptions proved correct, for there she was: naked upon the peak of the tallest mountain in all her glory, bathed in the light of the rising moon.
<<img 3 "plait_2.png" "Yegeiki stands atop the mountain peak while the gods rage beneath her.">>
``At once, her suitors became so tumescent that it left no blood behind for their hearts. Blinded by want, friends and brothers became bitter rivals. The gods began to war for the maiden's hand.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival3]]@@<<text>>
Yegeiki called out to the quarrelling gods, @@.white;''"Please, friends, do not fight! Tonight is the Long Night. Each of you will have his turn, if you could only be so patient."''@@
``None would trust her word today, for it is known: Yegeiki helps no one and hurts whomever she can. But the gods, in their blissful ignorance, were yet to learn this truth, and so they obliged. They lined like ducklings beside her braids and waited patiently for their turn with the Spite Maiden.
<<img 3 "plait_3.png" "The gods patiently wait their turn with the Spite Maiden." `["modeNeutral","img-max"]`>>
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival4]]@@<<text>>
<<img 3 "plait_4.png" "The moon hangs in the sky." `["modeNeutral"]`>>
And they waited...
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival5]]@@<<text>>
<<img 3 "plait_5.png" "The moon descends as the night wears on." `["modeNeutral"]`>>
...and waited...
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival6]]@@<<text>>
<<img 3 "plait_6.png" "The moon sinks toward the horizon." `["modeNeutral"]`>>
...and waited.
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival7]]@@<<text>>
As the Long Night wore on, the gods grew impatient. The oldest among them withered with age and the hungriest among them starved, and yet the line only grew. This pleased Yegeiki; unmet desire is to spite as the egg to an eider. She had the passions of any god she chose and the envy of all the rest. For the first - and perhaps //only// time - she was appeased.
<<img 3 "plait_7.png" "The gods grow wrathful and impatient in their wait." `["modeNeutral","img-max"]`>>
``Little did she know, it would be a fleeting pleasure.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival8]]@@<<text>>
The thundering of hooves heralded the @@.alertG;''Sisters of Spring''@@: @@.alertY;''Maba of the Warmth''@@, @@.pink;''Noshi of the Bloom''@@, and @@.accent;''Beka of the Fawn''@@. The Long Night was drawing to a close, and the Sisters, nude upon the backs of caribou, brought the new sun home looped in Maba's braids. Riding with them, hundreds of beautiful maidens celebrating the Long Night's end.
<<img 3 "plait_8.png" "Maba, Noshi, and Beka ride with their fellow maidens, carrying the sun with them." `["img-max"]`>>
``The Sisters and their kin were none the wiser to the madness which had taken the gods. They settled on the hill nearby, as they did every year, dancing and reveling in the sun's warmth as they would any other spring.
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival9]]@@<<text>>
It wasn't long before the gods took note of the Sisters, and the beautiful shimmer of sunlight upon their plaits. Tired and cold from a winter spent waiting in the dark for Yegeiki's caress, it was an enticing sight. And so, one by one, they began to drift from the line. And, when they reached the summit of the hill, they were greeted warmly.
``''@@.alertY;"Come drink with us,"@@'' called Maba.
``''@@.pink;"And dance with us,"@@'' said Noshi.
``''@@.accent;"And lie with us,"@@'' added Beka.
``After a long and grueling winter, it was an offer none would refuse.
<<img 3 "plait_9.png" "Maiden and god alike revel in the festivities around the sun's warmth." `["img-max"]`>>
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival10]]@@<<text>>
It was only when Yegeiki called forth her next lover and found herself alone that she finally noticed the Sisters. From atop her mountain, she squirmed with rage. The Sisters had stolen //her// suitors, and now they were mating on the hills for all to see like common rabbits!
``The Spite Maiden was envious, but she was vain too. She could not imagine why the gods might trade a chance with her for the embrace of mortals or spring spirits. //It must be the sun's doing,// she reasoned. //The sun had blinded them all.// And so, she climbed to her feet and began her furious descent down the mountainside.
<<img 3 "plait_10.png" "Furious, Yegeiki confronts the sisters." >>
``''@@.white;"You there! Whores!"@@'' she shouted down to Maba. ''@@.white;"You're blinding the entire tundra with that garish light!"@@''
``''@@.alertY;"Apologies, //elder.//"@@'' Maba replied with cheek.
``''@@.pink;"You look dreadful. Did we wake you?"@@'' teased Noshi.
``''@@.accent;"Or are you simply //jealous?//"@@'' chimed Beka.
<</text>>
<<storyteller "imani_teller_yell.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival11]]@@<<text>>
The Sisters of Spring tittered amongst themselves. They were right - Yegeiki was jealous. But, unfortunately for them, she was not some nameless maiden scorned: she was //the Spite Maiden,// and //they// were about to become the first of many to tremble before her name.
``''@@.white;"I will forgive your insolence, for you've no idea who you speak to,"@@'' she said with a sneer. ''@@.white;"//I// am the Spite Maiden, whisperer of curses!"@@''
``It would be empty bluster, had Noshi of the Bloom not seen the fields of withered flowers she left in her wake and mourned their needless deaths. The Sisters had not known Yegeiki's name, but they did know of her cruelty. At once, the drinking and dancing and thrusting came to a cold and sudden stop.
<<img 3 "plait_11.png" "The festivities cease and the hill turns cold." `["img-max"]`>>
''@@.white;"Because I am kind,"@@'' continued the Spite Maiden, ''@@.white;"I will give you a choice: cut those ugly braids of yours <<snout "to the scalp" "down to the coat">>, or leave these hills and never return."@@''
``The hills were the Sisters' home. Yet... they would not be the same lands without the sunlight they brought each spring. And so, fearful as they were of curses, they had only one answer.
``''@@.alertY;"Then I suppose we accept your curse."@@'' Maba said, her voice shaking.
``''@@.pink;"We will take our sun,"@@'' assured Noshi.
``''@@.accent;"And we will go."@@'' said Beka.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival12]]@@<<text>>
And so, the Sisters of Spring and their maidens climbed upon their caribou and departed the hills, never to return. With them, they took the sun, their plaits, their revelry, their drinks, and their music.
<<img 3 "plait_12.png" "The Sisters and their maidens depart while Yegeiki delights in her victory." `["modeNeutral"]`>>
``The lovely Yegeiki was the most beautiful maiden of all the land once more.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival13]]@@<<text>>
<<img 3 "plait_13.png" "The caribou's tracks cross the warming earth." `["modeNeutral","img-max"]`>>
There was but one problem with her victory.
<</text>>
<<storyteller "imani_teller_neutral.png">>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival14]]@@<<text>>
When the Sisters and their kin left... so too did the gods in pursuit of their beauty.
<<img 3 "plait_14.png" "Men on hareback chase after caribou-riding maidens, as they would every spring for the rest of time." `["img-max"]`>>
``Wherever the exiles tread, men followed, leaving the Spite Maiden alone for all of time.
<</text>>
<<storyteller "imani_teller_think.png">>
@@.next;[[Continue.|S1E3: ExYol Hall PostPlait 1]]@@<<displayTask "13-plait" "start">>
<<qSpeak "quincy.neutral" >> Imani. I suspect your Preservation Society might be interested in this. <</qSpeak>>
<<itemShow>>
<<text>>
You hold it up by the corners. You hadn't noticed the shape when it was rumpled in a basket in Nala's stall, but unfurled, this weaving is nearly tall as a man, though only a foot across. The sides are scalloped. It reminds you of a scarf, or a Midland table runner, but the material is too thin and the make too Northern to be either.
<</text>>
<<speak "imani.surprised" >> Amalugh's mercy! Where did you find this? <</speak>>
<<text>>
She must have forgotten the state of her hands, for Imani twirls her dreads between muddy fingers as she studies the weaving, her <<snout "nose" "snout">> inches away from the threads.
<</text>>
<<qSpeak "quincy.neutral" >> Bought from the market off a young woman. It belonged to her grandmother's grandmother. <</qSpeak>>
<<qSpeak "quincy.eyebrow" >> The meaning of it isn't known to her. Her grandmother was the last able read weaving in her family. She died without ever telling. Refused, from the sound of it. <</qSpeak>>
<<speak "lucas.surprised" >> A secret taken to the grave! Mysterious. <</speak>>
<<qSpeak "quincy.think" >> Suspicious. <</qSpeak>>
<<speak "lucas.thinking" >> A hidden family shame? A recount of a tragedy too painful to recount, perhaps? <</speak>>
<<text>>
Imani breaks into a giggle so juvenile in nature that both you and Lucas are forced to abandon your conspiratorial musings and stare at her. She muddies her <<snout "chin" "jaw">> as she holds a fist to her mouth with a smile in her eye.
<</text>>
<<speak "imani.laugh" >> This is not a tale grandmothers would be keen to tell their granddaughters. *There is amusement in her voice.* <</speak>>
<<speak "imani.smirk" >> It is the tale of the Plait Festival, woven on a woman's undergarment. It is meant to be wrapped many times through the legs and tied during menses. Likely gifted to this woman's grandmother's grandmother from one of her aunties... a subtle encouragement to //be fruitful.// <</speak>>
<<speak "lucas.weary" >> ...Ah. <</speak>>
<<speak "imani.smirk" >> I do not think it was ever used for the intended purpose, Mr. Andimeur. <</speak>>
<<speak "vicky.unimpressed" >> Shame! <<if $VQname == "Gracie">>$VQname<<else>>His Grace<</if>> paying ten gold'uns for meemaw's used rag? Now //that// woulda been a story. <</speak>>
<<speak "imani.furrow">> Even tarnished, the weave would have been well worth ten guilder! This tale has been banned in Tebenka and Mul for generations - burned by order of their Lords. <</speak>>
<<speak "imani.think" >> And yet, ''this'' shade of black is //squid ink// all the same! A dye which is only used in Mulian weaves! It is priceless! <</speak>>
<<text>>
She eyes the matrix of colored threads with an arrested intensity and hunger, a pointer hound on a bird.
<</text>>
<<speak "vicky.unimpressed" >> Well, Miss Man. Yer the @@.lilt;"storyteller"@@ - you gonna tell it, or should I get back to diggin'? <</speak>>
<<text>>
Imani's brows pinch. With a somber note in her voice, she sighs:
<</text>>
<<speak "imani.tilt" >> //There is still much to do...// <</speak>>
<<text>>
And yet, she is just reluctant to pry herself from the tale. Her eyes dart briefly towards Lucas in wordless question. She would not halt their work for her own curiosity, but for an //audience//?
<</text>>
<<speak "lucas.glance" >> I wouldn't say no to a moment's rest. We've been rummaging about in the mud since morning. Besides, I'm interested in hearing more of these... "Old Ways" tales. <</speak>>
<<speak "imani.bow" >> Very well. If there are those eager to listen, then it is my job to tell. <</speak>>
<<text>>
The spring Plait Festival and its motifs are inescapable, but it occurs to you that you've never heard its legend in full. As a boy, you asked your father why the women came every spring. "I'll explain when you're older," he said. He didn't. And, by the time you were grown, you had gleaned enough details to know you did not want him to.
``There is fornication in this tale. Much fornication. Lucas has no idea what he agrees to.
<</text>>
<<choose>>
[[Can I stay?|S1E3: ExYol Hall Plait 2][$response to "stay"]]
[[Can I take my leave?|S1E3: ExYol Hall Plait 2][$response to "leave"]]
<</choose>><<switch $response>>
<<case "stay">>
<<toneGain "imani">>
<<friend "imani">>
<<text>>
<<if hasVisited("S1E3: Gharkan Loc")>>Until a contract is signed and in-hand, your work isn't done. Even so, $licorice would surely appreciate a moment's leisure. And of course, you yourself<<else>>You've yet to set out for Gharkan and even begin your task. But it is a short enough ride, and the day young... and you<</if>> are curious.
<</text>>
<<qSpeak "quincy.think" >> Might I stay for the tale? <</qSpeak>>
<<speak "imani.laugh" >> Of course. It was purchased with your own guilders. <</speak>>
<<case "leave">>
<<toneLoss "imani" "insight">>
<<toneGain "vicky">>
<<text>>
You have delivered the weaving to Imani, your job here is through. Not to mention, your arms grow stiff from holding the thing out in front of you.
<</text>>
<<if $tempQ.yolmar.friends>>
<<qSpeak "quincy.neutral">> Pleased to hear it's of value to you. Now, may I take my leave? <</qSpeak>>
<<elseif $bond == "imani">>
<<qSpeak "quincy.lookaway">> Pleased to hear it's of value to you. Now, may I take my leave? <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> Pleased to hear it's of value to you. May I take my leave? <</qSpeak>>
<</if>>
<<speak "imani.smirk" >> *Audaciously, she says: * You are //not// dismissed. <</speak>>
<<if $bond is "imani" || setup.hasTrait("dispersal")>>
<<qSpeak "quincy.eyebrow" >> I'm not? <</qSpeak>>
<<speak "lucas.smug" >> You are not. <</speak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> *The question was a formality.* You haven't the authority to say I'm not. <</qSpeak>>
<<speak "lucas.smug" >> But //I// do. And I say, you are not dismissed. <</speak>>
<</if>>
<<if hasVisited("S1E3: Gharkan Loc")>>
<<qSpeak "quincy.neutral" >> I've still the matter of the contract to settle. <</qSpeak>>
<<speak "lucas.smirk" >> And it is well past lunch. Come, you can't ride back to Gharkan on an empty stomach. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I've still got to make the ride to Gharkan. <</qSpeak>>
<<speak "lucas.pleased" >> The day is still young! <</speak>>
<</if>>
<<speak "imani.smirk" >> *She is only buoyed by being backed up by the Prince.* The wolf who brings the moose is entitled to its first bite. You bought this tale, so you may as well enjoy it. <</speak>>
<</switch>>
<<text>>
In short order, Imani and Victoria have washed their arms in a clay pot of water. Lucas has taken a seat on <<if hasVisited("S1E3: ExYol Hall Found")>>the<<else>>an<</if>> unearthed trunk and is trying his hardest to ignore the state of his stockings. <<if $response is "leave">>And you are on the ground next to him, enjoying your slice of black bread, but hoping the length of the fabric isn't an indication of that of the tale.<<else>>You take your place on an unmuddied patch of ground next to him and indulge in a slice of black bread.<</if>>
``Imani drapes the cloth over one arm and reads, unravelling the threads in her head so they may be rewoven into the spoken word.
<</text>>
@@.next;[[Listen.|S1E3: ExYol Hall PlaitFestival]]@@<<text>>
When Imani falls silent, the imagined hoofbeats fade from your mind as well. You find yourself jarringly back in the mundane muddy reality of a true Northern spring. You are very glad you did not have to hear this story in your father's voice. Hearing it in Imani's felt improper enough.
``It seems as though it was even more vivid for Lucas than it was for you. He blinks rapidly and removes his spectacles to give them a wipe. Then again, from the <<snout "darkening flush of his cheeks" "pink tinge of his snout">>, that may just be his way of coping with such lurid words from a woman's mouth.
<</text>>
<<speak "lucas.thinking" >> That was... <b>informative.</b> *A carefully chosen word.* And this story relates to your summer festival, you said? <</speak>>
<<speak "imani.think" >> Yes. By common tradition, women are exiled from their birth clans when they come of age. *She says, her tone light and matter-of-fact.* Departing in spring, they roam the tundra in bands in search of husbands. And, wherever they go, they bring the spirit of the Sisters with them. It is a celebration of sisterhood and new life as much as it is of man and woman. <</speak>>
<<speak "vicky.unimpressed">> *With a disdainful <<snout "curl in her lip" "wrinkle in her muzzle">>, Victoria scoffs.* <</speak>>
<<speak "lucas.weary">> And they are made to leave for fear of this "Spite Maiden's" curse? <</speak>>
<<speak "vicky.indifferent">> They're made to leave for fear of another mouth to feed, more like. *She snorts.* <</speak>>
<<speak "imani.lookaway">> *Imani quirks an eyebrow in turn.* ...Actually, it keeps the blood fresh. Furthermore, it spreads knowledge and strengthens ties between clans. <</speak>>
<<text>>
She takes the weaving by its rounded corners and matches them with great care. She repeats the process until the garment has folded to its original size.
<</text>>
<<itemUpdate "weaving-plaitFestival" "name" "Weaving: Plait Festival">>
<<silently>>
<<itemUpdate "weaving-plaitFestival" "desc" "An old woven women's garment depicting the origins of the Plait Festival, and Yegeiki's first curse upon the clans of the North.">>
<</silently>>
<<text>>
With the tale over, the Prince and Victoria bring themselves to their feet and ready themselves to return to their digging. Figuring you ought to get back to your own business, you gather what is left of your lunch ration back into its wax paper and prepare to leave.
<</text>>
<<speak "imani.think" >> Thank you for this, Quintrell. <</speak>>
<<if $tempQ.yolmar.friends || $bond == "imani">>
<<qSpeak "quincy.neutral" >> Of course. I will keep my eye out for anything else of interest. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *You are still irked with her, and not in the mood for her thanks. Even so, you say:* ...I will keep my eye out for anything else of interest. <</qSpeak>>
<</if>>
<<speak "imani.bow" >> That would be appreciated. <</speak>>
<<addTask "imani-stories" "start">>
<<speak "imani.think" >> Some think the preservationists' mission a peasant pursuit. But if any Northerner, Noble or common, were to walk back through the years of their fathers and mothers, we would all come to the same beginning: living by font on the tundra, amidst hare and snowshoe. <</speak>>
<<speak "imani.neutral">> Some bury these memories for want of "unity" or "modernity." Others have their histories ripped from their hands and cast into the fire. <</speak>>
<<speak "imani.tilt" >> . . . <</speak>>
<<qSpeak "quincy.eyebrow" >> Are you alright? <</qSpeak>>
<<speak "imani.tilt" >> *Her head wavers in a motion that is neither a shake "no" or a nod "yes."* Tell me more about the woman who gave this to you. <</speak>>
<<choose>>
<<if hasVisited("S1E3: ExYol Nala Cloth") && hasVisited("S1E3: ExYol Nala Husband")>>
[[I spoke with her quite a bit...|S1E3: ExYol Hall PostPlait 2][$response to "lot"]]
<<else>>
[[I only know a little, but...|S1E3: ExYol Hall PostPlait 2][$response to "little"]]
<</if>>
[[It was bought, not given.|S1E3: ExYol Hall PostPlait 2][$response to "bought"]]
[[What's it to you?|S1E3: ExYol Hall PostPlait 2][$response to "what"]]
<</choose>><<switch $response>>
<<case "lot" "little">>
<<qSpeak "quincy.neutral" >> Alright. <<if $response == "lot">>I spoke with her quite a while.<<else>>I only spoke with her briefly...<</if>> <</qSpeak>>
<<qSpeak "quincy.think" >> She is a woman near our age, by the name Nala. She wants off the frontier. <<if hasVisited("S1E3: ExYol Nala Cloth")>>She is selling her dowry; s<<else>>S<</if>>he intends to join the Plait Festival when it comes through town. <<if hasVisited("S1E3: ExYol Nala Husband")>>She seeks a husband with the guilders to make her comfortable. She's... had enough discomfort in her life.<</if>> <</qSpeak>>
<<speak "imani.think" >> How very fitting. *Her voice sounds far off.* <</speak>>
<<case "bought" "what">>
<<if $response == "bought">>
<<qSpeak "quincy.neutral" >> I bought it off her. She did not give it to me. <</qSpeak>>
<<speak "imani.furrow" >> *She waves a hand.* Crows and rooks. Irrelevant. You said this belonged to someone in her family. You are sure of the fact? <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> What is it to you? <</qSpeak>>
<<speak "imani.tilt" >> You said this belonged to someone in her family. <</speak>>
<</if>>
<<qSpeak "quincy.eyebrow" >> She said it was her grandmother's grandmother's.... <</qSpeak>>
<</switch>>
<<text>>
All of a sudden, her face turns stern. Placing the folded piece of fabric in your arms, she issues a demand:
<</text>>
<<speak "imani.furrow" >> Return it. <</speak>>
<<qSpeak "quincy.surprised" >> I thought you said this was priceless to your Preservationist Society? <</qSpeak>>
<<speak "imani.furrow" >> It is. We as preservationists know that. //She// does not! <</speak>>
<<speak "imani.think">> They say that when King Arthur's men took the eastern coast, the only clan spared was that of the first Lord Mul. The whaling clans and their ways were driven to extinction. The history of the east shore is but a great hole in the tapestry of the North! <</speak>>
<<speak "imani.surprised">> Don't you see, Quintrell? //This <<if $response == "lot" || $response == "little">>Nala<<else>>woman<</if>> is a daughter of those lost clans!// And she knows nothing of it! <</speak>>
<<speak "imani.tilt" >> She did not know this weaving's story, but there must be other stories she //does// know, passed down from her mother, and her mother's mothers, worth many times a single weaving! <</speak>>
<<speak "imani.think" >> You ''must'' tell her. Impress upon her that she must seek the Preservation Society and share what she knows. She knows not who she is, what she has, nor what she can offer. <</speak>>
<<include "S1E3: ExYol Hall PostPlait Menu">><<choose>>
<<actions [[Shouldn't you do it? You're a preservationist.|S1E3: ExYol Hall PostPlait NoU]]
[[She might just sell it to someone else and do no such thing.|S1E3: ExYol Hall PostPlait Sell]]
>>
<<decide true [[I'll try.|S1E3: ExYol Hall PostPlait Yah]]>><</decide>>
<<decide false [[No. I'm busy, and she does not want this life.|S1E3: ExYol Hall PostPlait Nah]]>><</decide>>
<</choose>><<toneLoss "imani" "insight">>
<<if !$tempQ.yolmar.friends>>
<<qSpeak "quincy.eyebrow" >> You take it to her, then. You're the preservationist. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> You're a member of the Society. Shouldn't you do it? <</qSpeak>>
<</if>>
<<speak "imani.neutral" >> I am occupied. You are free. <</speak>>
<<speak "imani.think" >> Besides - a frontier girl looking to join the Plait might find herself more swayed by the suggestions of an eligible young Duke. <</speak>>
<<if hasVisited("S1E3: ExYol Nala Lazarus")>>
<<qSpeak "quincy.lookaway">> She said she isn't interested in my kind. <</qSpeak>>
<</if>>
<<speak "imani.furrow" >> <<if hasVisited("S1E3: ExYol Nala Lazarus")>>Even so - <</if>>I know her type. Advice from another "frontier girl" would only drive her away. A cat spits at its own reflection on the ice. <</speak>>
<<include "S1E3: ExYol Hall PostPlait Menu">><<qSpeak "quincy.neutral" >> She may just sell it on and join no such society. She may not care. <</qSpeak>>
<<speak "imani.furrow" >> And that would be her decision. But it is a decision she can only make if she knows! <</speak>>
<<include "S1E3: ExYol Hall PostPlait Menu">><<qSpeak "quincy.neutral" >> I cannot promise it will make a difference, but I will tell her what you've told me. <</qSpeak>>
<<speak "imani.neutral" >> That is all I ask. <</speak>>
<<speak "imani.tilt" >> My fellow preservationists would be livid if they knew what I have parted with. But... if a merchant buys gold off a man who thought he had pyrite, it amounts to theft. <</speak>>
<<text>>
<<if setup.hasRep("earnest")>>You are inclined to agree. And so,<<else>>Trickery, maybe, but not theft. All the same,<</if>> you nod and return the precious weaving to your haversack.
<</text>>
<<updateTask "13-plait" "return">>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<toneLoss "imani" "insight">>
<<if $tempQ.yolmar.friends || $bond == "imani">>
<<qSpeak "quincy.think" >> This is out of my expertise, Imani. It would be better done yourself. <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> Do so yourself, if you feel so strongly. <</qSpeak>>
<</if>>
<<text>>
You hand the weaving back to her. She takes it as though it were heavy as iron.
<</text>>
<<itemRemove "weaving-plaitFestival">>
<<if $tempQ.yolmar.friends>>
<<qSpeak "quincy.eyebrow">> This woman - Nala - she has made clear that she seeks to leave the tundra behind. I've work to do; I haven't the will or the time to debate her choices. <</qSpeak>>
<<elseif $bond == "imani">>
<<qSpeak "quincy.lookaway">> This woman - Nala - she has made clear that she seeks to leave the tundra behind. I've work to do. //Convoy// Work. I haven't the will or the time to hound a stranger for her choices. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> This woman - Nala - she has made clear that she seeks to leave the tundra behind. I've work to do. //Convoy// Work. I haven't the will or the time to hound a stranger for her choices. <</qSpeak>>
<</if>>
<<if $tempQ.yolmar.friends>>
<<speak "imani.lookaway">> ...I understand. <</speak>>
<<else>>
<<speak "imani.surprised">> Ah. <</speak>>
<<speak "imani.lookaway">> Forgive me - it was not my intent to burden you. <</speak>>
<</if>>
<<text>>
Her eyes drop from your face back to the garment in her arms. She studies its black threads in silence for a moment.
<</text>>
<<speak "imani.tilt" >> *Her shoulders rise and fall in a silent sigh.* The Preservation Society will be very happy to have this. <</speak>>
<<speak "imani.lookaway" >> Thank you. On their behalf. *Though her voice is not bereft of gratitude, it is weary.* <</speak>>
<<endQuest "13-plait" "b">>
@@.next;[[Tipping your hat, return to Yolmar.|S1E3: Exploration Yolmar]]@@<<text>>
That very night, three copies of Lucas's //"declaration of intent to destruct an inimical structure"// were penned. Every loop and sweep of the Prince's quill was an exertion of authority and a joy to be savored: he chose to write both letters himself, rather than waste such delights on his scribe.
``In the morning, each was bound to the leg of a pigeon and sent off. One to Lord Kagthur in Cedrun, and another to your father in Morbre. The final of the three was addressed to the nearest Viscount with a landed title in proximity to the dam.
<</text>>
<<img 3 "3_pigeon.png" "A Convoy messenger pigeon takes flight." `["modeNeutral"]`>>
<<text>>
Your intentions have been made official. You needn't even wait for a reply.
<</text>>
@@.next;[[Continue.|S1E3: Bridge Goodbye 2]]@@<<text>>
That night, Lucas dictated a letter addressed to Lord Kagthur: a //"summon for a Noble hand."// A familiar invocation in Vestur, but one which carries different weight when penned by men of your influence. From most anyone else, a summon for a Noble hand would be a polite and formal plea to be addressed at a Lord's convenience. But, written by an Archduke, a King, or a Convoy Prince, it is a binding demand. By Crown law, a Lord is to respond with immediacy upon receiving such a request, and arrange a selection of prospective Nobles who might suit your purposes.
``The pigeon is sent to the capital city of Cedrun the following morning.
<</text>>
<<img 3 "3_pigeon.png" "A Convoy messenger pigeon takes flight." `["modeNeutral"]`>>
<<text>>
A full day passes with no response. <<if hasVisited("S1E3: Elijah SQ Ravine") || hasVisited("S1E3: Camp Elijah SQ End Premature")>>This is to be expected, of course, and so the posthaste reply you receive the morning of the second day takes you and the Prince aback.<<else>>Then two. On the morning of the third, you receive your reply.<</if>>
<</text>>
<<once>>
<<set $outbox[3] to false>>
<</once>>
<<include "MAIL: KagthurGreen">>
@@.next;[[Continue.|S1E3: Bridge Goodbye 2]]@@<<timebreak "morning">>
<<text>>
By tradition, a respectable Prince's Convoy must wreath every action in ceremony. Despite <<if $tempQ.yolmar.vibes <= 1>>the contempt you've garnered and your<<else>>your scant time and<</if>> mutual distaste for such things, Lucas is adamant in his decision to give Yolmar a proper farewell with all its associated dressings. <<if $tempQ.yolmar.vibes <= 1>>To leave without a Prince's goodbye would only salt the wound you've made<<else>>It is only proper<</if>>, he insists.
``His preening is anxious<<if $justify.key == "dam">>, despite his excitement for the dam to topple<</if>>. He<<if $justify.key == "green">> knows titling a new man will be an unpopular idea among the townsfolk, and he<</if>> hates that <<if $justify.key == "green">>you must leave at all<<else>>you are leaving at all<</if>>. His code of honor makes him loathe to leave work unfinished - to trust that <<if $justify.key == "green">>another will see it through with the same thoroughness he himself would<<else>>all will be well without a scrutinous check thrice over by his own eye<</if>>. Alas, in order to save the valley, the Fifth Convoy must travel onward, and you cannot afford the luxury of returning if there's any hope to complete your tour of the North before autumn. <<if $justify.key == "green">>And so, with great nausea, he forces himself to act //Princely// and pretend none of these details chafe with his morals.<<else>>He must trust in his own solution, that the dam's fall will restore prosperity to the land, that Jim and his fellow Yolmarians will be served well by the water's return.<</if>>
``Imani, by contrast, is eager to take her leave. <<if $justify.key == "green">><<if $tempQ.yolmar.vibes <= 1>>Though she has accepted your decision as Right Hand, she remains discontent. She has spoken little to you since your dealings with Isadore's Path, and you suspect she will remain sore on the matter for days to come.<<else>>Having accepted your decision, her mind has moved on. With the appointment of a new Viscount, Yolmar's troubles will soon be the responsibility of another. There are many other towns and people in the North who need your aid. Her attention, she seems to decide, is better spent on them.<</if>><<else>><<if $tempQ.yolmar.vibes <= 1>>The quicker the dam falls, the sooner your atonement for inviting Isadore's Path into a North sect chapel.<<else>>Though she will not have the privilege of seeing it, she is eager for the Ketdei to flow through Amalugh's Cradle once more.<</if>><</if>>
<</text>>
@@.next;[[Continue.|S1E3: Bridge Goodbye 3]]@@<<set _sourceName to "the Wings of Fortune">>
<<set _foodSource to "wof">>
<<if hasVisited("S1E3: IP Win")>>
<<set _sourceName to "Isadore's Path">>
<<set _foodSource to "ip">>
<<set _sourceName to "the nomads">>
<<elseif hasVisited("S1E3: N Win")>>
<<set _foodSource to "n">>
<</if>>
<<set _fRank to null>>
<<if $tempQ.yolmar.vibes >= 3>>
<<set _fRank to true>>
<<elseif $tempQ.yolmar.vibes <= 1>>
<<set _fRank to false>>
<</if>>
<<text>>
Riding through town with Convoy pennants on proud display feels <<if $tempQ.yolmar.vibes <= 1>>as gauche as your contract with Isadore's Path<<else>>a declaration of victory announced prematurely<</if>>. <<if $tempQ.yolmar.vibes <= 1>>Nevertheless, you march onward, no less unwanted in town than you were when you arrived not even a week prior.<<elseif $tempQ.yolmar.vibes >= 3>>Nevertheless, the onlookers who gather around you carry a spark of something not unlike hope in their eyes at the site of you.<<else>>Nevertheless, you march onward, just as out of place in town as you were when you arrived not even a week prior.<</if>>
``In the few short days since you tasked <<switch _foodSource>><<case "wof">>the Wings of Fortune<<case "n">>the Swiftjay clan<<case "ip">>Isadore's Path<</switch>> with supplying food for the town, the air has shifted. The first formal delivery has yet to be fulfilled, but <<switch _foodSource>><<case "wof">>a small gaggle of guildmembers have arrived to assess the state of the old workshop and survey the people on matters of taste and need. Their presence brings a tentative sense of hope to a people who hadn't much left.<<case "ip">>a Midland reverend and an old pudgy sybil have adorned the chapel door. The new holy symbols forged from sparkling silver threaten of changes yet to come.<<case "n">>Stan's presence in town and two sacks of overripe mangos bring a tentative sense of hope to a people who hadn't much left.<</switch>> <<if _foodSource != "ip" && $tempQ.yolmar.vibes >= 3>>When you arrived, this was a town half-sunk into its own grave. Now, they've the strength to look ahead to days yet to come.<<elseif _foodSource != "ip">>However, the people can't yet bring themselves to be at ease. They have surmised that the Convoy will soon depart, and once you are gone, they will be dependent on <<if _foodSource == "n">>Stan's clan<<else>>the guild<</if>> to make good on your agreement.<<else>>This offense is such that it drives the threat of hunger from the minds of the people and unites them, of the faith or not, in their resentment.<</if>>
``Once again standing in the center of town, surrounded by the Northern third estate, the Prince must make an address. In the grand scheme of things, little has changed. But the Prince's enduring belief that change awaits on the horizon drives him forward.
<</text>>
<<img 3 "3_lucas_address.png" "Lucas addresses the people of Yolmar from horseback.">>
<<text>>
With confidence, he bids Yolmar farewell, and promises its people that <<if $justify.key == "green">>a //better// man will tend their valley than their //last.//<<else>>the Barrens Dam ''will'' fall and their river ''will'' return.<</if>>
<</text>>
<<set _rocks to false>>
<<if hasVisited("S1E3: wings karlie force sales") && $tempQ.yolmar.karliePay == "worth">>
<<set _rocks to true>>
<<elseif hasVisited("S1E3: tradefix canteloupe route try win") && $tempQ.yolmar.hareArg == "dec">>
<<set _rocks to true>>
<</if>>
<<if _rocks>>
<<if $justify.key == "green">>
@@.next;[[Continue.|S1E3: Bridge Goodbye Rocks]]@@
<<else>>
@@.next;[[Continue.|S1E3: Bridge Goodbye Bad]]@@
<</if>>
<<elseif $tempQ.yolmar.vibes >= 3>>
<<if $justify.key == "green">>
@@.next;[[Continue.|S1E3: Bridge Goodbye Huh]]@@
<<else>>
@@.next;[[Continue.|S1E3: Bridge Goodbye Yay]]@@
<</if>>
<<elseif $tempQ.yolmar.vibes <= 1>>
<<if $justify.key == "green">>
@@.next;[[Continue.|S1E3: Bridge Goodbye Rocks]]@@
<<else>>
@@.next;[[Continue.|S1E3: Bridge Goodbye Bad]]@@
<</if>>
<<else>>
<<if $justify.key == "green">>
@@.next;[[Continue.|S1E3: Bridge Goodbye Bad]]@@
<<else>>
@@.next;[[Continue.|S1E3: Bridge Goodbye Huh]]@@
<</if>>
<</if>><<flag 123>>
<<img 3 "3_crowd_yay.png" "The townsfolk rejoice. Jim looks on with hope.">>
<<text>>
The Fifth Convoy leaves Yolmar dazed and drunk on a hope long forgotten.
<</text>>
@@.next;[[Continue.|S1E3: Bridge To Next]]@@<<flag 121>>
<<img 3 "3_crowd_unsure.png" "The townsfolk look uncertain. Jim looks on, apprehensive.">>
<<text>>
The Fifth Convoy leaves Yolmar just as it had arrived: framed with hesitant looks and hushed whispers. Only now, they carry notes of hope.
<</text>>
@@.next;[[Continue.|S1E3: Bridge To Next]]@@<<flag 121>>
<<img 3 "3_crowd_disgruntled.png" "The townsfolk look displeased. Jim looks on, worried.">>
<<text>>
<<if $justify.key == "green">>Alas, the people have no want for this change.<<else>>Alas, the people have no more trust in his Convoy's changes.<</if>>
<</text>>
@@.next;[[Continue.|S1E3: Bridge To Next]]@@<<flag 122>>
<<toneLoss "lucas">>
<<enemy "lucas">>
<<img 3 "3_crowd_angry.png" "The townsfolk revile the news. The Prince is pelted by rocks.">>
<<set _bad to false>>
<<if hasVisited("S1E3: wings karlie force sales") && $tempQ.yolmar.karliePay == 60>>
<<set _bad to true>>
<<elseif hasVisited("S1E3: tradefix canteloupe route try win") && $tempQ.yolmar.hareArg == "dec">>
<<set _bad to true>>
<</if>>
<<if _bad>>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<if $cFlags.imani.symbol>>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<</if>>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<</if>>
<<text>>
Alas, the people have no want for any more of his Convoy's changes.
<</text>>
@@.next;[[Continue.|S1E3: Bridge To Next]]@@<<if hasVisited("S1E3: Bridge Goodbye Rocks")>>
<<img 3 "3_leave_shame.png" "The Convoy ascends up the northern hills and out of the valley. The Prince wilts in shame." `["img-max"]`>>
<<else>>
<<img 3 "3_leave.png" "The Convoy ascends up the northern hills and out of the valley." `["img-max"]`>>
<</if>>
<<if $justify.key == "green">>
<<updateTask "13-yolmar" "green">>
@@.next;[[Continue.|S1E3: Idkol Loc]]@@
<<else>>
<<updateTask "13-yolmar" "dam">>
@@.next;[[Continue.|S1E3: dam intro]]@@
<</if>><<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"camp-generic.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Camp","Cradle Hills"]`>>
<<once>>
<<set $campData to {name:"Camp"}>>
<</once>>
<<displayTask "13-yolmar" "fate">>
<<timebreak "sunset">>
<<text>>
It's warmer tonight than evenings past. The setting sun paints the valley orange, and the ripple of windswept grass upon the hills has settled into a gentle sway in the calm breeze. The fairness of the weather and calm of the twilight would be soothing to you, but there is presently too much in your mind to appreciate tundra beauty.
``All that is left now is to commit to your conclusion, to give your order as the authority you <<if setup.hasRep("ambition")>>are meant to be<<else>>allegedly are<</if>>.
<</text>>
<<qSpeak "quincy.think">> ...The Prince and I have come to a decision. <</qSpeak>>
<<speak "lucas.neutral">> *Lucas nods, in case your declaration couldn't be trusted on its own.* <</speak>>
<<text>>
The Fifth Convoy looks on in silence, worn down by a long day of swinging hammers and hauling lumber through mud. All attention is upon you, from your inner circle of companions to the guardsmen still eating their evening rations. There is interest in their eyes, yes, but <<if $tempQ.yolmar.vibes <= 1>>concern<<else>>suspense<</if>> as well. <<if $tempQ.yolmar.vibes <= 1>>The last decision you were left to is still fresh in every mind; they dread where you might lead them next.<<else>>At this time, no one but you and the Prince know where you might lead the Convoy next.<</if>>
<</text>>
<<set _optVis to {key:"green",stance:"Title a New Viscount; Restore the Forest",pass:"S1E3: Viscount Justify Stub"}>>
<<set _optDam to {key:"dam",stance:"Burn the Barrens Dam; Restore the Ketdei River",pass:"S1E3: Dam Justify Stub"}>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
<<set _optArray to [_optVis,_optDam]>>
<<else>>
<<set _optArray to [_optDam,_optVis]>>
<</if>>
<<print setup.justifyPicker(_optArray,"S1E3: Reconvene Choice")>><<set _justificationMap to {
viscount:[],
noRiver:[],
summary:[],
}>>
<<run _justificationMap.viscount.push({key:"na",title:"<b>Refuse to explain</b> the necessity of a new Viscount.",icon:"cross"})>>
<<run _justificationMap.noRiver.push({key:"na",title:"<b>Refuse to explain</b> the complications of destroying the Barrens Dam.",icon:"cross"})>>
<<run _justificationMap.summary.push({key:"na",title:"<b>Refuse to summarize</b> your intent.",icon:"cross"})>>
<<run _justificationMap.viscount.push({key:"obvious",title:"Titling a new Viscount is simply the <b>obvious and straightforward choice.</b>",icon:"law"})>>
<<if setup.hasItem("yolmar-soil")>>
<<run _justificationMap.viscount.push({key:"soil",title:"Yolmar's farmland needs meur to sustain it; <b>whether they have a river or not, it needs a green conductor to survive.</b>",item:"yolmar-soil"})>>
<</if>>
<<if setup.hasItem("yolmar-noblehate") || hasVisited("S1E3: Camp Elijah SQ Return")>>
<<run _justificationMap.viscount.push({key:"repair",title:"Yolmar has lost faith in the Nobility; <b>titling a dutiful Viscount is necessary for repairing their trust.</b>",item:"yolmar-noblehate"})>>
<</if>>
<<run _justificationMap.noRiver.push({key:"danger",title:"We do not know for certain that the land will return exactly how it was; <b>destroying the Barrens Dam might not solve Yolmar's troubles.</b>",icon:"hunch"})>>
<<run _justificationMap.noRiver.push({key:"enemy",title:"The Barrens Dam was built at the behest of wealthy Noblemen; <b>if we were to destroy it, we would make powerful enemies.</b>",icon:"etiq"})>>
<<if setup.hasItem("yolmar-riverpass")>>
<<run _justificationMap.noRiver.push({key:"move",title:"The people of Gharkan use the dry river pass for trade; <b>demolishing the Barrens Dam harms the livelihood of other villages.</b>",item:"yolmar-riverpass"})>>
<</if>>
<<run _justificationMap.summary.push({key:"win",title:"<b>This is a peaceful solution: Yolmar thrives, and the Barrens keeps use of the river.</b>",icon:"orthodox"})>>
<<run _justificationMap.summary.push({key:"safe",title:"<b>We must be strategic as a new Convoy; we cannot pick battles we don't yet have the influence to win.</b>",icon:"rebel"})>>
<<print setup.drawJustifications()>><<set _justificationMap to {
river:[],
noViscount:[],
summary:[],
}>>
<<run _justificationMap.river.push({key:"na",title:"<b>Refuse to explain</b> the necessity of restoring the river.",icon:"cross"})>>
<<run _justificationMap.noViscount.push({key:"na",title:"<b>Refuse to explain</b> why you shouldn't appoint a Viscount.",icon:"cross"})>>
<<run _justificationMap.summary.push({key:"na",title:"<b>Refuse to summarize</b> your intent.",icon:"cross"})>>
<<run _justificationMap.river.push({key:"just",title:"Yolmar has always been a fishing village; <b>we've no right to ask them to change.</b>",icon:"emp"})>>
<<run _justificationMap.river.push({key:"prag",title:"The canals of the Barrens are only usable in the warm seasons while the Ketdei River served Yolmar year round; <b>the river is put to better use in the valley.</b>",icon:"etiq"})>>
<<if setup.hasItem("yolmar-barges")>>
<<run _justificationMap.river.push({key:"options",title:"The Ketdei River wasn't only used for fishing; <b>if it is not restored, we deprive Yolmar of trade and transport.</b>",item:"yolmar-barges"})>>
<</if>>
<<run _justificationMap.noViscount.push({key:"decade",title:"Yolmar hasn't relied on their forest in years; <b>it's too great a change to ask them to return to old ways.</b>",icon:"apathy"})>>
<<if setup.hasItem("yolmar-noblehate")>>
<<run _justificationMap.noViscount.push({key:"noWant",title:"Yolmar resents Nobility and prides itself on independence; <b>they would hate any man we titled.</b>",item:"yolmar-noblehate"})>>
<</if>>
<<if setup.hasItem("yolmar-badwoods")>>
<<run _justificationMap.noViscount.push({key:"long",title:"The woods are in poor shape; <b>it will be a long time before they could sustain Yolmar.</b>",item:"yolmar-badwoods"})>>
<</if>>
<<if setup.hasItem("yolmar-manyfish")>>
<<run _justificationMap.noViscount.push({key:"fish",title:"The Ketdei River is bountiful; <b>there is no need to manipulate the land when nature provides.</b>",item:"yolmar-manyfish"})>>
<</if>>
<<run _justificationMap.summary.push({key:"rebel",title:"<b>Destroying the Barrens Dam demonstrates we are serious about standing for the people.</b>",icon:"rebel"})>>
<<run _justificationMap.summary.push({key:"right",title:"<b>Restoring the river might be contentious, but that does not change the fact that it is the just thing to do.</b>",icon:"orthodox"})>>
<<print setup.drawJustifications()>><<if $justify.key == "green">>
<<include "S1E3: Reconvene Viscount">>
<<else>>
<<include "S1E3: Reconvene Dam">>
<</if>>
@@.next;[[Continue.|S1E3: Reconvene End]]@@<<set _explainMissing to 0>>
<<switch $justify.river>>
<<case "just">>
<<toneGain "imani" "insight">>
<<toneGain "lucas">>
<<toneGain "imani">>
<<case "prag">>
<<toneGain "dangelo" "mettle">>
<<case "options">>
<<toneGain "kaitos" "insight">>
<<case "na">>
<<set _explainMissing++>>
<</switch>>
<<switch $justify.noViscount>>
<<case "decade">>
<<toneGain "imani" "insight">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<case "noWant">>
<<toneGain "imani" "insight">>
<<toneGain "imani" "insight">>
<<toneLoss "elijah" "intent">>
<<case "long">>
<<toneGain "kaitos" "insight">>
<<case "fish">>
<<toneGain "kaitos" "insight">>
<<case "na">>
<<set _explainMissing++>>
<</switch>>
<<switch $justify.summary>>
<<case "right">>
<<toneGain "lucas">>
<<toneGain "dangelo" "mettle">>
<<toneGain "dangelo" "mettle">>
<<case "rebel">>
<<toneGain "lucas">>
<<toneGain "lucas">>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "insight">>
<<toneGain "imani" "insight">>
<<toneLoss "elijah" "intent">>
<<case "na">>
<<set _explainMissing++>>
<</switch>>
<<idealTracker "rebel">>
<<if setup.hasRep("orthodox") && $justify.summary != "na">>
<<idealTracker "earnest">>
<</if>>
<<text>>
You're well aware there is a rift in opinion amongst your companions. There is no choice you could make which would appease them all.
``Authority is a blade with two edges. Such a thing is dangerous to wield with indecision. <<if _explainMissing >= 2>>You mustn't allow yourself to be mired in debate and needless explanation.<<else>>And so, with <<if setup.hasTrait("dense")>>as much thought and care as you can muster<<else>>great care<</if>>, you give both order and rationale.<</if>>
<</text>>
<<qSpeak "quincy.neutral">> We're going to follow the Prince's proposal. The Fifth Convoy will be returning the Ketdei River to the valley. <</qSpeak>>
<<if _explainMissing >= 2>>
<<toneLoss "dangelo">>
<<toneLoss "dangelo">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "lucas">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<set $tempQ.yolmar.justifyScore to false>>
<<include "S1E3: Reconvene Dam MissingExp">>
<<else>>
<<set $tempQ.yolmar.justifyScore to true>>
<<include "S1E3: Reconvene Dam Exp">>
<<include "S1E3: Dam Opinions">>
<</if>><<switch $justify.river>>
<<case "just">>
<<qSpeak "quincy.neutral">> Yolmar is a fishing village. It has been since the valley was settled. We've no right nor reason to force needless change upon its people for Noble convenience. <</qSpeak>>
<<case "prag">>
<<qSpeak "quincy.think">> The canals of the Barrens are only operational during the Long Day. They rerouted the Ketdei river only to leave it in disuse for half the year. Yolmar could live off the same river through all four seasons. There is no sense in depriving the people of their livelihood for a few months of cheap transport. <</qSpeak>>
<<case "options">>
<<qSpeak "quincy.think">> There is more to the matter at hand than whether or not Yolmar can eat. The Ketdei River wasn't merely a source of fish. This river was used for travel and trade. It was their connection to the rest of the North as well as their livelihood. <</qSpeak>>
<<itemShow "yolmar-barges">>
<</switch>>
<<if $justify.noViscount != "na">>
<<qSpeak "quincy.tilt">> As for the other proposed solution... the titling of a new Viscount in Amalugh's Cradle... <</qSpeak>>
<</if>>
<<switch $justify.noViscount>>
<<case "decade">>
<<qSpeak "quincy.lookaway">> To revive the woods years after the departure of Yolmar's Viscount - long after the people have moved on - is misaimed. It is a gift no one asked for. <<if $justify.river != "just">>A needless change thrust upon a town that has already lost much to hardship.<</if>> <</qSpeak>>
<<case "noWant">>
<<qSpeak "quincy.lookaway">> I don't believe titling a new Noble to the valley would mend things. The people here pride themselves on their independence. Forcing a new Viscount upon them would only draw attention to the discrepancy between what they need and what they have been given. Whichever Noble would accept this title would only become the target of their frustrations. <</qSpeak>>
<<if setup.hasItem("yolmar-noblehate")>>
<<itemShow "yolmar-noblehate">>
<</if>>
<<case "long">>
<<qSpeak "quincy.lookaway">> Even with the help of a Viscount's meur, it would be a long time before <<if $justify.river == "na">>Yolmar's<<else>>those<</if>> woods were able to support the town. Longer than Yolmar has, I fear. A green conductor can grow trees in poor soil, yes, but <<if setup.hasTrait("dense")>>he cannot grow animals to hunt<<else>>it could take seasons before its animals return<</if>>. <</qSpeak>>
<<itemShow "yolmar-badwoods">>
<<case "fish">>
<<qSpeak "quincy.lookaway">> I see no point in placing all responsibility on a conductor when the town is well-served by the river's bounty. The Ketdei is a natural feature of the land. Why trade a river rife with fish year-round for a fragile routine built upon the back of a single individual? <</qSpeak>>
<<showItem "yolmar-manyfish">>
<</switch>>
<<switch $justify.summary>>
<<case "right">>
<<if setup.hasRep("rebel")>>
<<qSpeak "quincy.furrow">> This town has been wronged terribly by Noble hands. Truly, this is the only just option. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> This town has been wronged terribly by Noble hands... drastic as it may be, this is our only just option. <</qSpeak>>
<</if>>
<<case "rebel">>
<<if setup.hasRep("rebel")>>
<<qSpeak "quincy.furrow">> We cannot hope to accomplish anything as a Convoy if we are not willing to take risks and correct injustice. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> We cannot hope to succeed as a Convoy if we are not willing to take... drastic measures to correct injustice. <</qSpeak>>
<</if>>
<</switch>><<include "S1E3: Reconvene Dam Exp">>
<<text>>
A simple statement of fact will suffice.
``Those who disagree would have disagreed no matter your rationalization, after all.
<</text>>
<<speak "lucas.weary">> ...Really, Quintrell? //That's// how you've decided to explain it? <</speak>>
<<speak "dangelo.smilestress">> Quince. You're joking, right? That can't be //it.// If you're gonna give mad orders, you gotta at least give the //method// for that madness. <</speak>>
<<qSpeak "quincy.neutral">> I've made my decision, D'Angelo, and it is final. <</qSpeak>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
<<speak "dangelo.smilenervous">> @@.surprise;But I thought--@@ but the Lords are gonna //hate this,// man! You're pokin' the hare! <</speak>>
<<else>>
<<speak "dangelo.smilenervous">> //@@.lilt;Sheesh!@@// ``Guess I can't say I'm surprised... man, the Lords're gonna hate this...! You're really pokin' the hare with this one... <</speak>>
<</if>>
<<speak "lucas.glasses">> *The Prince gives a disdainful sniff.* The Lords will survive, and so will you. <<if $tempQ.yolmar.vibes <= 1>>Were you not the man who said we needed to trust Quintrell's judgment as the Convoy's Right Hand?<</if>> <</speak>>
<<if $tempQ.yolmar.vibes <= 1>>
<<speak "dangelo.unsure">> Well... <</speak>>
<</if>>
<<speak "imani.neutral">> Indeed. Yolmar will starve without the river. The Lords will not. <<if $justify.summary == "rebel">>I am with Quintrell here; by restoring the river<<else>>In this act<</if>>, the Convoy makes clear that the life of a common man is of more worth than a few Noble guilders. <</speak>>
<<speak "kaitos.glance">> Say, uh... which Lords you think'll be mad? Do we know? <</speak>>
<<speak "vicky.indifferent">> Nope. <</speak>>
<<speak "imani.furrow">> Would it change the morality of the situation if we did? <</speak>>
<<speak "kaitos.look">> *He makes an indecisive noise.* Guess not... <</speak>>
<<if hasVisited("S1E3: Camp Elijah SQ Return")>>
<<speak "elijah.frown">> I understand <<if $justify.noViscount != "na">>why you might be reticent<<else>>your reticence<</if>> to title a new Viscount to the valley, but... I suppose you've made your choice. <</speak>>
<<speak "elijah.think">> I do hope you know what you are getting into... <</speak>>
<<else>>
<<speak "elijah.confused">> Well, I suppose you've made your choice. I //do// hope you know what you are getting into... <</speak>>
<</if>><<text>>
There is an air of restless suspense as your companions take in your words. You are committing the Convoy to an act of great consequence, and every one of your Convoymen knows this. Your brother, jaw clenched in apprehension, is the first to volunteer his disapproval.
<</text>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
<<speak "dangelo.smilestress">> @@.lilt;Unbelievable.@@ And I thought we were on the same page...! <<if $justify.noViscount == "na">>Now I don't even know if we're reading the same book.<</if>> <</speak>>
<<else>>
<<speak "dangelo.eyeroll">> @@.singsong;Sheesh!@@ Well, can't say I'm surprised...<<if $justify.noViscount == "na">> Confused, sure. But surprised? Nah.<</if>> <</speak>>
<</if>>
<<if $justify.river == "prag" || $justify.river == "options" || $justify.noViscount == "long">>
<<speak "dangelo.thinkinghard">> I mean, I get some of the points you got there, but... <<if $justify.summary == "right">>you got a weird idea of "just." <</if>> <</speak>>
<</if>>
<<speak "dangelo.yeesh">> Look, man - you're opening a jar and you're not prepared for the jelly. The Lords who paid good coin to have that dam built? They're gonna be //pissed.// <</speak>>
<<speak "lucas.glasses">> *The Prince gives a disdainful sniff.* Those Lords will survive, and so will you. <<if $tempQ.yolmar.vibes <= 1>>Were you not the man who said we needed to trust Quintrell's judgment as the Convoy's Right Hand?<</if>> <</speak>>
<<if $tempQ.yolmar.vibes <= 1>>
<<speak "dangelo.unsure">> Well... <</speak>>
<</if>>
<<speak "imani.neutral">> Indeed. Yolmar will starve without the river. The Lords will not. <<if $justify.summary == "rebel">>I am in agreeance with Quintrell; by restoring the river<<else>>By this act<</if>>, the Convoy makes clear that the life of a common man holds greater worth than a few Noble guilders. <</speak>>
<<speak "dangelo.yeesh" >> That sounds nice and all, but I ''really'' don't think you guys understand how hard you're pokin' the hare with this one. <</speak>>
<<speak "vicky.smirk">> @@.lilt;Oh, they don't one bit!@@``But, orders're orders, eh, Guard-Captain? <</speak>>
<<speak "dangelo.smilenervous">> <sup>That they are...</sup> <</speak>>
<<speak "vicky.wink">> Hey, least we get to see somethin' big fall over! That'll be a good time. *She snickers, patting D'Angelo on the back like one might reassure an anxious dog.* <</speak>>
<<speak "dangelo.smilestress">> *He forces a nod of agreement.* <</speak>>
<<text>>
With D'Angelo's relent, your loudest opposition has been quelled. There are others who have their misgivings, but none who would stop you.
<</text>>
<<speak "kaitos.idle">> Well, I don't really like the whole... //this,// but it's not really my call, so. Guess I don't care much either way. <</speak>>
<<if hasVisited("S1E3: Camp Elijah SQ Return")>>
<<speak "elijah.frown">> I understand <<if $justify.noViscount != "na">>why you might be reticent<<else>>your reticence<</if>> to title a new Viscount to the valley, but... I suppose you've made your choice. If these are your orders as Right Hand, then I will not argue. <</speak>>
<<speak "elijah.think">> I fear this could bring far more trouble than you anticipate. I hope you know what you are getting into... <</speak>>
<<else>>
<<speak "elijah.frown">> I fear this will bring far more trouble than you anticipate. But, if those are your orders as Right Hand, I suppose I cannot argue... <</speak>>
<</if>><<set _explainMissing to 0>>
<<toneGain "dangelo">>
<<toneGain "elijah">>
<<toneLoss "imani">>
<<switch $justify.viscount>>
<<case "obvious">>
<<toneGain "dangelo">>
<<case "soil">>
<<toneGain "dangelo">>
<<case "repair">>
<<case "na">>
<<set _explainMissing++>>
<</switch>>
<<switch $justify.noRiver>>
<<case "danger">>
<<toneLoss "vicky" "fun">>
<<case "scratch">>
<<case "enemy">>
<<toneGain "elijah" "intent">>
<<case "move">>
<<toneGain "kaitos" "insight">>
<<case "na">>
<<set _explainMissing++>>
<</switch>>
<<switch $justify.summary>>
<<case "win">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah" "intent">>
<<case "safe">>
<<case "na">>
<<set _explainMissing++>>
<</switch>>
<<idealTracker "orthodox">>
<<if setup.hasRep("rebel") && $justify.summary != "na">>
<<idealTracker "cunning">>
<</if>>
<<text>>
You're well aware of the rift in opinion amongst your companions. There is no choice you could make which would appease them all.
``Authority is a blade with two edges. Such a thing is dangerous to wield with indecision. <<if _explainMissing >= 2>>You mustn't allow yourself to be mired in debate and needless explanation.<<else>>And so, with <<if setup.hasTrait("dense")>>as much thought and care as you can muster<<else>>great care<</if>>, you give both order and rationale.<</if>>
<</text>>
<<qSpeak "quincy.neutral">> The Prince will be titling a new Noble to Amalugh's Cradle to tend field and forest. <</qSpeak>>
<<if _explainMissing >= 2>>
<<set $tempQ.yolmar.justifyScore to false>>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<toneLoss "dangelo" "mettle">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "elijah" "intent">>
<<toneLoss "vicky" "fun">>
<<include "S1E3: Reconvene Viscount MissingExp">>
<<else>>
<<set $tempQ.yolmar.justifyScore to true>>
<<include "S1E3: Reconvene Viscount Exp">>
<<include "S1E3: Viscount Opinions">>
<</if>><<set _imaniDisappoint to 1>>
<<switch $justify.viscount>>
<<case "obvious">>
<<qSpeak "quincy.think">> I find it hard to see this as anything but the obvious solution. Yolmar has suffered great neglect. We cannot end this neglect without Noble presence, and it is perfectly within our power to appoint such a presence. There is a simple answer, and we've no reason to complicate it. <</qSpeak>>
<<case "soil">>
<<qSpeak "quincy.think">> We know that Yolmar has relied on both fishing and agriculture in the past. Regardless of whether the dam stands or falls, the soil of this region is poor, and it will continue to degrade without the care of a green conductor. <</qSpeak>>
<<itemShow "yolmar-soil">>
<<case "repair">>
<<qSpeak "quincy.think">> Yolmar's trust in the Second Estate has been terribly wounded. We cannot hope to mend that trust through further neglect. The only way we can make things right is to appoint a Viscount with greater scruples than the man who held the title prior. <</qSpeak>>
<<if setup.hasItem("yolmar-noblehate")>>
<<itemShow "yolmar-noblehate">>
<</if>>
<</switch>>
<<if $justify.noRiver != "na">>
<<qSpeak "quincy.neutral">> As for the river... <</qSpeak>>
<</if>>
<<switch $justify.noRiver>>
<<case "danger">>
<<qSpeak "quincy.tilt">> It has been half a year since the Barrens Dam was built. We've no idea if destroying it now will return the river exactly as it was, and there is too much at stake to take that risk on hope alone. <</qSpeak>>
<<case "enemy">>
<<set _imaniDisappoint++>>
<<qSpeak "quincy.lookaway">> We cannot afford to make enemies of Lord Kagthur and the other Noblemen invested in the mines. <</qSpeak>>
<<case "move">>
<<qSpeak "quincy.tilt">> The rest of Kagthur has moved on. The dry river makes for easy travel through the southern mountains, and now Gharkan flourishes. We must help Yolmar, but not at the cost of its neighbors. <</qSpeak>>
<</switch>>
<<switch $justify.summary>>
<<case "win">>
<<set _imaniDisappoint++>>
<<if setup.hasRep("rebel")>>
<<qSpeak "quincy.neutral">> A Noble titled in Amalugh's cradle would benefit all. The town would be fed and cared for - without <<if $justify.noRiver == "move">>harm to other towns or <</if>>incurring the wrath of men in power. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> To have a Noble titled in Amalugh's cradle would benefit all. The town would be fed and cared for - without <<if $justify.noRiver == "move">>harm to other towns or <</if>>needless conflict. <</qSpeak>>
<</if>>
<<case "safe">>
<<if setup.hasRep("rebel")>>
<<set _imaniDisappoint-->>
<<qSpeak "quincy.think">> The Fifth Convoy is in its infancy. We are too new to <<if $justify.noRiver == "enemy">>draw such negative attention to ourselves<<else>>create enemies with such power<</if>>. Until we are better established, we must act carefully. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> The Fifth Convoy is in its infancy. To act rash now would call our credibility into question and sabotage our future. <</qSpeak>>
<</if>>
<</switch>><<include "S1E3: Reconvene Viscount Exp">>
<<text>>
A simple statement of fact will suffice.
``Those who disagree would have disagreed no matter your rationalization, after all.
<</text>>
<<speak "lucas.weary">> Wait... that's it, then? You've nothing else to say on the matter? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "lucas.stressed">> You're going to be the death of me one of these days, Quintrell. <</speak>>
<<set _dangeloFollowup to true>>
<<if $justify.summary == "safe" && $cFlags.imani.symbol>>
<<speak "imani.neutral">> I suppose I cannot argue against the merits of a tactful approach. <</speak>>
<<set _dangeloFollowup to false>>
<<elseif $justify.summary == "safe">>
<<speak "imani.lookaway">> I suppose I cannot argue against the merits of a tactful approach... <</speak>>
<<set _dangeloFollowup to false>>
<<else>>
<<speak "imani.lookaway">> Hmph. <</speak>>
<</if>>
<<if _dangeloFollowup>>
<<speak "dangelo.silly">> Sorry, Nini. We're a Convoy, not Barehanders. We're not settin' fire to //THIS// problem. <</speak>>
<<speak "lucas.annoyed">> The Brothers' methods are neither here nor there, Barghur! The Fifth Convoy is too new not to mind its reputation - that is all! <</speak>>
<<else>>
<<speak "dangelo.silly">> @@.lilt;Phew!@@ That's a relief. <</speak>>
<<speak "imani.furrow">> Pardon? <</speak>>
<<speak "lucas.scowl">> //Excuse me?// What is THAT supposed to mean? <</speak>>
<</if>>
<<speak "dangelo.neutral">> <<if _dangeloFollowup>>Whatever.<<else>>Don't worry about it.<</if>> I'm just glad to hear we're doing things smart. <<if $justify.viscount == "obvious">>It's like Quin says: we<<else>>We<</if>> got a perfectly good solution here; no need to complicate it. Not every problem will be easy, but this one is. So, let's enjoy easy while it stays easy, yeah? <</speak>>
<<speak "vicky.cackle">> Yep! Why make enemies now when we can make enemies later? <</speak>>
<<speak "elijah.bashful">> I'd rather we not make enemies at all... <</speak>>
<<speak "kaitos.glance">> *Kaitos nods slowly. Who knows which statement he's agreeing with.* <</speak>><<text>>
There is an air of restless suspense as your companions take in your words. Imani in particular looks upon you with a sense of wariness. <<if _imaniDisappoint >= 2>>Wariness, and... disappointment. Hers is a cold and uncomfortable judgment.<<else>>Hers is an uncomfortable judgment... but you have never known her to be unreasonable.<</if>>
<</text>>
<<if _imaniDisappoint >= 2>>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<speak "imani.lookaway">> Hm. How disappointing. <</speak>>
<<speak "lucas.weary">> It is a tad //anticlimactic,// I admit. But, as much as I'd have liked to cut to the heart of the matter and turn that wretched dam to ash... Quintrell is right. We cannot afford to push the bounds of our authority. Not yet. <</speak>>
<<else>>
<<toneLoss "imani">>
<<if $justify.summary == "safe">>
<<speak "imani.think">> I suppose I cannot argue against the merits of a tactful approach. <</speak>>
<<else>>
<<toneLoss "imani">>
<<if $cFlags.imani.symbol>>
<<toneLoss "imani" "insight">>
<<toneLoss "imani">>
<</if>>
<<speak "imani.tilt">> I suppose I cannot argue. <</speak>>
<</if>>
<</if>>
<<speak "imani.lookaway">> <<if _imaniDisappoint >= 2>>I'm aware. And, though I may have my reservations, there<<else>>There<</if>> is no denying that a tended wood is a gift. <<if $justify.noRiver == "move">>One which does not threaten Yolmar's neighbors, or make enemies.<<else>>One which does not make enemies of nearby nobility.<</if>> <</speak>>
<<if _imaniDisappoint < 2>>
<<speak "lucas.weary">> Believe me when I say I'd have liked to cut to the heart of the matter and turn that wretched dam to ash myself. This decision was not an easy one to make. <</speak>>
<</if>>
<<text>>
With Imani's acquiescence, the lingering tension disperses. You are not the only one to feel the change in air; the difference in your brother's demeanor is immediate. <<if $tempQ.yolmar.tempSolution == "dam">>He expels a massive sigh of relief.<</if>>
<</text>>
<<if $tempQ.yolmar.tempSolution == "dam">>
<<speak "dangelo.surprised">> //@@.singsong;Phew!@@// That's a relief. For a moment there I was worried all three of you'd go mad together. <</speak>>
<<speak "vicky.incredulous">> @@.surprise;Whew!@@ Wouldn't that've been a mess. <</speak>>
<<speak "dangelo.neutral">> Good to see you saw reason, Quince. There's just... too much that could go wrong there, you know? <</speak>>
<<speak "elijah.nervous">> Yes. I am very pleased to see reason prevail! <</speak>>
<<else>>
<<speak "dangelo.surprised">> @@.singsong;//Phew!//@@ That's a relief. <</speak>>
<<speak "dangelo.silly">> I wasn't sure you'd be able to talk 'em down. <</speak>>
<<speak "vicky.incredulous">> Yeah, then we'd have to solve this the old fashioned way. Y'know, violence. *She snickers.* <</speak>>
<<speak "lucas.bigmad">> ON THE CONTRARY, we are all ''men and women of reason'' here, Barghur! <</speak>>
<<speak "elijah.bashful">> And I'm quite glad for it! <</speak>>
<</if>>
<<speak "elijah.neutral">> We all want what's best for Yolmar. To those ends, it is best to keep a level head! <</speak>>
<<speak "kaitos.thinking">> *Kaitos nods slowly. You're unsure which statement his nod is in agreeance of.* <</speak>><<if $justify.key == "green">>
<<updateTask "13-yolmar" "green">>
<<else>>
<<updateTask "13-yolmar" "dam">>
<</if>>
<<include "S1E3: Remove EQ Items">>
<<include "S1E3: Remove Justify Items">>
<<if $justify.key == "green">>
@@.next;[[Continue.|S1E3: Bridge Goodbye Green]]@@
<<else>>
@@.next;[[Continue.|S1E3: Bridge Goodbye Dam]]@@
<</if>><<text>>
You retreat into the hills for the remainder of the evening. In a secluded crook, you drop to your knees and leave yourself there. $licorice, ever considerate, tucks her feet beneath her body and lays her great head in your lap. You remove your gloves and run your fingers through her fur. It is a chilly evening for bare hands, but exchanging unicorn hide for silken hare fur is more than an even trade. You stroke her velvet nose and soft ears until you regain your senses.
<</text>>
<<set _licDesc to ""+$licorice+" lays her great head in Quincy's lap.">>
<<imgLayer 3 "3_licoricelap.png" _licDesc `["modeNeutral"]`>>
<<print setup.imgLayer(3,"3_licoricelap_base.png",false,"body")>>
<<print setup.imgLayer(3,"3_licoricelap_sheen.png",false,"sheen")>>
<<print setup.imgLayer(3,"3_licoricelap_eye.png",false,"eye")>>
<<print setup.imgLayer(3,"3_licoricelap_lines.png",false)>>
<<print setup.imgLayer(3,"3_licoricelap_hand.png")>>
<</imgLayer>>
<<timebreak "night">>
<<text>>
By the time you return to camp, it is late. The roaring campfire is nearly embers now, and the only men who still stir are those on the night watch. They greet you with a quiet //"Duke Quintrell, sir,"// and you return the gesture with a tip of the hat. You haven't learned the names of the guardsmen.
<</text>>
@@.next;<<link "Retire to your tent." "S1E3: Bridge Portion2">><<passiveCheck 1 `["emp",setup.DCKey["medium"]]`>><</link>>@@<<text>>
Lucas startles awake upon your entry. He does not have enough of his wits about him to pry about where you've been or your pending decisions; the only question on his mind is who bothers him at this hour. Once he sees that it is only you, he is content to grumble, wriggle deeper into the cocoon he's made of his sheets, and return to slumber.
<</text>>
<<timebreak "morning">>
<<text>>
You expect further inquiry in the morning, but discussion remains light and brief. The Prince tells you he is //"ready to discuss matters when you are,"// but you do not know when that will be. He is content in not knowing, though. At least for now.
``It is not only Lucas. You find little acknowledgement of the evening prior anywhere. Instead, there is simply an //absence of discussion// wherever the topic arises. Conversation amongst your companions is like moth-eaten cloth: it would be normal, if not for the holes. As a result, there is an air of peace about camp as you go about your morning routines and prepare for a dull day of bridge repairs. Even Pegasus, an interloper, is given a mild good morning and a warm breakfast.
<<if !setup.checkPass(1)>><p>You cannot say why, but you find it terribly uncanny.</p><</if>>
<</text>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
At first, you're unsure why you find this peace so uncanny. But, then you realize... the reason there are no arguments over what comes next is because //you// are the arbiter of Yolmar's future. There is no need to be angry with //one another// when any choice, right or wrong, is //yours.// Their frustrations lie in wait, crouched in the bushes and ready to spring should the situation present itself.
<</text>>
<</if>>
@@.next;[[It's going to be a long day.|S1E3: Bridge Portion3]]@@<<locationBoardSetup `[
{img:"place/yolmar_dryriver.png"},
{img:"place/yolmar_bridge.png"},
{img:"object/planks.png"}
]`>>
<<location "kagthur" `["The Broken Bridge","Amalugh's Cradle"]`>>
<<text>>
Today is the first day you've seen the valley in clear weather. Without a thick blanket of fog haunting the lowlands, the reality of Amalugh's Cradle is laid plain before your eyes. It is a stark place with not much to see. The late spring has done it no favors; its "greenery" lies dormant, and so the valley is as ugly as your ride from Demons' Grove. What few features of note it possesses lie scattered across swathes of barren tundra. Having ridden across the valley from end to end, you know it is not terribly large, but this emptiness creates an illusion of great distance nevertheless.
``D'Angelo saw no reason to bring the lumber from yesterday's logging into the hills for safekeeping, and so it was left in a heap beside the broken bridge overnight. The planks would have to be brought back down into the valley for the repairs to be made anyway, he reasoned, and the idea of //lumber banditry// was deemed too absurd to entertain.
``Having traveled the far North, you know lumber banditry is not as preposterous as he imagines. But, his planks went undisturbed by thieves, and so your correction goes unappreciated.
<</text>>
<<speak "dangelo.neutral">> @@.singsong;Pfft!@@ You're such a worrier, man. It's just some wood. Not even good wood! C'mon! <</speak>>
<<qSpeak "quincy.lookaway">> ...I don't think Father would appreciate you using Chaya's teeth for this. <</qSpeak>>
<<speak "dangelo.silly">> Aw, but my baby girl @@.lilt;loves@@ eating wood! <</speak>>
<<text>>
He rocks the jaw of his scythe against the plank once more for emphasis. The sound of demon's teeth tearing through wood makes <<snout "your hair stand on end" "every fur on your body stand on end">>. You desperately wish that he would use a saw like a sane man would. Even beyond the terrible noise it makes, the position is awkward and terribly inefficient: he clutches the relic by the bottom of the jawbone and so the pole flails wildly with each movement. It's a terribly disrespectful way to treat <<if setup.hasTrait("moleman")>>a priceless relic, never mind the wood<<else>>the wood, never mind a priceless relic<</if>>. Worst of all, it doesn't even make a clean cut.
<</text>>
<<qSpeak "quincy.tilt">> Never mind. Just - you forgot to assign me a task. Give me work, and I'll leave you to your blasphemous abuse of <<if setup.hasTrait("moleman")>>precious meurian bone<<else>>good lumber<</if>>. <</qSpeak>>
<<speak "dangelo.unsure">> *His sawing slows.* I didn't forget. I just thought, well, we got more than enough men for this job, and I figured that you and Princey might want to, you know... <</speak>>
<<speak "dangelo.smilenervous">> ...Take the day to <<if $tempQ.yolmar.tempSolution == "viscount">>talk things out<<else>>think on things<</if>>? <</speak>>
<<qSpeak "quincy.lookaway">> ...Ah. <</qSpeak>>
<<text>>
Your brother offers you a <<if $tempQ.yolmar.tempSolution == "viscount">>pitying<<else>>pleading<</if>> smile, then resumes his sawing.
<</text>>
@@.next;[[You probably should.|S1E3: Bridge Get Lucas]]@@<<text>>
<<if $tempQ.yolmar.tempSolution == "viscount">>You don't believe the Prince is angry with you<<if $tempQ.yolmar.vibes <= 1>> - not angry about //this,// anyway<</if>>. His behavior this morning resembles neither hot indignance nor cold fury; he fidgets and stammers instead. You suspect his reluctance to speak with you is, in truth, born of embarrassment: he had expected you to agree with the destruction of the Barrens Dam without hesitance.<<else>>The Prince has been reluctant to speak all morning. He fidgets and stammers whenever you exchange words, as though he is afraid that you might redact your approval of his idea at any moment. You haven't pressed the matter, as you have yet to decide whether this fear of his holds truth.<</if>>
``You find him a small ways upriver, perched on a still-standing dock with his legs dangling over the dry bed. He, like you, must have expected that he would be aiding in the bridge-building somehow, for he is without a book or anything else to occupy himself with. Bereft of a meaningful distraction, he stares down at his gloves with a pensive face.
``The rickety old dock might hold his weight, but you don't trust that it will hold yours in addition. You address him from the bank.
<</text>>
<<if $bond != false && $tempQ.yolmar.tempSolution == "viscount">>
<<qSpeak "quincy.tilt">> Lucas... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Lucas. <</qSpeak>>
<</if>>
<<speak "lucas.glance">> Quintrell... <</speak>>
<<speak "lucas.neutral">> Your brother chased me off. Told me we had "too much to talk about" to waste our thoughts on boards and nails. <</speak>>
<<qSpeak "quincy.neutral">> He told me about the same. <</qSpeak>>
<<speak "lucas.eyeroll">> I suppose, then, we must begin the laborious process of realizing why //my solution// will //never work.// <</speak>>
<<choose>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
[[It's an extreme solution. You can't fault others for having doubts.|S1E3: Bridge Get Lucas2][$response to "doubts"]]
[[I don't know if it's appropriate to say "never."|S1E3: Bridge Get Lucas2][$response to "never"]]
<<else>>
[[I still think there's merit in the idea.|S1E3: Bridge Get Lucas2][$response to "merit"]]
[[It's an extreme solution. You can't fault others for having doubts.|S1E3: Bridge Get Lucas2][$response to "doubts"]]
<</if>>
<</choose>><<text>>
You offer him a shrug of sympathy.
<</text>>
<<switch $response>>
<<case "doubts">>
<<qSpeak "quincy.lookaway">> It's an extreme solution. Of course it will raise doubts. <</qSpeak>>
<<speak "lucas.eyeroll">> Yes, that's to be expected. But even so - I didn't expect it to raise //mine.// <</speak>>
<<speak "lucas.glance">> I can't deny <<if $tempQ.yolmar.tempSolution == "viscount">>it is as you said: demolishing the dam invites enemies...<<else>>your brother's point. Demolishing the dam will surely make enemies for the Convoy...<</if>> and we must be cautious with the enemies we make whilst our Convoy is still so young. <</speak>>
<<case "never">>
<<toneGain "lucas">>
<<qSpeak "quincy.think">> I don't know if it's appropriate to say "never." But... <</qSpeak>>
<<speak "lucas.glance">> <<if $tempQ.yolmar.tempSolution == "viscount">>But it is as you said: demolishing the dam invites enemies...<<else>>But your brother has a point. Demolishing the dam will surely make us enemies along the way...<</if>> and we cannot be frivolous about the enemies we make when our Convoy is still so young. <</speak>>
<<case "merit">>
<<toneGain "lucas">>
<<qSpeak "quincy.think">> I still think there's merit to the idea of bringing down the Barrens Dam. <</qSpeak>>
<<speak "lucas.eyeroll">> Of course there is. A more satisfying solution to this whole mess couldn't be crafted by The Architect Himself! <</speak>>
<<speak "lucas.annoyed">> But... even so... your brother has a point. Demolishing the dam will surely make us enemies along the way... and we cannot be frivolous about the enemies we make when our Convoy is still so young. <</speak>>
<</switch>>
<<text>>
<<if $tempQ.yolmar.tempSolution == "viscount" || $response == "doubts">>Now that the blaze of his initial excitement has died down, he acknowledges this plainly. It comes as a relief.<<else>>You are surprised to hear him speak this way - to admit the likes of D'Angelo might have a point.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> ...Have you lost faith in the idea, then? <</qSpeak>>
<<speak "lucas.neutral">> Not exactly. *He sighs, kicking a foot through imagined water.* I'm... reassessing. What is just and what is pragmatic do not always align. A choice must be made, and I would not blame you if you chose pragmatism. <</speak>>
<<qSpeak "quincy.tilt">> Lucas... <</qSpeak>>
<<speak "lucas.thinking">> Ideally, I'd like to be thorough in our considerations. To have this decision be something we've the utmost confidence in. All angles examined, all possibilities accounted for. <</speak>>
<<speak "lucas.devastated">> But... every day we spend in one village is one less day spent in another. We simply haven't the time to be thorough. The Council made sure of that. <</speak>>
<<text>>
Indeed. Of the year you have been given, you have spent a twelfth of that on preparations, two days on horseback, and three in Yolmar. A decision must be made today, if you've any hope of keeping to the impossible schedule you've been assigned.
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> We haven't the time to be thorough in all things, but we can be thorough with the time we do have. <</qSpeak>>
<<qSpeak "quincy.neutral">> Come. We are Convoy Prince and Right Hand. Let's act the part. <</qSpeak>>
<<speak "lucas.neutral">> ...Right. Of course. <</speak>>
<<else>>
<<qSpeak "quincy.think">> Then we waste time speaking of how little time we have. <</qSpeak>>
<<speak "lucas.weary">> *He cranes over his shoulder with a weary squint.* Eh? <</speak>>
<<qSpeak "quincy.neutral">> Come. We'll think on it. <</qSpeak>>
<<speak "lucas.glance">> ...Right. Of course. <</speak>>
<</if>>
<<text>>
Truth be told, you're uncertain what <<if setup.hasRep("ambition")>>"acting the part"<<else>>"thinking on it"<</if>> entails just yet. All you know is that you must figure this out yourselves.
<</text>>
<<addParty "lucas">>
@@.next;[[Continue.|S1E3: Bridge Camp]]@@<<set _spokenTo to 0>>
<<if hasVisited("S1E3: Bridge Vicky")>>
<<set _spokenTo++>>
<</if>>
<<if hasVisited("S1E3: Bridge Elijah")>>
<<set _spokenTo++>>
<</if>>
<<if hasVisited("S1E3: Bridge Kaitos")>>
<<set _spokenTo++>>
<</if>>
<<if hasVisited("S1E3: Bridge Imani")>>
<<set _spokenTo++>>
<</if>>
<<qSpeak "quincy.think">> I think we'd best head back to camp and discuss our options. <</qSpeak>>
<<if _spokenTo == 0>>
<<toneLoss "lucas">>
<<speak "lucas.weary">> You don't want to consult any of our Convoymen first? Not even Miss Khatar...? <</speak>>
<<text>>
You shake your head. <<if $bond == "imani">>As much sway as her opinion holds with you, t<<else>>T<</if>>his choice belongs to you and the Prince alone.
<</text>>
<<speak "lucas.glance">> ...I see. <</speak>>
<<elseif _spokenTo <= 1>>
<<speak "lucas.surprised">> What? But we <<if _spokenTo == 0>>didn't<<else>>hardly<</if>>-- <</speak>>
<<speak "lucas.annoyed">> Oh, never mind...! <</speak>>
<<qSpeak "quincy.lookaway">> Is something the matter? <</qSpeak>>
<<speak "lucas.glance">> It's fine. Let's get on with it. <</speak>>
<<else>>
<<speak "lucas.glance">> Yes. We'd best. <</speak>>
<</if>>
<<text>>
Your companions have toiled all morning, and Yolmar's bridge looks perhaps a tenth finished for all their efforts. But the day is young. They have time. You wish the same could be said for Lucas and yourself. There is a proper way to build a bridge, agreed upon by both the craftsmen who build them and the laymen who tread across them day after day. There is no such frame of reference for being Right Hand, or the Convoy Prince.
``You inform D'Angelo of your intent, and take your leave.
<</text>>
@@.next;[[Return to the hills.|S1E3: Bridge Camp End2]]@@<<img 3 "3_optiondiscuss.png" "Lucas and Quincy discuss their options." `["img-max"]`>>
@@.next;[[Continue.|S1E3: Reconvene Decide]]@@<<locationBoardSetup `[
{img:"land/forest_brittle.png",text:"It has //trees// as a wood should, but the varying pines, spruces and cedars grow in thin, sickly spindles. They are spaced at intervals so regular it must be by conductor hands, but without their tender, they've grown malnourished."},
{img:"land/forest_stump.png",text:"No lichens cover the canopy floor, no salmonberry bushes provide vegetation. The only thing between the trunks are the stumps of trees felled decades ago, the occasional stubborn tuft of grass, and boot-sucking mud."},
{img:"land/grass_dead.png",text:"It is far too quiet. No forest should be silent. From far away, a Northern Jay makes its sandpaper cry, but the call hangs in the air, unanswered."}
]`>>
<<location "kagthur" `["Cradle Woods","Amalugh's Cradle"]`>>
<<locationDesc>>
<<processTxt>>
The woods outside of Yolmar can hardly be called such.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: Exploration Woods 2]]@@<<text>>
In fact, it is so quiet that D'Angelo's booming voice reaches your ears long before you ever see him.
<</text>>
<<speak "dangelo.yeesh" `["shadow"]` >> @@.surprise;What're you doing?@@ Don't cut ''THAT'' one! <</speak>>
<<text>>
Your brother's rectangular form comes into view through the anemic, twisted trunks. He stands at the bottom of the slope, encircled by his men, scythe slung over one shoulder. One guard is frozen mid-axe swing, an apprehensive look on his face.
<</text>>
<<speak "convoyGuard1.neutral" >> Why not? *Asks the man holding the axe.* <</speak>>
<<speak "convoyGuard2.neutral" >> I thought our orders were to chop, sir. *Says a man who isn't.* <</speak>>
<<speak "dangelo.silly" >> They are! *D'Angelo replies, grabbing the guard's arm. He reposes him like a doll so that the axe rests at his side instead.* But we gotta be //careful-like// here. We can't go cutting things down all willy-nilly! <</speak>>
<<speak "dangelo.surprised">> We should only be chopping trees, like, uh... *His eyes pass right over the larger, greener spruces and come to rest upon a thin, middling pine instead.* @@.lilt;Oooh, like this one!@@ <</speak>>
<<if setup.hasTrait("greenmeur") || setup.hasTrait("cleithro")>>
<<text>>
His choice confuses the men. But to you, <<if setup.hasTrait("greenmeur")>>a man who majored in green meur<<else>>a man well-versed in the ways of wood<</if>>, his reasoning is obvious.
<</text>>
<<qSpeak "quincy.think">> Ah. So you are logging smaller trees, so as not to disturb the old-growth. <</qSpeak>>
<<else>>
<<text>>
His selection confuses you.
<</text>>
<<qSpeak "quincy.eyebrow">> Really. Why that one? <</qSpeak>>
<</if>>
<<text>>
Your interjection causes something of a panic among the men, and within a few seconds you find the muzzles of a dozen rifles pointed in your direction. D'Angelo even brandishes Chaya, his body tense, only to drop his shoulders and hiss his teeth. <<if hasVisited("S1E3: ExYol Hall")>>Somehow, you've managed to startle once again.<</if>>
<</text>>
<<speak "dangelo.yeesh" >> @@.singsong;Man!@@ You //gotta// learn how to intrude on a conversation without scarin' the piss outta everyone! <</speak>>
<<choose>>
[[My apologies.|S1E3: Exploration Woods 3][$response to "sorry"]]
[[I'll make a note of it.|S1E3: Exploration Woods 3][$response to "k"]]
[[It's not a priority of mine right now.|S1E3: Exploration Woods 3][$response to "prior"]]
<</choose>><<switch $response>>
<<case "sorry">>
<<qSpeak "quincy.neutral" >> Sorry. <</qSpeak>>
<<speak "dangelo.neutral" >> S'fine, little brother! *He lowers Chaya.* Nobody put a miniball through that fancy hat of yours, that's the important thing. <</speak>>
<<case "k">>
<<qSpeak "quincy.neutral" >> I'll make this a consideration in the future. <</qSpeak>>
<<speak "dangelo.neutral" >> //Pff.// *He lowers Chaya.* Good to hear! <</speak>>
<<case "prior">>
<<toneLoss "dangelo">>
<<qSpeak "quincy.neutral" >> I presently have too many responsibilities to consider that a priority. <</qSpeak>>
<<speak "dangelo.eyeroll" >> *He gives a dramatic roll of the eyes as he lowers Chaya.* <</speak>>
<</switch>>
<<text>>
The guards lower their firearms, averting their eyes in presumed embarrassment at having taken aim at the Right Hand. They shuffle aside so that you may stand next to your brother.
<</text>>
<<speak "dangelo.neutral">> So how's it goin'? <</speak>>
<<qSpeak "quincy.neutral">> Troublesome. <</qSpeak>>
<<speak "dangelo.laugh">> *He laughs. You are forced to sidestep a flailing slap on the back.* @@.lilt;I hear that!@@ <</speak>>
<<speak "dangelo.smilestress">> *However, the moment his laughter ends, his face turns weary.* @@.stutter;I'm gonna be so fuckin' @@''@@.stutter;HUNGRY@@''@@.stutter; tonight.@@ <</speak>>
<<text>>
He reverts his attention back to the ailing tree. After a thorough inspection, he takes a few steps back and readies his jawbone scythe for conduction. Your brother is a man both careless and particular about stance, and so he shifts from one foot to the other and waggles Chaya about in search of what "feels right" to him.
``You take a step back yourself so as to avoid the swing of his elbows.
<</text>>
<<if setup.hasTrait("greenmeur") || setup.hasTrait("cleithro")>>
<<qSpeak "quincy.think">> Pardon. Are you conducting //every// tree you cut? <</qSpeak>>
<<speak "dangelo.silly">> *He squints down the pole of his scythe, as though aiming a firearm.* Yuppers. <</speak>>
<<qSpeak "quincy.lookaway">> The Cradle Woods really haven't any //healthy// trees to spare? <</qSpeak>>
<<speak "dangelo.unsure">> Nopers. <</speak>>
<<itemAdd "yolmar-badwoods">>
<<else>>
<<qSpeak "quincy.eyebrow">> Are you conducting //every// tree you cut? <</qSpeak>>
<<speak "dangelo.silly">> *He squints down the pole of his scythe, as though aiming a firearm.* Yuppers. <</speak>>
<<qSpeak "quincy.lookaway">> You could simply log larger trees, you know. <</qSpeak>>
<<speak "dangelo.eyeroll">> Nopers. <</speak>>
<</if>>
<<text>>
With a deep breath, he thrusts the butt of Chaya's jaw toward the ground in a swift motion. You hear the crackling of meur in the dirt as it travels toward the tree, followed by an unearthly groaning as the trunk of the tree extends several feet higher.
<</text>>
<<speak "dangelo.unsure">> //@@.singsong;Whew!@@// *He sighs, allowing his shoulders to fall limp.* <</speak>>
<<choose>>
<<if setup.hasTrait("greenmeur") || setup.hasTrait("cleithro")>>
[[Your dedication as a conductor is admirable.|S1E3: Exploration Woods4][$response to "ded"]]
<<else>>
[[And why not?|S1E3: Exploration Woods4][$response to "why"]]
<</if>>
[[Won't that take preposterously long?|S1E3: Exploration Woods4][$response to "long"]]
<<link "@@.talk-action;With concern.@@ You're going to hurt yourself..." "S1E3: Exploration Woods4">><<set $response to "hurt">><</link>>
<<link "@@.talk-action;With judgment.@@ You're going to hurt yourself." "S1E3: Exploration Woods4">><<set $response to "hurtj">><</link>>
<</choose>><<text>>
Looking up the height of the tree, you <<if $response == "why">>feel as though you are missing something<<else>><<switch $response>><<case "ded">>cannot help but admire how he strives to protect what little health the woods have<<case "hurt">>feel a pang of exhaustion on your brother's behalf<<case "hurtj">>cannot help but feel that this is somewhat ridiculous<<case "long">>find yourself balking in disbelief.<</switch>><</if>>.
<</text>>
<<switch $response>>
<<case "ded">>
<<toneGain "dangelo">>
<<toneGain "dangelo">>
<<qSpeak "quincy.think">> Your ethic as a green conductor is admirable. <</qSpeak>>
<<speak "dangelo.silly">> @@.singsong;Thanks!@@ *He chirps, breathless.* @@.lilt;I'll remember that when I'm regrettin' it later!@@ <</speak>>
<<case "why">>
<<qSpeak "quincy.lookaway">> But... Why? There was a perfectly fine tree right over there. <</qSpeak>>
<<speak "dangelo.think">> See, to the untrained eye, sure! Fine. *He pants.* But, to a seasoned green conductor: //not// fine. <</speak>>
<<case "hurt">>
<<toneLoss "dangelo" "mettle">>
<<toneGain "dangelo">>
<<qSpeak "quincy.tilt">> You are going to hurt yourself. <</qSpeak>>
<<speak "dangelo.laugh">> So? *He laughs breathlessly.* That's why we got Elijah! <</speak>>
<<case "hurtj">>
<<toneLoss "dangelo">>
<<qSpeak "quincy.eyebrow">> This is absurd. You are going to hurt yourself. <</qSpeak>>
<<speak "dangelo.silly">> @@.singsong;That's what Elijah's for!@@ *He chirps, breathless.* <</speak>>
<<case "long">>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> But... won't it take you all day, conducting each and every tree you log? <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> But... won't it take you all day, conducting each and every tree you log? <</qSpeak>>
<</if>>
<<speak "dangelo.silly">> @@.singsong;Yuh-huh!@@ *He chirps, breathless.* Been at it all morning. And I'll be at it until sup, too. <</speak>>
<</switch>>
<<if $response != "why" && !setup.hasTrait("greenmeur") && !setup.hasTrait("cleithro")>>
<<qSpeak "quincy.lookaway">> <<if $response == "hurtj">>This is entirely unnecessary.<<else>>I don't see how this is necessary.<</if>> There was a fine tree right over there. <</qSpeak>>
<<speak "dangelo.yeesh">> Nope! *He pants.* Not fine. <</speak>>
<</if>>
<<text>>
He steals a moment to catch his breath before <<if !setup.hasTrait("greenmeur") && !setup.hasTrait("cleithro")>>explaining his rationale<<else>>continuing on<</if>>.
<</text>>
<<if setup.hasTrait("greenmeur") || setup.hasTrait("cleithro")>>
<<speak "dangelo.think">> The way I see it, a pinch of grief for me means less grief for another glove later. Less grief for Yolmar! <</speak>>
<<speak "dangelo.silly">> And the next Viscount titled here? Oh, he'll owe me big time! Maybe I'll even get an oath outta it. <</speak>>
<<else>>
<<speak "dangelo.thinkinghard">> See those? Those're //old-growth.// The next Viscount's gonna need those right where they are if he wants to get this little wood working again. <</speak>>
<<speak "dangelo.neutral">> A forest is more than just some trees. It's big trees! Small trees. Little plants and mushrooms and such. Take down all the big, established pines, and this place ain't comin' back. The smaller stuff needs the bigger stuff. <</speak>>
<<text>>
<<if setup.hasTrait("dense")>>Artless as it may be, you appreciate the simplicity of his explanation. Rarely do you hear someone explain their craft without jargon and posturing.<<else>>An overly simplistic explanation, but you understand what he means. You are, after all, a man older than age three.<</if>>
<</text>>
<<itemAdd "yolmar-badwoods">>
<<qSpeak "quincy.lookaway">> Hm. I see. <</qSpeak>>
<<speak "dangelo.unsure">> Pinch of grief for me means less grief for another glove later. Less grief for Yolmar! <</speak>>
<<speak "dangelo.silly">> That Viscount'll owe me one, eh? Maybe I'll even get an oath outta this. <</speak>>
<</if>>
<<text>>
You pause to study his face. You find no tells, but... you're //fairly certain// he is joking.
<</text>>
<<qSpeak "quincy.lookaway">> *Even so, you shake your head.* I don't think this matter would warrant an oath. <</qSpeak>>
<<speak "dangelo.eyeroll">> Well, yeah, 'cause you never give yours out. That's why everyone says you're a miser, Quin. <</speak>>
<<choose>>
[[What? I've never heard anyone say that about me.|S1E3: Exploration Woods5][$response to "huh"]]
<<link "@@.talk-action;With concern.@@ Wait... they do?" "S1E3: Exploration Woods5">><<set $response to "heem">><</link>>
[[I don't like having debts.|S1E3: Exploration Woods5][$response to "am"]]
<</choose>><<switch $response>>
<<case "huh">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> What? I've never heard anyone say that. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> What? I've never heard anyone say that... <</qSpeak>>
<</if>>
<<text>>
D'Angelo draws you to his side with one arm. Looking upon you with a pitying smile, he coos:
<</text>>
<<speak "dangelo.concern">> Quin, Quin, Quin... <</speak>>
<<speak "dangelo.think">> Remember that etiquette class in first year? You wouldn't //pretend-give// your pretend-oath for the demonstration. And you sure haven't given many since! <</speak>>
<<qSpeak "quincy.lookaway">> I don't like being indebted to another. *You mutter.* Especially not on such vague terms. <</qSpeak>>
<<case "heem">>
<<toneGain "dangelo">>
<<toneLoss "dangelo" "mettle">>
<<qSpeak "quincy.tilt">> Wait... they say I am a miser? <</qSpeak>>
<<text>>
D'Angelo draws you to his side with one arm. Looking upon you with a pitying smile, he coos:
<</text>>
<<speak "dangelo.concern">> Quin, Quin, Quin... //of course// they do. <</speak>>
<<speak "dangelo.think">> Remember that etiquette class in first year? You wouldn't //pretend-give// your pretend-oath for the demonstration. And you sure haven't given many since! <</speak>>
<<qSpeak "quincy.lookaway">> I... I suppose, but... <</qSpeak>>
<<case "am">>
<<toneGain "dangelo" "mettle">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> I don't enjoy being indebted to another. *You state.* I see no reason to volunteer. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I don't enjoy being indebted to another. *You protest.* Why would I volunteer? <</qSpeak>>
<</if>>
<<qSpeak "quincy.furrow">> Especially when the fulfillment of an oath is so... so very //vague.// <</qSpeak>>
<<text>>
D'Angelo draws you to his side with one arm. Looking upon you with laughter, he says:
<</text>>
<<speak "dangelo.laugh">> //See?// That's what I'm talkin' about, right there! <</speak>>
<<speak "dangelo.neutral">> *He tuts.* I'd expect nothin' less from the guy who wouldn't even pretend-give his pretend-oath in first year etiquette class. <</speak>>
<</switch>>
<<text>>
He gives you a fond pat on the shoulder and lets you free.
<</text>>
<<speak "dangelo.neutral">> Well, I'd better get back to tallin' up these trees if I wanna be done by sundown. And you, Quin, you oughta get back to business, yeah? <</speak>>
<<text>>
Indeed. <<if $tempQ.yolmar.foodDone>>Gharkan awaits your return<<else>>There is much which remains undone<</if>>...
<</text>>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@<<locationBoardSetup `[
{img:"settle/chapel_rural.png"},
{img:"settle/village_north_1.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Chapel","Yolmar"]`>>
<<include "S1E3: Townfamiliar">>
<<if !$tempQ.hasOwnProperty("jim")>>
<<set $tempQ.jim to {faith:false}>>
<<if $rumor.faith>>
<<set $tempQ.jim.faith to true>>
<</if>>
<</if>>
<<if hasVisited("S1E3: ExYol Chapel2")>>
<<text>>
The sight of Yolmar's chapel feels less foreboding on reentry. The warmth of the fire still flickering in its hearth is a welcome change from the cold grays that lay just outside its front door. Now that you've the time and light to examine it in detail, you find the old church a tidy little place. The pews are dusted, the holy spire polished - even the barren shelves as orderly as can be made with so little to display. There is little to see, but what is there is well-kept. Even its crudest wooden stool has been treated with dignity and care.
<</text>>
<<speak "jim.neutral">> Huh? What is it? <</speak>>
<<include "S1E3: ExYol Chapel Q">>
<<else>>
<<text>>
The sight of Yolmar's chapel feels less foreboding on reentry. The warmth of the fire still flickering in its hearth is a welcome change from the cold grays just outside the front door. Now that you've the time and light to examine it in detail, you find the old church a tidy little place. The pews are dusted, the holy spire polished - even the barren shelves as orderly as can be made with so little to display. There is little to see, but what is there is well-kept. Even the crudest wooden stool has been treated with dignity and care.
``In the aisle, Jim dutifully sweeps a broom over uneven flooring. The head of the broom is old - a third of its straws broken - and so his strokes are as irregular as the planks they brush. It looks to be a fruitless endeavor, but the chapel //is// fairly clean. You can only assume that, given enough time, his sweeping achieves //something.//
``You take a step forward. A board creaks underfoot. The boy looks up from his self-appointed chore, eyes wide as though he's seen a ghost.
<</text>>
<<speak "jim.surprised">> @@.stutter;Oh! It's-- it's you--@@ *He babbles, clutching his broom to his chest.* <</speak>>
<<choose>>
<<gate `["emp",7]` [[Apologies. I didn't mean to startle you.|S1E3: ExYol Chapel2]] "hide">><<set $response to "emp">><</gate>>
[[You sound surprised.|S1E3: ExYol Chapel2][$response to "sur"]]
[[Pay me no mind. Just having a look around.|S1E3: ExYol Chapel2][$response to "look"]]
<</choose>>
<</if>><<switch $response>>
<<case "emp">>
<<qSpeak "quincy.tilt">> Apologies. It was not my intent to startle you. <</qSpeak>>
<<text>>
You understand that you //"enter rooms in a frightening manner."// Attempts to define this flaw have failed, and <<if setup.hasTrait("shameless")>>you cannot change your ways if no one tells you which behaviors offend and why<<else>>though you have tried to alter your behavior, it has not made a difference<</if>>. Still, you are aware of the issue, if barely.
<</text>>
<<if $tempQ.jim.faith>>
<<speak "jim.surprised">> @@.stutter;I wasn't--@@ I wasn't startled! *He yips, fists tight around the broom's handle.* I just-- I didn't expect you to c-come here. <</speak>>
<<else>>
<<speak "jim.frown">> @@.stutter;I wasn't--@@ I wasn't startled! *He yips, fists tight around the broom's handle.* I just-- I didn't expect you to c-come here. <</speak>>
<</if>>
<<qSpeak "quincy.think">> ...You didn't? <</qSpeak>>
<<case "sur">>
<<qSpeak "quincy.eyebrow">> You sound surprised. <</qSpeak>>
<<if $tempQ.jim.faith>>
<<speak "jim.surprised">> @@.stutter;I'm not s--@@ I'm not surprised! *He yips, fists tight around the broom's handle.* I just-- I didn't expect you to c-come here. <</speak>>
<<else>>
<<speak "jim.frown">> @@.stutter;I'm not s--@@ I'm not surprised! *He yips, fists tight around the broom's handle.* I just-- I didn't expect you to c-come here. <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> That sounds like surprise to me. And why not? <</qSpeak>>
<<case "look">>
<<qSpeak "quincy.neutral">> Pay me no mind. Just having a look around town. <</qSpeak>>
<<speak "jim.surprised">> @@.stutter;Oh - but-- but I...@@ <</speak>>
<<text>>
His hands clasp tight around the broom's handle. As you stroll through the pews, he watches you, his eyes ever-widening beneath his tensed brow.
<</text>>
<<if $tempQ.jim.faith>>
<<speak "jim.surprised">> I d-didn't expect ''you'' to c-come here.<</speak>>
<<else>>
<<speak "jim.frown">> I d-didn't expect ''you'' to c-come here. <</speak>>
<</if>>
<<qSpeak "quincy.eyebrow">> ...Why not? <</qSpeak>>
<</switch>>
<<if $tempQ.jim.faith>>
<<speak "jim.glance">> I 'unno. *He admits.* Guess I was just... expectin' Mister-- @@.stutter;Mr. Andi--@@ expectin' //the Prince.// <</speak>>
<<speak "jim.neutral">> But... guess I shouldn't be surprised to see a man of the True Dawn in a True Dawn chapel. <</speak>>
<<if $cFlags.quincy.trueDawn>>
<<text>>
This framing seems to bring Jim some manner of relief. Deciding he has made sense of you, he relaxes.
<</text>>
<<else>>
<<set $cFlags.quincy.trueDawn to true>>
<<text>>
"A man of the True Dawn." The whole of Vestur thinks you are a follower of the North sect, and yet... This is the first time anyone within that sect has named you as one of their own.
``This framing seems to bring Jim some manner of relief. Deciding he has made sense of you, he relaxes.
<</text>>
<</if>>
<<else>>
<<speak "jim.glance">> What reason's a faithless man have to come to a house of The Architect? <</speak>>
<<qSpeak "quincy.lookaway">> You could ask the same of Lucas. <</qSpeak>>
<<speak "jim.frown">> Mister-- @@.stutter;Mr. Andi--@@ //the Prince// is //the Convoy Prince!// <</speak>>
<<qSpeak "quincy.neutral">> And I am his Right Hand. <</qSpeak>>
<<speak "jim.surprised">> Ah. *<<snout "His shoulders go slack" "His tail drops">>, and a serious look crosses his little face.* Right... right... <</speak>>
<<speak "jim.glance">> Guess that's true... <</speak>>
<</if>>
<<include "S1E3: ExYol Chapel Q">><<set _wingAsk to true>>
<<set _nomadAsk to true>>
<<set _ipAsk to true>>
<<set _canAsk to false>>
<<if hasVisited("S1E3: path jim aid wof") || $tempQ.yolmar.forgeFail>>
<<set _wingAsk to false>>
<</if>>
<<if hasVisited("S1E3: path jim aid nomads") || $tempQ.yolmar.hareFail>>
<<set _nomadAsk to false>>
<</if>>
<<if hasVisited("S1E3: path jim church")>>
<<set _ipAsk to false>>
<</if>>
<<if _wingAsk || _nomadAsk || _ipAsk>>
<<set _canAsk to true>>
<</if>><<include "S1E3: ExYol Chapel AidCheck">>
<<choose>>
<<if $tempQ.yolmar.foodDone>>
<<onceLink "I've secured aid for Yolmar." "S1E3: path jim aidsecure">><</onceLink>>
<<else>>
<<if passage() == "S1E3: ExYol Chapel">>
<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail && !hasVisited("S1E3: path jim church")>>
<<decide "a" [[I've found aid for Yolmar with Isadore's Path.|S1E3: path jim church]]>><</decide>>
<<elseif $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail && hasVisited("S1E3: path jim church")>>
<<decide "a" [[We've no other choice but to cooperate with Isadore's Path.|S1E3: path jim church return]]>><</decide>>
<<elseif !hasVisited("S1E3: path jim aid start")>>
[[I've been tasked with finding aid for Yolmar.|S1E3: path jim aid start]]
<<elseif hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal") || hasVisited("S1E3: Market Wings")>>
<<if _canAsk>>
[[I've found potential aid for Yolmar.|S1E3: path jim aid]]
<</if>>
<</if>>
<<else>>
<<if !hasVisited("S1E3: path jim aid start")>>
[[I've been tasked with finding aid for Yolmar.|S1E3: path jim aid start]]
<<elseif hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal") || hasVisited("S1E3: Market Wings")>>
<<if _canAsk>>
[[I've found potential aid for Yolmar.|S1E3: path jim aid]]
<</if>>
<</if>>
<</if>>
<</if>>
<<actions
[[The fearful nature of the townspeople...|S1E3: ExYol Jim Worry]]
[[The Convoy's repair efforts...|S1E3: ExYol Jim Repairs]]
[[Lazarus's visit to the town...|S1E3: ExYol Jim Lazarus]]
>>
<<if !setup.questEnded("13-eq") && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<onceLink "The town's absent Viscount..." "S1E3: ExYol Jim Viscount">><</onceLink>>
<</if>>
<<if !hasVisited("S1E3: ExYol Jim Yolmar","S1E3: ExYol Jim Parents","S1E3: ExYol Jim Aunt","S1E3: ExYol Jim Karlie")>>
[[About yourself...|S1E3: ExYol Jim You]]
<</if>>
<<special "end" [[*Return to Yolmar.* Farewell.|S1E3: Exploration Yolmar]]>>
<</choose>><<qSpeak "quincy.neutral">> I thought I ought to inform you: I've secured aid for the town. Your people won't go hungry. <</qSpeak>>
<<if !hasVisited("S1E3: path jim aid start") && !hasVisited("S1E3: path jim aid")>>
<<qSpeak "quincy.think">> The Crown has contracted <<if hasVisited("S1E3: WoF Win")>>a Southern guild<<else>>a local clan<</if>> to bring food to the town whilst you rebuild. <</qSpeak>>
<<speak "jim.glance">> ...We can't afford to buy nothin' from traders. <</speak>>
<<qSpeak "quincy.neutral">> We're aware. The cost will be paid by the Crown. <</qSpeak>>
<<speak "jim.surprised">> *His <<snout "brows spring upward" "ears perk skyward">>.* //@@.surprise;What?@@// <</speak>>
<<text>>
To frontiermen like himself, any cost at all might be an insurmountable barrier. It must have escaped his consideration that a Prince's Convoy faces no such restrictions - or perhaps his expectations for Noble help were simply so low that he dismissed that sort of aid as fantastical.
``Stunned, he slumps onto his knees and falls into frantic, incoherent prayer before the spire on the wall.
``It is a deeply uncomfortable thing to witness.
<</text>>
<<qSpeak "quincy.tilt">> Er... you can expect the first of the <<if hasVisited("S1E3: WoF Win")>>merchants<<else>>traders<</if>> in a week's time. <</qSpeak>>
<<elseif hasVisited("S1E3: path jim aid wof")>>
<<speak "jim.surprised">> You worked things out with the guild? <</speak>>
<<if $tempQ.yolmar.forgeFail>>
<<qSpeak "quincy.tilt">> ...No. But I <<if hasVisited("S1E3: path jim aid nomads")>>was able to meet the nomads' terms.<<else>>found another prospect. A local clan is willing to share their wander food.<</if>> Your people can expect relief in about a week's time. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> *You nod.* Your people can expect relief in about a week's time. <</qSpeak>>
<</if>>
<<elseif hasVisited("S1E3: path jim aid nomads")>>
<<speak "jim.surprised">> You worked things out with the nomads? <</speak>>
<<if $tempQ.yolmar.hareFail>>
<<qSpeak "quincy.tilt">> ...No. But I <<if hasVisited("S1E3: path jim aid wof")>>was able to meet the guild's terms.<<else>>found another prospect. A Southern guild.<</if>> Your people can expect relief in about a week's time. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> *You nod.* Your people can expect relief in about a week's time. <</qSpeak>>
<</if>>
<<else>>
<<speak "jim.surprised">> What? <</speak>>
<<if hasVisited("S1E3: WoF Win")>>
<<qSpeak "quincy.neutral">> We've arranged a deal with a Southern guild. Your people can expect relief in about a week's time. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> We've arranged a deal with a local clan. Your people can expect relief in about a week's time. <</qSpeak>>
<</if>>
<</if>>
<<speak "jim.surprised">> @@.surprise;Thank Him Above!@@ *He calls to the rafters.* //We're saved!// <</speak>>
<<set _badEnd to false>>
<<if hasVisited("S1E3: wings karlie force sales")>>
<<set _badEnd to true>>
<<elseif hasVisited ("S1E3: N Win Transition") && $tempQ.yolmar.hareArg == "dec">>
<<set _badEnd to true>>
<<elseif hasVisited("S1E3: wings karlie smith jim") && setup.hasRep("earnest")>>
<<set _badEnd to true>>
<</if>>
<<if _badEnd>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> . . . <</qSpeak>>
<</if>>
<<text>>
To call the town "saved" feels premature. There is still much to be done before the town is stable.<<if _badEnd>> And... knowing what you had to do to achieve this victory... your congratulations feels rather undeserved.<</if>>
<</text>>
<<include "S1E3: ExYol Chapel Q">><<qSpeak "quincy.think">> The Prince has tasked me with finding aid for Yolmar. Someone to run food to the town while you rebuild. <</qSpeak>>
<<speak "jim.glance">> ...We can't afford to buy nothin' from traders. <</speak>>
<<qSpeak "quincy.neutral">> We're aware. The cost will be paid by the Crown. <</qSpeak>>
<<speak "jim.surprised">> *His <<snout "brows spring upward" "ears perk skyward">>.* //@@.surprise;What?@@// <</speak>>
<<text>>
To frontiersmen like himself, any cost at all might be an insurmountable barrier. It must have escaped his consideration that a Prince's Convoy faces no such restrictions - or perhaps his expectations for Noble help were simply so low that he dismissed that sort of aid as fantastical.
``Stunned, he slumps onto his knees and falls into frantic, incoherent prayer before the spire on the wall.
``It is a deeply uncomfortable thing to witness.
<</text>>
<<if hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal") || hasVisited("S1E3: Market Wings")>>
<<qSpeak "quincy.lookaway">> I've-- I've yet to make an official decision. I cannot say for certain where the help comes from, or who might bring it. Not yet. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...Of course, I've yet to investigate the matter. I cannot say for certain where the help comes from or who might bring it. <</qSpeak>>
<</if>>
<<qSpeak "quincy.tilt">> I thought I might... ask your opinion... <</qSpeak>>
<<text>>
It //sounded// like a perfectly <<if setup.hasRep("ambition")>><<if setup.hasRep("individualist")>>logical<<else>>humanist<</if>><<else>>"Noble"<</if>> gesture to inform him. The future of the town lies in your hands, and so it only follows that you should consult the boy who called you here, a boy who will be made to //live// in that future. Now, seeing the boy in the throes of some religious fit, you find yourself second guessing this line of reason. Perhaps this was another of those ideas which sound good <<if setup.hasTrait("dense")>>unspoken<<else>>in theory<</if>> and nowhere else.
``Whatever value the idea may or may not have, you cannot unsay it now. The moment you offer involvement, Jim leaps up from the pews. His eyes blaze with determination.
<</text>>
<<speak "jim.neutral">> @@.surprise;Of course!@@ I'll help any way I can, sir! <</speak>>
<<if hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal") || hasVisited("S1E3: Market Wings")>>
<<include "S1E3: path jim aid Q">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>><<qSpeak "quincy.neutral">> I bring news about Yolmar's prospects for aid. <</qSpeak>>
<<speak "jim.neutral">> *He straightens his slouch.* You do? <</speak>>
<<include "S1E3: path jim aid Q">><<choose>>
<<if hasVisited("S1E3: Market Wings") && $tempQ.yolmar.forgeFail != true>>
<<onceLink "The Wings of Fortune have proposed a deal." "S1E3: path jim aid wof">><</onceLink>>
<</if>>
<<if hasVisited("S1E3: Market fruit salesman Deal") && $tempQ.yolmar.hareFail != true>>
<<onceLink "The nomads have offered a trade." "S1E3: path jim aid nomads">><</onceLink>>
<</if>>
<<if hasVisited("S1E3: path jim church")>>
<<decide "a" [[I've decided to cooperate with Isadore's Path.|S1E3: path jim church return]]>><</decide>>
<<elseif hasVisited("S1E3: Market Missionary")>>
<<onceLink "Isadore's Path offers their charity." "S1E3: path jim church">><</onceLink>>
<</if>>
[[Let's discuss something else.|S1E3: ExYol Chapel Nvmd]]
<</choose>><<qSpeak "quincy.neutral">> That's all I wanted to speak of on that matter. For the time being. <</qSpeak>>
<<speak "jim.glance">> Mm. <</speak>>
<<include "S1E3: ExYol Chapel Q">><<if hasVisited("S1E3: path jim aid wof") && hasVisited("path jim church")>>
<<qSpeak "quincy.neutral">> There is one final offer to consider - the nomads. <</qSpeak>>
<<elseif hasVisited("S1E3: path jim aid wof") || hasVisited("path jim church")>>
<<qSpeak "quincy.neutral">> Another choice we've been given is to work with the nomads. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> First, we might work with a clan of nomads. <</qSpeak>>
<</if>>
<<speak "jim.surprised">> Nomads? They'd help //us?// <</speak>>
<<qSpeak "quincy.neutral">> It's a possibility. <</qSpeak>>
<<qSpeak "quincy.think">> I met with a man while in Gharkan. His clan will be wandering this area for a while, and he told me his people would consider lending their aid, provided they have adequate compensation. <</qSpeak>>
<<speak "jim.neutral">> So they're bringin' us wander food? <</speak>>
<<qSpeak "quincy.tilt">> If I can acquire their... adequate compensation. <</qSpeak>>
<<text>>
To speak of a young kit as //"compensation,"// as though it were a simple asset to be bartered for, is difficult. But that is the reality of the matter, even if it is one which turns your stomach.
<</text>>
<<speak "jim.frown">> Whaddya mean, "if?" I thought the Crown was payin' for all of this. <</speak>>
<<qSpeak "quincy.lookaway">> It is, but the clan won't accept pay in guilders alone. They want... <</qSpeak>>
<<speak "jim.frown">> ...What? <</speak>>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<qSpeak "quincy.tilt">> They want the kit Old Man Colby's hare birthed. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> The old man's hare gave birth yesterday. They want the kit as their payment. <</qSpeak>>
<</if>>
<<speak "jim.surprised">> Oh. But... isn't it kinda young for that? <</speak>>
<<speak "jim.glance">> I mean I-- I dunno much about hares, but... <</speak>>
<<text>>
But //you// do, and you know that what Stan has asked of you is a cruel thing indeed.
<</text>>
<<choose>>
[[That's why I hesitate.|S1E3: path jim aid nomads2][$response to "hesitate"]]
[[Our first priority is feeding Yolmar.|S1E3: path jim aid nomads2][$response to "feed"]]
[[They have a surrogate. It will be... fine.|S1E3: path jim aid nomads2][$response to "fine"]]
<</choose>><<switch $response>>
<<case "fine">>
<<qSpeak "quincy.tilt">> I've been told they've a surrogate at the ready. The kit will not be without a mother. It will be... fine. <</qSpeak>>
<<text>>
You say so to convince yourself as much as you say so to explain.
<</text>>
<<speak "jim.glance">> ...What's Old Man Colby think? <</speak>>
<<case "hesitate">>
<<qSpeak "quincy.tilt">> It is. That's why I hesitate. <</qSpeak>>
<<qSpeak "quincy.lookaway">> But... Yolmar must be fed somehow. <</qSpeak>>
<<if hasVisited("S1E3: tradefix canteloupe later")>>
<<text>>
You only hope you've better "somehows" to choose.
<</text>>
<<else>>
<<text>>
You only wish you had better "somehows" to choose from.
<</text>>
<</if>>
<<case "feed">>
<<text>>
Uneasy as it makes you, this is no time for doubts.
<</text>>
<<qSpeak "quincy.neutral">> Our first priority is feeding Yolmar. <</qSpeak>>
<<text>>
You say so to convince yourself as much as you say so to explain.
<</text>>
<</switch>>
<<if $response != "fine">>
<<speak "jim.glance">> Right. <</speak>>
<<speak "jim.neutral">> So... Old Man Colby. What's he think about this...? <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> I've yet to discuss the matter with him. *You admit.* <</qSpeak>>
<<speak "jim.glance">> Ah. <</speak>>
<<text>>
You can tell from the pinch of Jim's face he's questions still, but none which are urgent enough to warrant further comment. He is a normal boy, <<if setup.hasTrait("shameless")>>blissfully ignorant of the haretouched<<else>>untainted by the curse that tilts your<</if>> perspective. "Haretouched business is between the haretouched" on the frontier. Injustice done to mother hares is of no more concern to him than the sale of a goat calf or a hunting dog's pup.
``The burden of what you might do is yours alone to carry.
<</text>>
<<include "S1E3: path jim aid Q">><<if hasVisited("S1E3: path jim aid wof") && hasVisited("path jim church")>>
<<qSpeak "quincy.neutral">> There is one final offer to consider - an offer from the Wings of Fortune. <</qSpeak>>
<<elseif hasVisited("S1E3: path jim aid wof") || hasVisited("path jim church")>>
<<qSpeak "quincy.neutral">> Another choice we've been given is to work with the Wings of Fortune. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> First, we might work with the Wings of Fortune. <</qSpeak>>
<</if>>
<<speak "jim.neutral">> The Wings of //what?// I never heard of them before. <</speak>>
<<qSpeak "quincy.think">> It's a Southern merchant's guild. They're looking to extend their reach further north. <</qSpeak>>
<<speak "jim.frown">> 'Course they are. What else would Southerners be up here for? <</speak>>
<<qSpeak "quincy.neutral">> They are well-supplied to serve Yolmar. Their only caveat is that they be given a place in Yolmar for their own craftsmen. <</qSpeak>>
<<text>>
The boy blinks, puzzled.
<</text>>
<<speak "jim.frown">> Why? We got plenty of hands for tannin' and weavin' out here already. <</speak>>
<<qSpeak "quincy.neutral">> They are aware; they were looking to place smiths. <</qSpeak>>
<<speak "jim.glance">> Still - all the way out here in the tundra? Why? <</speak>>
<<choose>>
[[They say it will help them provide for the town.|S1E3: path jim aid wof2][$response to "benefit"]]
[[They're probably betting that Yolmar will grow.|S1E3: path jim aid wof2][$response to "grow"]]
<</choose>><<switch $response>>
<<case "benefit">>
<<qSpeak "quincy.neutral">> They tell me it will help provide necessities for the town. Amenities for daily life, rather than food alone. <</qSpeak>>
<<speak "jim.glance">> Well... //guess// I don't got a problem with that. We been a little short on folks with know-how since Karlie's pa passed last year. <</speak>>
<<speak "jim.neutral">> Everyone knows how to do a little bit of somethin', but it'd be nice to have new tools, or chairs that don't splinter or... or somethin'. <</speak>>
<<case "grow">>
<<qSpeak "quincy.neutral">> It is a bet they are placing. They likely expect Yolmar to grow, once we've righted things here. <</qSpeak>>
<<speak "jim.frown">> 'Course. S'always guilders. <</speak>>
<<speak "jim.glance">> But - guess I can't complain. We're hard up, here in Yolmar. Can't bite the hand that feeds us just 'cause it's wearin' rings. <</speak>>
<<speak "jim.neutral">> And havin' some new craftsmen in town wouldn't be so bad. Everyone knows how to do a little bit of somethin', but it'd be nice to have new tools, or chairs that don't splinter or... or somethin'. <</speak>>
<</switch>>
<<text>>
His tentative acceptance gives you hope that Karlie and the rest of the town might find it a tolerable option as well.
<</text>>
<<include "S1E3: path jim aid Q">><<set _pplCount to 0>>
<<if hasVisited("S1E3: ExYol Fields")>>
<<set _pplCount += 2>>
<</if>>
<<if hasVisited("S1E3: ExYol Towns")>>
<<set _pplCount += 2>>
<</if>>
<<if hasVisited("S1E3: ExYol Trade Karlie")>>
<<set _pplCount++>>
<</if>>
<<if hasVisited("S1E3: ExYol Market Nala First")>>
<<set _pplCount++>>
<</if>>
<<if hasVisited("S1E3: ExYol Well")>>
<<set _pplCount++>>
<</if>>
<<if _pplCount >= 2>>
<<qSpeak "quincy.tilt">> I've spoken to a few other residents here. Yolmar is quite the troubled town. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Yolmar is quite a troubled town. <</qSpeak>>
<</if>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<speak "lucas.weary">> Indeed. I still don't know what to make of that reception! I know that the people are afraid, but we came to help...! <</speak>>
<<else>>
<<qSpeak "quincy.think">> I understand the people are afraid, but no one <<if _pplCount >= 2>>seems to agree for certain<<else>>has told me<</if>> what it is they fear. <</qSpeak>>
<</if>>
<<text>>
The boy gives a ponderous look. Scratching his head, he simply tells you:
<</text>>
<<speak "jim.glance">> Well, we been given a lot to be afraid of. <</speak>>
<<speak "jim.neutral">> We're alone out here. Everyone says this is Lord Kagthur's land, but His Lordship sure don't do much to protect us. 'Specially when it's a glove we need protectin' from. <</speak>>
<<speak "jim.glance">> That's why nobody wanted to say nothin' bad about that wicked Barrens Dam they built. Far as His Lordship's concerned, talkin' bad about anythin' that goes on up in the Barrens means talkin' bad about Midlanders. And nothin' good ever comes from talkin' bad about Midlanders up here. <</speak>>
<<choose>>
[[Has the town been punished for criticizing Nobility before?|S1E3: ExYol Jim Worry2][$response to "punish"]]
[[The burdens of diplomacy put Northern Nobles in a difficult position.|S1E3: ExYol Jim Worry2][$response to "hard"]]
[[So he's betrayed his own people for Midland favor.|S1E3: ExYol Jim Worry2][$response to "betray"]]
<</choose>><<switch $response>>
<<case "punish">>
<<qSpeak "quincy.think">> Has the town faced consequence for criticizing Nobility before? <</qSpeak>>
<<if $tempQ.jim.faith>>
<<speak "jim.glance">> Our Viscount left. *He says plainly.* <</speak>>
<<else>>
<<speak "jim.frown">> Our Viscount left. *He says, voice flat with irritation.* <</speak>>
<</if>>
<<speak "jim.neutral">> S'not like this is some "bad apples" situation, neither. Every little town out here knows what happens if the wrong glove hears somethin' they don't like. <</speak>>
<<case "hard">>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<toneLoss "lucas">>
<</if>>
<<qSpeak "quincy.tilt">> The burdens of diplomacy put Northern Nobility in a difficult position. <</qSpeak>>
<<speak "jim.frown">> Well, sure. I reckon so. That don't make it right to shun anybody who's got complaints. <</speak>>
<<speak "jim.glance">> Don't make it right to leave a town hungry all on its own. <</speak>>
<<case "betray">>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<toneGain "lucas">>
<</if>>
<<qSpeak "quincy.lookaway">> So, Lord Kagthur has betrayed his own people for Midland favor. <</qSpeak>>
<<speak "jim.surprised">> @@.stutter;I-- I wouldn't say that.@@ *He yelps.* <</speak>>
<<if $tempQ.jim.faith>>
<<speak "jim.glance">> 'Least... not in earshot of a glove... <</speak>>
<<text>>
For him to admit this so plainly, you must be exempt from this notion, though you are not certain why.
<</text>>
<</if>>
<</switch>>
<<speak "jim.frown">> <<if $response == "hard">>The<<else>>Just-- the<</if>> towns that got it best out here are the towns that got nothin' bad to say about the Barrens. Places like Yolmar only got settled 'cause they needed stops for the taximen and food for the miners. It's just how things go out here. But, now the Barrens got their own farms. They got their river for movin' artefacts. They don't need us anymore, if they decide they don't. <</speak>>
<<include "S1E3: Lucas Jim Stub">>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Yolmar Jim Hub">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>><<qSpeak "quincy.think">> Is there anything else you might be able to tell me about Viscount Tokhumal? <</qSpeak>>
<<speak "jim.glance">> It's hard to say much about him. Didn't have much love for this town. He only came around when he felt like remindin' us how much we owed him. <</speak>>
<<speak "jim.neutral">> See, the folks on the farms'd work themselves to the bone seven days for every one day he spent here in town doin' his magic tricks. <</speak>>
<<speak "jim.frown">> Then, when the harvest came, he'd strut around like a hero an' make everyone clap for him. A hawk swoopin' in to steal a mouse from the fox's jaws and feelin' like a hunter for it! <</speak>>
<<if hasVisited("S1E3: ExYol Farmers Viscount")>>
<<text>>
That sounds... familiar. <<if setup.hasTrait("dense")>>You swear you've heard that turn of phrase somewhere else.<<else>>You're fairly certain that the hardened old farmer used the very same turn of phrase.<</if>>
<</text>>
<</if>>
<<speak "jim.neutral">> Nobody who needed his meur could tell him no. The huntsmen and the farmers all had to pretend to like 'im, and he always hated the fishermen 'cause they didn't have to. <</speak>>
<<speak "jim.glance">> Everyone in this town works hard. They've always worked hard. But he always acted like he was doin' it all. For every squirrel and berry that came outta his woods, we all //had// to give thanks to our great Viscount Tokhumal! <</speak>>
<<if hasVisited("S1E3: ExYol Farmers Viscount") && hasVisited("S1E3: ExYol Towns Viscount")>>
<<text>>
And //that// bit about the squirrels and berries sounds <<if setup.hasTrait("dense")>>familiar too<<else>>much like what the women told you<</if>>...
<</text>>
<<elseif hasVisited("S1E3: ExYol Towns Viscount")>>
<<text>>
That bit about the squirrels and berries sounds familiar. <<if setup.hasTrait("dense")>>Didn't you hear this same complaint elsewhere just recently?<<else>>Did the women not tell you something similar?<</if>>
<</text>>
<</if>>
<<speak "jim.frown">> Nobody shed a tear seein' him go. <</speak>>
<<qSpeak "quincy.tilt">> ...I see. <</qSpeak>>
<<itemAdd "missingV-jim">>
<<include "S1E3: Elijah SQ Tracker">>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Yolmar Jim Hub">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>><<qSpeak "quincy.neutral">> How are our repairs serving the town? <</qSpeak>>
<<text>>
Jim's eyes fall to the floor.
<</text>>
<<speak "jim.glance">> It was real hard to watch some of those old buildings come down. <</speak>>
<<choose>>
[[I'm sorry. We saved what we could.|S1E3: ExYol Jim Repairs2][$response to "save"]]
[[Once we're done with repairs, they'll be better than ever.|S1E3: ExYol Jim Repairs2][$response to "better"]]
[[It had to be done. What came down was beyond repair.|S1E3: ExYol Jim Repairs2][$response to "had"]]
[[Don't be foolish. They were decrepit.|S1E3: ExYol Jim Repairs2][$response to "rot"]]
<</choose>><<switch $response>>
<<case "save">>
<<qSpeak "quincy.tilt">> Apologies. We tried to salvage what we could. <</qSpeak>>
<<speak "jim.glance">> I'm grateful. I know it had to be done. Some of those buildings, well, you could smell from a mile away... <</speak>>
<<case "better">>
<<qSpeak "quincy.neutral">> Don't worry. Once we're through with repairs, Yolmar will be better than ever before. <</qSpeak>>
<<speak "jim.glance">> Maybe so, but... ah, never mind. You're prolly right. <<if $tempQ.jim.faith>>I'm sentimental, is all.<<else>><sup>Prolly.</sup><</if>> <</speak>>
<<case "had">>
<<qSpeak "quincy.neutral">> It had to be done. What we took down was rotted beyond repair. <</qSpeak>>
<<speak "jim.glance">> I know. Some of 'em you could smell from a mile away. Had to be done... <</speak>>
<<case "rot">>
<<qSpeak "quincy.neutral">> Don't be foolish. Those buildings were decrepit. <</qSpeak>>
<<speak "jim.frown">> Maybe so, but... ah, never mind. <</speak>>
<</switch>>
<<speak "jim.neutral">> *He takes a deep, resolute breath.* Caribou sheds his antlers every year. We're sheddin' ours. <</speak>>
<<include "S1E3: ExYol Chapel Q">><<qSpeak "quincy.neutral">> When Lazarus visited your town, you spoke with him, didn't you? <</qSpeak>>
<<speak "jim.glance">> Er... well... yes. Sorta. He did say thanks to me for speakin' up for Yolmar. Then he turned to the rest of the town and said the food he brought was a "gift from Amalugh" and free to take. <</speak>>
<<speak "jim.neutral">> He didn't make much of a speech of it. Wasn't much of a talker - spoke real quiet. Man of few words, if you know the type. <</speak>>
<<text>>
Jim's description baffles. Your recollection of Lazarus's voice is akin to a bear's roar echoing across the mines. Try as you might, you cannot imagine him speaking in a normal cadence, much less in a manner which could be described as "real quiet."
<</text>>
<<qSpeak "quincy.think">> Is there anything else you can tell me about the man? <</qSpeak>>
<<speak "jim.neutral">> I 'unno... like what? <</speak>>
<<include "S1E3: ExYol Jim Lazarus Q">><<choose>>
<<actions
[[What did he look like?|S1E3: ExYol Jim Lazarus Look]]
[[How long did he stay?|S1E3: ExYol Jim Lazarus Stay]]
[[Did he seem like a nomad to you?|S1E3: ExYol Jim Lazarus Nomad]]
[[Can you describe his hare?|S1E3: ExYol Jim Lazarus Hare]]
>>
<<if passage() == "S1E3: ExYol Jim Lazarus">>
<<specialC "end" [[I don't know. I just wanted to know if anything stuck out to you.|S1E3: ExYol Jim Lazarus Q End]]>><<set $response to "first">><</specialC>>
<<else>>
<<specialC "end" [[I see.|S1E3: ExYol Jim Lazarus Q End]]>><<set $response to "notfirst">><</specialC>>
<</if>>
<</choose>><<qSpeak "quincy.think">> How would you describe his appearance? <</qSpeak>>
<<speak "jim.neutral">> 'Bout the way most say he looks. Long dreads, a storyteller's mask, he rode in on a "white hare"... <</speak>>
<<qSpeak "quincy.neutral">> Did you happen to get a look at his face? <</qSpeak>>
<<if $tempQ.jim.faith>>
<<text>>
Jim shuffles, his face sheepish and his eyes wary. With hesitance, he admits:
<</text>>
<<speak "jim.glance">> Well, sorta... but he wears a mask, and, well, I think he paints his face under that... <</speak>>
<<else>>
<<text>>
The boy rolls his eyes at you. Your investigation annoys him.
<</text>>
<<speak "jim.frown">> He //wears a mask!// <</speak>>
<<qSpeak "quincy.eyebrow">> A mask which leaves his jaw exposed. <</qSpeak>>
<<speak "jim.glance">> Well, sure, but - he paints it! <</speak>>
<</if>>
<<if settings.snout>>
<<speak "jim.neutral">> I-- I //think// he had straight ears, but I couldn't tell you what coat color or nothin'. And I never saw his tail behind his cape. <</speak>>
<<else>>
<<speak "jim.neutral">> I-- I dunno what else I can tell you. I could hardly even see his skin. <</speak>>
<</if>>
<<include "S1E3: ExYol Jim Lazarus Q">><<qSpeak "quincy.think">> How long did he stay in town? <</qSpeak>>
<<speak "jim.neutral">> Not long. <</speak>>
<<speak "jim.glance">> I mean - he made a little stop at the trading hall, but he wasn't lookin' to stick around. The weather was bad, and he didn't even wait out the storm. <</speak>>
<<speak "jim.neutral">> Maybe Nala could tell you more? She was in the hall that day. Said he was lookin' for cloth, or somethin'... <</speak>>
<<if hasVisited("S1E3: ExYol Nala Lazarus")>>
<<qSpeak "quincy.lookaway">> I spoke to her, but she didn't care to recall much due to his... unmarriageable nature. <</qSpeak>>
<<speak "jim.glance">> *He scoffs, shaking his head.* Yeah, that sounds like Nala... <</speak>>
<</if>>
<<include "S1E3: ExYol Jim Lazarus Q">><<qSpeak "quincy.think">> Did he strike you as a nomad? <</qSpeak>>
<<speak "jim.neutral">> No. He talked like one, but he didn't speak like one... you know? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "jim.glance">> I mean, he spoke about spirits and the Old Ways and all that other //"the goddess of men, Amalugh"// nonsense, but he didn't have //that sound// to his voice. The tundra sound. <</speak>>
<<speak "jim.neutral">> Least... he didn't sound like the tundra of Kagthur, that's for sure. <</speak>>
<<include "S1E3: ExYol Jim Lazarus Q">><<qSpeak "quincy.think">> Can you describe his hare? <</qSpeak>>
<<speak "jim.neutral">> Well, it was long and black and dreaded, with feathers and beads-- <</speak>>
<<qSpeak "quincy.neutral">> I meant his //hare partner.// <</qSpeak>>
<<speak "jim.surprised">> Oh! Right. Uh... <</speak>>
<<speak "jim.glance">> Not sure what to say... his hare looked like a hare. Head was painted white, sure, but other than that, I wouldn't have been able to tell him from Old Man Colby's doe. <</speak>>
<<include "S1E3: ExYol Jim Lazarus Q">><<if $response == "first">>
<<qSpeak "quincy.neutral">> To be honest, I don't know myself. I only wanted to know if something stuck out to you. <</qSpeak>>
<<speak "jim.neutral">> No. Nothin' 'cept what's obvious when you look. Man in a storyteller mask with a white-painted hare... <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I see. Thank you. <</qSpeak>>
<<speak "jim.neutral">> 'Course. <</speak>>
<</if>>
<<speak "jim.glance">> . . . <</speak>>
<<speak "jim.neutral">> Hey, um... about Lazarus... the Crown's not gonna... they're not gonna hang him, are they? <</speak>>
<<speak "jim.glance">> I know what he did to that mine isn't right, but - he's helpin' people who aren't gettin' helped right now. <</speak>>
<<choose>>
[[I've no idea.|S1E3: ExYol Jim Lazarus Q End2][$response to "idk"]]
[[Not at this time.|S1E3: ExYol Jim Lazarus Q End2][$response to "no"]]
[[Not if Lucas has any say in it.|S1E3: ExYol Jim Lazarus Q End2][$response to "lucas"]]
[[When all is said and done, I'm sure he will be judged fairly.|S1E3: ExYol Jim Lazarus Q End2][$response to "fair"]]
<</choose>><<switch $response>>
<<case "idk">>
<<qSpeak "quincy.neutral">> Truth be told, I've no idea. We're to meet with him come autumn, but what happens between now and then - or after - it's too soon to say. <</qSpeak>>
<<case "no">>
<<qSpeak "quincy.neutral">> Not at this time. I wouldn't say we are "cooperating," but the Crown recognizes his perspective enough that we've been called to address it. <</qSpeak>>
<<case "lucas">>
<<qSpeak "quincy.eyebrow">> Not if the Convoy Prince has any say in the matter. <</qSpeak>>
<<text>>
Some of the strain dissipates from Jim's face, and he nods. He might not have the utmost confidence in the Second Estate, but Lucas has made enough of an impression that he cracks a tiny half smile and says:
<</text>>
<<speak "jim.neutral">> That Prince Lucas's an odd glove... <</speak>>
<<case "fair">>
<<qSpeak "quincy.neutral">> When all is said and done, I'm certain the Crown will judge him fairly. <</qSpeak>>
<</switch>>
<<if $response != "lucas">>
<<if $response == "fair">>
<<speak "jim.glance">> *He gives a thin, uncertain grunt of worry.* Ah... right... <</speak>>
<<else>>
<<speak "jim.glance">> Ah. <</speak>>
<</if>>
<<text>>
The boy goes quiet. Casting a glance out the window, he twists the buttons on his coat sleeve in an attempt to soothe his uncertainty.
<</text>>
<<speak "jim.neutral">> Guess nobody knows what's to come. 'Cept sybils. And I guess they can never be sure either... <</speak>>
<</if>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Yolmar Jim Hub">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>><<if !hasVisited("S1E3: ExYol Jim You2") && hasVisited("S1E3: Yolmar Interlude 1") && !hasVisited("S1E3: ExYol Jim Yolmar") && !hasVisited("S1E3: ExYol Jim Parents") && !hasVisited("S1E3: ExYol Jim Aunt")>>
<<qSpeak "quincy.think">> Could you answer a personal question or two for me? <</qSpeak>>
<<if $tempQ.jim.faith>>
<<text>>
The boy scrunches into his overcoat, confusion on his face.
<</text>>
<<speak "jim.surprised">> ...Why? <</speak>>
<<else>>
<<text>>
The boy scrunches into his overcoat, suspicion in his eye.
<</text>>
<<speak "jim.frown">> ...Why? <</speak>>
<</if>>
<<choose>>
[[For a clearer picture of life in Yolmar.|S1E3: ExYol Jim You2][$response to "clear"]]
[[For curiosity's sake.|S1E3: ExYol Jim You2][$response to "curious"]]
[[To know my subjects.|S1E3: ExYol Jim You2][$response to "sub"]]
[[I asked.|S1E3: ExYol Jim You2][$response to "asked"]]
[[Are you going to deny a Duke's request?|S1E3: ExYol Jim You2][$response to "duke"]]
<</choose>>
<<else>>
<<if !hasVisited("S1E3: Yolmar Interlude 1") && !hasVisited("S1E3: ExYol Jim Yolmar") && !hasVisited("S1E3: ExYol Jim Parents") && !hasVisited("S1E3: ExYol Jim Aunt")>>
<<qSpeak "quincy.think">> Could you answer a personal question or two for me? <</qSpeak>>
<<text>>
The boy scrunches into his overcoat, confusion on his face.
<</text>>
<<speak "jim.neutral">> ...Why? <</speak>>
<<speak "lucas.smug">> Because you are a part of this town, of course! <</speak>>
<<speak "jim.surprised">> Oh... well, alright, I guess... <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I'd like to ask something about you. <</qSpeak>>
<<speak "jim.neutral">> A-alright. Go on. <</speak>>
<</if>>
<<include "S1E3: ExYol Jim Personal Q">>
<</if>><<switch $response>>
<<case "clear">>
<<qSpeak "quincy.neutral">> I think it would give me a better understanding of life in your town. <</qSpeak>>
<<speak "jim.glance">> A better understanding. Huh. <</speak>>
<<case "curious">>
<<qSpeak "quincy.think">> Curiosity's sake. <</qSpeak>>
<<speak "jim.glance">> Curiosity, huh... <</speak>>
<<case "sub">>
<<qSpeak "quincy.neutral">> I am a Duke. <<if setup.hasRep("ambition")>>It behooves me to understand my subjects.<<else>>I'm expected to know my subjects.<</if>> <</qSpeak>>
<<speak "jim.glance">> I mean, I guess so... <</speak>>
<<case "asked">>
<<qSpeak "quincy.think">> Why not? I've asked. <</qSpeak>>
<<speak "jim.glance">> Well... I guess... guess I could. <</speak>>
<<case "duke">>
<<qSpeak "quincy.eyebrow">> Would you deny a request from your Duke? <</qSpeak>>
<<speak "jim.frown">> Well... no... guess not. <</speak>>
<</switch>>
<<speak "jim.neutral">> Fine. Go on, then. Ask. <</speak>>
<<include "S1E3: ExYol Jim Personal Q">><<choose>>
<<actions
[[What is it you like best about Yolmar?|S1E3: ExYol Jim Yolmar]]
[[What happened to your parents?|S1E3: ExYol Jim Parents]]
[[This was your Auntie's chapel?|S1E3: ExYol Jim Aunt]]
>>
<<if hasVisited("S1E3: Yolmar Interlude 1")>>
<<onceLink "Your closeness with Karlie?" "S1E3: ExYol Jim Karlie">><</onceLink>>
<</if>>
[[Let's discuss something else.|S1E3: ExYol Chapel Nvmd F]]
<</choose>><<qSpeak "quincy.think">> You mentioned the other youth of the town wish to leave. Why do you stay? <</qSpeak>>
<<if $tempQ.jim.faith>>
<<speak "jim.neutral">> 'Cause everyone's here. *He shakes his head.* Maybe somewhere else is better, but "somewhere else" won't have everyone. <</speak>>
<<else>>
<<speak "jim.frown">> 'Cause everyone's here. *He shakes his head.* I know-- maybe somewhere else is better, but "somewhere else" won't have everyone. <</speak>>
<</if>>
<<speak "jim.glance">> I don't want to live somewhere without Karlie, or-- or without Donna and her boy, or Sherman, or anyone else. Even-- even Old Man Colby. It wouldn't be right without 'em. <</speak>>
<<speak "jim.frown">> This is my town. //My home.// <</speak>>
<<include "S1E3: Lucas Jim Stub">>
<<include "S1E3: ExYol Jim Personal Q">><<qSpeak "quincy.neutral">> You've lost both parents, yes? <</qSpeak>>
<<text>>
The boy's <<snout "shoulders tense" "coat rises">>. Gritting his teeth, he offers you a response as plain as it is terse:
<</text>>
<<speak "jim.frown">> Pa died servin' the King's Army when I was little, and Ma caught sick 'bout four years ago. //I'm not especially keen to talk about it.// <</speak>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<speak "lucas.glance">> *The Prince looks upon him with sympathy.* I understand. The pain of such a loss is a deeply personal matter. <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> <<if !hasVisited("S1E3: Yolmar Interlude 1")>>...Yes, ah... my<<else>>My<</if>> condolences. So, you were about ten years of age, then? <</qSpeak>>
<<speak "jim.frown">> //Thirteen.// *He mutters furiously.* <</speak>>
<<qSpeak "quincy.surprised">> //Thirteen?// <</qSpeak>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<speak "lucas.flustered">> <sup>O... oh.</sup> <</speak>>
<</if>>
<<text>>
You blink in surprise. You had guessed he might be older than he appeared, but not to that extent. Now you feel foolish.<<if !hasVisited("S1E3: Yolmar Interlude 1")>> At least the pink flush of Lucas's <<snout "cheeks" "snout">> assures you that you are not alone in your error.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> ...I see. <</qSpeak>>
<<include "S1E3: ExYol Jim Personal Q">><<qSpeak "quincy.think">> You said this chapel was your aunt's? <</qSpeak>>
<<speak "jim.glance">> Well - yeah. But... she wasn't my aunt, really, she just let me stay here. <</speak>>
<<speak "jim.neutral">> Auntie Yara, she was married to the reverend here. Guess she got lonesome when he passed, 'cause that's when she started lettin' me sleep in the chapel. She could be real mean, and she wasn't much for talkin' unless it was about Him Above, but she was real kind to everyone... when they really needed it. Always liked that about her. <</speak>>
<<speak "jim.glance">> She was real old, and it was probably her time to meet the angels and all, but... I wish she were still here. <</speak>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Lucas Jim Stub">>
<<else>>
<<qSpeak "quincy.neutral">> My condolences. <</qSpeak>>
<<if $tempQ.jim.faith>>
<<speak "jim.glance">> ...Thanks. <</speak>>
<<else>>
<<speak "jim.glance">> . . . <</speak>>
<</if>>
<</if>>
<<include "S1E3: ExYol Jim Personal Q">><<qSpeak "quincy.neutral">> You seem rather close with Karlie. <</qSpeak>>
<<speak "jim.surprised">> @@.stutter;I-- er-- that's -@@ <</speak>>
<<speak "jim.frown">> @@.intense;That's not a question!@@ <</speak>>
<<text>>
<<if $tempQ.jim.faith>>The sharpness of his response disorients you.<<else>>You understand Jim is a boy easily ruffled, but still the sharpness of his words takes you aback.<</if>> //You// had thought it was a rather innocuous way to open the topic.
<</text>>
<<qSpeak "quincy.eyebrow">> No, it is not. I haven't asked my question yet. <</qSpeak>>
<<speak "jim.glance">> Oh... *He shrinks back.* Yeah, guess you haven't... <<if !$tempQ.jim.faith>>*His voice remains wary still.*<</if>> <</speak>>
<<qSpeak "quincy.think">> I was curious as to your relation. She seems fond of you. <</qSpeak>>
<<speak "jim.surprised">> @@.surprise;What!?@@ @@.stutter;Fond?! How do you figure?@@ <</speak>>
<<qSpeak "quincy.eyebrow">> ...She allowed us to use her father's smithy because you asked her. <</qSpeak>>
<<speak "jim.surprised">> Oh... oh yeah. Um. Right. *His eyes dart away and his <<snout "face flushes" "ears swivel, indecisive as to whether they should perk or flatten">>.* Ah... <</speak>>
<<speak "jim.glance">> Well, we been friends all our lives. We used to practice trackin' in the woods together... and sit by the river in the summer... and when my Ma died, she'd always come by and make sure I was still eatin'... She's my-- my best... <</speak>>
<<speak "jim.neutral">> My best friend. <</speak>>
<<include "S1E3: ExYol Jim Personal Q">><<qSpeak "quincy.neutral">> That's all I wanted to ask. For the time being. <</qSpeak>>
<<if !hasVisited("S1E3: ExYol Chapel Nvmd Detour") && hasVisited("S1E3: Yolmar Interlude 1")>>
<<speak "jim.neutral">> Alright... <</speak>>
<<text>>
He trails off. A look of uncertainty crosses the orphan boy's face.
<</text>>
<<speak "jim.glance">> ...Is it... is it alright if I ask a question back? <</speak>>
<<choose>>
[[Alright.|S1E3: ExYol Chapel Nvmd Detour][$response to "y"]]
[[No.|S1E3: ExYol Chapel Nvmd Detour][$response to "n"]]
<</choose>>
<<else>>
<<speak "jim.glance">> Ah. <</speak>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Yolmar Jim Hub">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>>
<</if>><<if $response == "y">>
<<text>>
You suppose it's only fair. As the Convoy's Right Hand, you should probably make yourself comfortable with this sort of conversation. There's //probably// no harm in entertaining the question of this... boy.
<</text>>
<<qSpeak "quincy.lookaway">> ...Alright. <</qSpeak>>
<<if $rumor.faith>>
<<speak "jim.glance">> Your family're all Holy sect, aren't they? <</speak>>
<<text>>
They are. Or at least they are as far as politics are concerned. You've long suspected your father believes what is most convenient at the given time. As for your brother, he sins too frequently with too little remorse to take ideas of divine punishment too seriously.
<</text>>
<<qSpeak "quincy.lookaway">> Yes...? <</qSpeak>>
<<speak "jim.neutral">> How'd you end up one of us, then? <</speak>>
<<text>>
You freeze where you are. Perhaps you ought to have expected this question.
<</text>>
<<choose>>
<<check `["dec",8]` [[*Lie.* Well, I found my faith in the mountains...|S1E3: ExYol Chapel Nvmd Detour Faith]]>><<set $response to "lie">><<passiveCheck 1 `["dec",10]`>><</check>>
[[I'm not. There's been a misunderstanding.|S1E3: ExYol Chapel Nvmd Detour Faith][$response to "no"]]
<</choose>>
<<else>>
<<speak "jim.glance">> Why're you doin' all this? Everyone knows you're... <</speak>>
<<qSpeak "quincy.eyebrow">> That I'm what? <</qSpeak>>
<<speak "jim.glance">> Well... faithless. A Noble's got duty to his people, but you... <</speak>>
<<text>>
//But you reject The Architect, therefore implicitly rejecting the divine duty He has bestowed upon your bloodline.//
<</text>>
<<choose>>
[[I still have a duty to my people.|S1E3: ExYol Chapel Nvmd Detour NoFaith][$response to "duty"]]
[[It's the right thing to do.|S1E3: ExYol Chapel Nvmd Detour NoFaith][$response to "right"]]
<<if $bond != "imani">>
[[A friend needed me.|S1E3: ExYol Chapel Nvmd Detour NoFaith][$response to "friend"]]
<<else>>
[[A friend is counting on me.|S1E3: ExYol Chapel Nvmd Detour NoFaith][$response to "friend"]]
<</if>>
<</choose>>
<</if>>
<<else>>
<<text>>
You've work to do. You haven't the time to entertain this... boy.
<</text>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<if $rumor.faith>>
<<speak "jim.frown">> //But you...!// *He scuffs the flooring with the toe of his boot.* Never mind. <</speak>>
<<else>>
<<speak "jim.angry">> @@.surprise;But you--!!@@ Urgh. *He scuffs the flooring with the toe of his boot.* Never mind. <</speak>>
<</if>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Yolmar Jim Hub">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>>
<</if>><<switch $response>>
<<case "duty">>
<<qSpeak "quincy.eyebrow">> I've still a duty to my people. <<if setup.hasRep("ambition")>>My lack of belief does not change the responsibilities carried by my bloodline.<<else>>I am not exempt from law and obligation because I am godless.<</if>> <</qSpeak>>
<<speak "jim.frown">> So you're only here 'cause you're bein' forced by godlier men. <</speak>>
<<if setup.hasRep("ambition")>>
<<text>>
//That, and because of the influence it brings,// but you know you oughtn't say that aloud. You decide to keep that thought to yourself for the time being.
<</text>>
<<else>>
<<text>>
You wouldn't call Lucas a //"godlier man"// by any stretch of the imagination. But, now is neither the time nor the place to reopen that discussion, and so you decide to keep that thought to yourself.
<</text>>
<</if>>
<<case "right">>
<<qSpeak "quincy.neutral">> My godlessness does not impede my ability to recognize a problem when I see it. <</qSpeak>>
<<speak "jim.glance">> But... how do you know it's a problem? Without The Architect, there's no right or wrong. Just look at animals! <</speak>>
<<text>>
You withhold a scoff.<<if setup.hasTrait("shameless")>> Or, perhaps it's a chuckle - it's difficult to say.<</if>> This line of discussion brings to mind the VRMA debate society in a way that feels beneath revisiting.<<if setup.hasTrait("dense")>> Even for you.<</if>>
<</text>>
<<case "friend">>
<<if $bond != "imani">>
<<qSpeak "quincy.neutral">> Prince Lucas is a personal friend of mine, and he did not think he could lead the Convoy alone. So, <<if $bond == "lucas">>I stand by his side.<<else>>I am here. *For better or for worse.*<</if>> <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I've a friend who has staked her hopes for a better North upon me. <<if setup.hasRep("ambition")>>I will not allow her trust to be misplaced.<<else>>The only way I might spare her the embarrassment of choosing wrong is to play the part I was given and be a proper Right Hand.<</if>> <</qSpeak>>
<</if>>
<<speak "jim.frown">> So, it's not really about us at all then, is it? It's about //<<if $bond != "imani">>the Prince<<else>>some girl<</if>>.// <</speak>>
<<if $bond != "imani">>
<<text>>
<<if $bond == "lucas">>You withhold a chuckle.<<else>>You snort.<</if>> When is it not about Lucas, you wonder?
<</text>>
<<else>>
<<text>>
You feel a twinge of disgust. Reducing Imani's person to //"some girl"// feels untoward somehow.
<</text>>
<</if>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> I stand at the head the Fifth Prince's Convoy. The common people are my concern. That is true regardless of my personal motives. Does that undo my service to your town? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Does the "why" of my actions matter more than the fact that I am here in your time of need? <</qSpeak>>
<</if>>
<<speak "jim.glance">> *He huffs a sigh of frustration.* Well, no. I guess not. <</speak>>
<</switch>>
<<if $response != "friend">>
<<qSpeak "quincy.eyebrow">> Does the "why" of my actions matter more than the fact that I am here in your time of need? <</qSpeak>>
<<speak "jim.glance">> *He huffs a sigh of frustration.* Well, no. I guess not. <</speak>>
<</if>>
<<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<include "S1E3: Yolmar Jim Hub">>
<<else>>
<<include "S1E3: ExYol Chapel Q">>
<</if>><<switch $response>>
<<case "lie">>
<<text>>
It will be bad if you admit to your lie here and now. Scrambling, you try to recall what it is you told the reporter back in Diadem on the day of the Fifth Lustration. It feels so long ago. (Was the lie even worth telling? You cannot remember.)
<</text>>
<<if setup.checkPass()>>
<<qSpeak "quincy.lookaway">> My work as a mine inspector has taken me many places. Up in the mountains, I was fortunate enough to cross paths with a small community like this one. It was a small chapel, but something about it... called to me. <</qSpeak>>
<<text>>
A plausible enough story, you think. You only hope that he does not ask which mountains. It would put your story at risk if you were made to invent a name here and now.
<</text>>
<<skillCheck>>
<<idealTracker "cunning">>
<<text>>
To your relief, Jim simply offers you the smallest of smiles. It seems additional details won't be needed.
<</text>>
<<speak "jim.neutral">> Guess that'd be how you'd see the Dawn. If you weren't born into it, I mean. <</speak>>
<<text>>
He is at ease, but you cannot bring yourself to relax just yet. You cannot say why, but a terrible sense falls over you that the reason he falls quiet is because he has more questions, not because he has none. Moments later, your dreadful intuition is confirmed.
<</text>>
<<speak "jim.surprised">> So... have you done it, then? <</speak>>
<<text>>
Your stomach twists. Which North sect //"it"// does he mean? Animal sacrifice? The tattooing of your unmentionables? He is watching you, waiting for an answer, and so you must say something. You've come too far to admit your ruse now.
``Then, as if it were a stroke of divine inspiration, the answer comes to you.
<</text>>
<<qSpeak "quincy.tilt">> *Bowing your head in mock-piety, you murmur:* <sup>That's between me and Him Above.</sup> <</qSpeak>>
<<speak "jim.surprised">> @@.surprise;O-oh.@@ Of course...! Please, forgive me. <</speak>>
<<speak "jim.glance">> And... thanks for answerin' me. <</speak>>
<<qSpeak "quincy.lookaway">> Of course. You're... welcome. <</qSpeak>>
<<text>>
He is "welcome," so long as he never broaches the subject with you ever again.
<</text>>
<<else>>
<<qSpeak "quincy.tilt">> It was a long time ago. I was up in the mountains when I came upon a small town church. They invited me in, and it was there that I... found The Architect. <</qSpeak>>
<<text>>
Your confidence wanes with every word. It sounded simple enough in your head, but leaving your mouth lays bare how little thought you've put into keeping up with this lie.
<</text>>
<<skillCheck>>
<<idealTracker "cunning">>
<<speak "jim.glance">> ...Ah. They invited you in? Huh. <</speak>>
<<qSpeak "quincy.lookaway">> Yes. It was cold that night. *You amend.* And they saw I was a Nobleman. <</qSpeak>>
<<speak "jim.glance">> ...Hm. <</speak>>
<<text>>
He does not contest your story, but the boy's hum of disappointment communicates his skepticism effortlessly.
``Once again, you have failed to convince a human being you are the same as them.
<</text>>
<<set $tempQ.jim.faith to false>>
<</if>>
<<default>>
<<qSpeak "quincy.lookaway">> ...I'm not. There's been a misunderstanding. <</qSpeak>>
<<idealTracker "earnest">>
<<text>>
Jim's eyes widen as though you've struck him. Pain in his eyes, he begins to babble in an attempt to plead with a disappointing truth.
<</text>>
<<speak "jim.surprised">> @@.surprise;But I hear the papers wrote--@@ <</speak>>
<<qSpeak "quincy.neutral">> I don't share your faith. <</qSpeak>>
<<text>>
His shoulders slack<<snout "" "and his tail goes limp">>.
<</text>>
<<speak "jim.frown">> Figures. *He snorts.* Can't trust a glove save for our Lady-Sybil out in Mul. <</speak>>
<<set $tempQ.jim.faith to false>>
<</switch>>
<<include "S1E3: ExYol Chapel Q">><<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/pasture_fence.png"},
{img:"land/field_sprout.png"}
]`>>
<<location "kagthur" `["Fields", "Yolmar"]`>>
<<include "S1E3: Townfamiliar">>
<<text>>
<<if !hasVisited("S1E3: Yolmar DAngelo") && !hasVisited("S1E3: ExYol Fields2")>>
<p>A Midland farmer might tend a large tract all his own. To the settled people of the North, however, arable land is a rare and precious resource to be shared amongst neighbors. Tended communally, these "common fields" are a spot of security in an inhospitable land.</p>
<</if>>
<p><<if !hasVisited("S1E3: Yolmar DAngelo")>>Unworkable as D'Angelo claims the soil is, Yolmar's fields //do// look better for his efforts.<<else>>Unworkable as the soil was, the fields do look better for D'Angelo's efforts.<</if>> Tiny sprouts line the fields, and the meager pasture that once lay at the edge now grows thick and vibrant thanks to his meur. It must be quite the relief to the goats who graze there after a long winter and a difficult early spring.
</p>
<<if !hasVisited("S1E3: ExYol Fields2")>><p>As you're admiring your brother's work, however, your ear catches half a conversation...</p><</if>>
<</text>>
<<if !hasVisited("S1E3: ExYol Fields2")>>
<<speak "northcommoner_m2.neutral" "Farmhand">> How can you say that!? This is the mercy what we've been //prayin'// for! <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;//Pftheh!//@@ Tundra below, Architect above - mercy only exists between 'em. <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Yes, and that "between" is the Crown of Vestur! The King's Council has sent the Prince's Convoy to save us! <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer" >> You're dreaming, boy. Bewitched by a bunch of magic tricks. <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand" >> *The younger man scoffs.* The Master of Elkhatu fixed your knee! Duke D'Angelo, our fields! The Silver Prince and the Duke of the Mines themselves //shoed our oxgoats!// <</speak>>
<<text>>
You turn to see a young man and a hard-bodied elder hunched over a bare plot on the edge of the planting fields. As you do, your eyes happen to meet, and your presence registers.
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Your Grace! *The younger man gasps, bobbing his torso awkwardly as he tries to decide between rising to his feet so that he might bow to you proper and attempting to do so crouched.* <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> *The older man merely offers a rickety nod of the head.* <</speak>>
<<choose>>
<<ideal "orthodox" [[Thank you for trusting the Second Estate. I know times are hard.|S1E3: ExYol Fields2]]>><<set $response to "orthodox">><</ideal>>
<<ideal "rebel" [[Don't give the King's Council so much credit.|S1E3: ExYol Fields2]]>><<set $response to "rebel">><</ideal>>
[[Sorry. I didn't mean to eavesdrop.|S1E3: ExYol Fields2][$response to "sorry"]]
[[You should be thankful for those "magic tricks."|S1E3: ExYol Fields2][$response to "magic"]]
<</choose>>
<<else>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Your Grace. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Hrmph. <</speak>>
<<include "S1E3: ExYol Farmers Q">>
<</if>><<switch $response>>
<<case "orthodox">>
<<text>>
You consider the younger man's faith. Given what his town has been through, and the work you've yet to do, it is unearned. But that does not mean it is unappreciated.
<</text>>
<<qSpeak "quincy.neutral">> You've suffered great hardship here in Yolmar. *You dip your head.* Thank you for remaining true to the Second Estate. I promise that we will<<if setup.hasRep("apathy")>> do everything in our power to<</if>> hold true to your people in turn. <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> *The man's mouth tightens into a pained smile.* Oh, angels spare you, sir. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> <sup>"Promise," eh?</sup> *The elder mutters with contempt<<snout "" ", ears flat with skepticism">>.* <</speak>>
<<case "rebel">>
<<qSpeak "quincy.eyebrow">> I'd refrain from giving the King's Council too much credit. It played little part in the Convoy's formation. <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Huh? <</speak>>
<<text>>
The young man blinks at you, head cocked<<snout "" " and tail swaying">>. You could elaborate, tell him every way in which the Second Estate stalled in the address of the peoples' concerns, but... you ought not get into such details.
<</text>>
<<qSpeak "quincy.lookaway">> *You shake your head.* Never mind. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> *The old man's lip curls. You can't tell whether he sneers with you, or at you.* <</speak>>
<<case "sorry">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Apologies. It was not my intent to eavesdrop. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Apologies. I did not intend to eavesdrop. <</qSpeak>>
<</if>>
<<speak "northcommoner_m2.neutral" "Farmhand">> No-- *The younger man stammers.* Forgive us for speaking as though you weren't there. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Hrf. <</speak>>
<<case "magic">>
<<qSpeak "quincy.furrow">> You should be grateful for those "magic tricks." You'll have water to drink and food to eat because of our work. <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> That's what I've been trying to tell him! *He turns to the older man again.* Now give some gratitude, you stubborn old artefact! <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Hrmph. ``@@.lilt;//"Thank you, Yer Grace."//@@ <</speak>>
<</switch>>
<<include "S1E3: ExYol Farmers Q">><<choose>>
<<actions
[[The woods...|S1E3: ExYol Farmers Woods]]
[[The river...|S1E3: ExYol Farmers River]]
[[About Jim...|S1E3: ExYol Farmers Jim]]
[[The Convoy's repair efforts...|S1E3: ExYol Farmers Repairs]]
>>
<<if !setup.questEnded("13-eq") && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<onceLink "The town's absent Viscount..." "S1E3: ExYol Farmers Viscount">><</onceLink>>
<</if>>
<<onceLink "I thought the fields were tended already. What are you doing?" "S1E3: ExYol Farmers Snowshoe">><</onceLink>>
<<onceLink "You called me \"Duke of the Mines\" earlier." "S1E3: ExYol Farmers Mines">><</onceLink>>
<<special "end" [[*Return to Yolmar.* Farewell.|S1E3: Exploration Yolmar]]>>
<</choose>><<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.think">> "The Duke of the Mines," you say... Hm. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> "The Duke of the Mines." Hm. <</qSpeak>>
<</if>>
<<text>>
It's not the worst thing you've been called. <<if setup.hasTrait("moleman")>>In fact... you think you might like it. <<if setup.hasRep("ambition")>>It frames your work as inspector as something powerful - more appropriate for a man of your birth.<<else>>It feels a touch more manageable in your mind than being //"Duke of the Northern Kingdom,"// that's for certain.<</if>><<else>>Even so, you hope that the title does not stick. <<if setup.hasRep("ambition")>>You'd rather your time as inspector not haunt the forefront of your reputation.<<else>>You've a difficult time as it is with the titles you bear already.<</if>><</if>>
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> I-it's what travelers from the Barrens call you. Sir. <</speak>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.pleased">> I see. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I see... <</qSpeak>>
<</if>>
<<text>>
That would make sense. <<if setup.hasTrait("moleman")>>Thanks to your inspection duties, you find yourself in northern Kagthur quite often.<<else>>Your mine inspection duties kept you hostage there more than anywhere else.<</if>> If any people were going to know you for anything aside from your absence, it //would// be the people of the Barrens.
<</text>>
<<include "S1E3: ExYol Farmers Q">><<qSpeak "quincy.neutral">> What can you tell me about the woods in the valley? <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Well, they used to be green, and we used to hunt rabbits and-- <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.lilt;Those were //His Glove's// woods.@@ *The old man sneers.* <</speak>>
<<qSpeak "quincy.eyebrow">> Yes...? And...? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> And they're dead. *He snorts like an indignant horse.* They're dead, and they're stayin' dead as willed by Him Above! <</speak>>
<<if !setup.hasItem("yolmar-noblehate")>>
<<text>>
A strangely hostile response to a simple question. Is there something you are missing here? <<if setup.hasTrait("dense")>>(There usually is.)<</if>>
<</text>>
<<else>>
<<text>>
It seems the woods have been tainted by mere association. Unless there is something else you're missing, here? <<if setup.hasTrait("dense")>>(There usually is.)<</if>>
<</text>>
<</if>>
<<choose>>
[[Was there something wrong with the woods?|S1E3: ExYol Farmers Woods2][$response to "wrong"]]
[[But the woods could feed you again, if a Viscount tended them.|S1E3: ExYol Farmers Woods2][$response to "could"]]
<</choose>><<switch $response>>
<<case "wrong">>
<<qSpeak "quincy.think">> Was there a problem with living by the woods? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Plenny. Brought wolves here. Hares'd come have their kits in the brush. Those woods were nothin' but trouble, and there's enough of that out on the tundra as it is! <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Don't care how many rabbits don't live there. We got along just fine before it was grown and we got along just fine with it dead. <</speak>>
<<case "woods">>
<<qSpeak "quincy.eyebrow">> You know - the woods //could// flourish once again... if a new Viscount were titled to the valley. <</qSpeak>>
<<text>>
The old man's weathered brow drops into a scowl, his shoulders square <<snout "in defiance" "and his pelt raised in defiance">>.
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;We got along just fine before it was grown and we got along just fine with it dead!@@ <</speak>>
<</switch>>
<<speak "northcommoner_m2.neutral" "Farmhand">> But... we don't have the river anymo-- <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;Hush, boy.@@ Yer too young to understand! <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> //Ugh.// *He falls into a slouch against the pole of his shovel, frustrated.* <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Never had forests up here in the old days. Then we settled, and all you gloves decide this tundra and that tundra needs a patch of woods, when Architect knows none of it did! <</speak>>
<<if !setup.hasItem("yolmar-noblehate") || setup.getItemData("yolmar-noblehate").obtained[0] == "Old Farmer">>
<<qSpeak "quincy.surprised">> You mean to say that you wouldn't accept a new Viscount even if it brought life back to the woods? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> So... you mean to say that you wouldn't accept a new Viscount even if it brought life back to the woods. <</qSpeak>>
<</if>>
<<speak "northcommoner_m2.neutral" "Farmhand">> That's ridic-- <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;''Never again.''@@ ``When he left, we all swore it. ''Never.'' <</speak>>
<<if !setup.hasItem("yolmar-noblehate") || setup.getItemData("yolmar-noblehate").obtained[0] == "Old Farmer">>
<<text>>
A bold statement, to prefer starvation over the prospect of a new titled man in town. It seems that Viscount Tokhumal's abandonment of the valley has been a grievous wound upon Yolmar's trust.
<</text>>
<<itemAdd "yolmar-noblehate" `{obtained:["Old Farmer","Yolmar"]}` >>
<<else>>
<<text>>
A bold statement, to prefer starvation over the prospect of a new titled man in town. You fear that this grudge isn't the sort that can be reasoned with.
<</text>>
<</if>>
<<include "S1E3: ExYol Farmers Q">><<if hasVisited("S1E3: ExYol Farmers Viscount")>>
<<qSpeak "quincy.think">> You said you were a fisherman? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> *He nods.* Mmhmm. A real man, not dirt-digger toiling away with the rest of these //farmers.// <</speak>>
<<else>>
<<qSpeak "quincy.think">> What was life like before the Barrens Dam was built? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Well, I was a fisherman for one. Not toiling away in the dirt with the rest of these //farmers.// <</speak>>
<</if>>
<<speak "northcommoner_m2.neutral" "Farmhand">> //A rat lookin' down on on a mouse!// *He gives a dreamy sigh.* You amaze me sometimes, old man. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;''HUSH,'' BOY!@@ <</speak>>
<<text>>
The young farmer shrinks back, shaking his head at his ornery old neighbor... but he falls quiet as demanded.
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Now, what were we talkin' about? <</speak>>
<<qSpeak "quincy.neutral">> ...The river. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Ah. Right. <</speak>>
<<text>>
The old man looks out into the horizon with a wistful eye, presumably searching for some arc or bend obscured by the lingering fog. Whatever memories this stirs are held fondly enough that he removes his hat and places it over his chest as he reminisces.
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Ah, she was beautiful. Still can't believe she's gone now. Can't believe it's already been two seasons since she ran dry... <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> It was a real nice river. *The young man dares to agree, his face pinched with nostalgia for a time not yet long gone.* I'm gonna miss salmon season... <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Smoked, those fish could feed us for months, and there'd still be plenty more headin' south to marry off an' give us more fish next year. Didn't matter how poor the harvest was, there was always fish year round... <</speak>>
<<qSpeak "quincy.think">> That many fish, really? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Mmhmm. Was a font that never dried. Even in winter, ya could always catch somethin'. Walleye... perch... char... <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Aw, shucks. My belly's too empty for this talk. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Hrmph. Mine too... <</speak>>
<<itemAdd "yolmar-manyfish">>
<<include "S1E3: ExYol Farmers Q">><<qSpeak "quincy.neutral">> What do you make of young Jim? <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Poor kid. His ma and pa were good people... angels take the best of 'em first. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Mmhmm. And that's why they left the boy. *The older man growls.* <</speak>>
<<text>>
The young man's jaw falls agape.
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> @@.surprise;What is the matter with you?@@ //You// like little Jim! //We all like little Jim!// <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> "Little Jim" is a bleating baby fawn bringin' wolves over to get us while we're weak. <</speak>>
<<text>>
With a sigh, the younger farmer turns to you and says:
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> 'Pologies, Your Grace. My neighbor here is a //deeply unpleasant// old coot, I'm afraid. <</speak>>
<<qSpeak "quincy.lookaway">> What does he mean by "wolves?" <<if hasVisited("S1E3: ExYol Well Lady")>>*Why must everyone be so cryptic when it comes to their concerns surrounding Jim?*<</if>> <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;Troublemakers!@@ <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> He means anybody who might stick their nose into town affairs, just about. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Yolmar don't need a Prince's Convoy. We don't need a touched-in-the-head man wearin' his gramma's old storyteller mask givin' us charity. Only thing we need is for folks to mind their own business and leave us the Hell alone! <</speak>>
<<text>>
With a grunt of anger, the old man begins shoveling dirt with great speed and force. It's... utterly unnecessary. <<if hasVisited("S1E3: ExYol Farmers Snowshoe")>>No part of dung distribution<<else>>You're not entirely certain what he's doing to begin with, but you doubt that it<</if>> requires this sort of fierce shoveling.
<</text>>
<<include "S1E3: ExYol Farmers Q">><<qSpeak "quincy.think">> Old man... *You begin.* <</qSpeak>>
<<text>>
It's not the kindest address, but it is accurate. The farmer turns his head, his wrinkled face scrunching<<snout "" " as he flicks a tattered ear">>.
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Hngn. <</speak>>
<<if hasVisited("S1E3: ExYol Farmers Woods")>>
<<qSpeak "quincy.neutral">> I'd like to know more about this Viscount who has wounded your trust so deeply. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Tokhumal? We're better off without the old bastard. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> You've lived in this village long enough to have known its former Viscount, correct? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Tokhumal? Yeah, I knew the old bastard. Good riddance. We're better off without him. <</speak>>
<</if>>
<<speak "northcommoner_m2.neutral" "Farmhand">> *His young neighbor rolls his eyes. The corner of his mouth tugs into a sheepish smile as he quips:* Yeah, good riddance. I //hated// eatin' every day. That old glove ruined my boyhood, makin' sure we had turnips n' carrots n' a whole wood of rabbits... <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Shut it, boy. Yer not old enough to remember how bad we had it with him around. Little six-month pup tellin' a grown wolf, //"hey! Winter can't be so bad! It was nice and warm in the den by my mama's belly!"// <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> 'Pologies, sir. I'll try n' be older next time. <</speak>>
<<text>>
Most of what you've heard about this Viscount's terribleness has had to do with his leaving; to hear he was disliked beforehand makes you curious.
<</text>>
<<qSpeak "quincy.think">> So you took issue with this man before he ever betrayed the town? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> "Betrayed the town." @@.intense;Pah!@@ "His Glove" was never loyal to it to begin with. He was only ever here maybe half the week. Always out wanderin'. <</speak>>
<<qSpeak "quincy.neutral">> And where would he wander? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Anywhere he felt. "Viscount of the Cradle," his title was, and so he'd just meander 'round the hills for days leavin' Yolmar to fend for itself... <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> The folks on the farms'd work themselves to the bone seven days for every one he spent here doin' his magic tricks. Then, come harvest, he'd parade about like a hero an' make us all clap for him. A hawk swoopin' in to steal a mouse from the fox's jaws and feelin' like a hunter for it. <</speak>>
<<if hasVisited("S1E3: ExYol Jim Viscount")>>
<<text>>
That sounds... familiar. <<if setup.hasTrait("dense")>>You swear you've heard that turn of phrase somewhere else.<<else>>You're fairly certain that Jim used the very same turn of phrase.<</if>>
<</text>>
<</if>>
<<choose>>
<<if setup.hasItem("missingV-record")>>
<<specialC "hunch" [[He served your town for seventeen years, didn't he? That sounds like dedication to me.|S1E3: ExYol Farmers Viscount Serve]]>><<set $response to "serve">><</specialC>>
<</if>>
<<if setup.hasTrait("jester")>>
<<trait "jester" [[A bird stealing prey from a fox? Impressive. He must have been a talented conductor.|S1E3: ExYol Farmers Viscount2]]>><<set $response to "hawk">><</trait>>
<<else>>
<<trait "dense" [[A bird stealing prey from a fox? Impressive. He must have been a talented conductor.|S1E3: ExYol Farmers Viscount2]]>><<set $response to "hawk">><</trait>>
<</if>>
[[There's at least one other village in the valley. He couldn't be in Yolmar all the time, could he?|S1E3: ExYol Farmers Viscount2][$response to "couldnt"]]
[[So he only did the bare minimum his title demanded.|S1E3: ExYol Farmers Viscount2][$response to "min"]]
<</choose>><<include "S1E3: ExYol Farmers Viscount2">><<switch $response>>
<<case "hawk">>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.pleased">> A hawk stealing prey from the jaws of a fox is no easy feat. He must have been quite the conductor. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> A hawk stealing prey from the jaws of a fox is no easy feat. He must have been quite the conductor. <</qSpeak>>
<</if>>
<<text>>
At this, the younger farmer bursts into a fit of laughter. Though he does his best to choke it back down, giggles escape with every snort of breath. His elder, on the other hand, finds no humor in <<if setup.hasTrait("jester")>>your joke<<else>>your comment<</if>>. His <<snout "eyes bulge" "wiry coat bristles">> at the suggestion that there is anything to praise about the town's former Viscount. <<if setup.hasTrait("jester")>>Taking your quip at face value<<else>>Quick to correct your foolishness<</if>>, he snaps:
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;If he were such a conductor he never would've been out here!@@ <</speak>>
<<text>>
The force is enough to make his neighbor flinch. Immediately, the younger farmer ceases his laughter and cowers into a pleading bow.
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Please excuse him, Your Grace. Our old glove is a sore subject for him. He forgets his manners. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Hrmph! I don't forget my manners, I show that Tokhumal all the manners a man like him deserves! That old moose //always// hated this town. //Hated the whole valley!// <</speak>>
<<case "couldnt">>
<<qSpeak "quincy.lookaway">> There's at least one other village in the Cradle. Surely he had to take the time to tend to Gharkan and the woods as well? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.surprise;Pfhtah!@@ *He spits.* A ride to Gharkan and back don't take so long as to keep him away for days an' days. That old moose //always// hated this town. //Hated the whole valley!// <</speak>>
<<case "min">>
<<qSpeak "quincy.neutral">> So, you're saying that he only did the least he could and keep his title. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> That's exactly what I'm sayin'. That old moose //always// hated this town. //Hated the whole valley!// <</speak>>
<<case "serve">>
<<qSpeak "quincy.think">> He served your town for seventeen years, didn't he? That doesn't sound like a man without dedication. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;Gloves with gloves, no matter who or what's wearin' em!@@ @@.surprise;Pfhtah!@@ *He spits in contempt.* <</speak>>
<<text>>
The force of his barking is enough to make his neighbor flinch. Immediately, he sinks into a pleading bow.
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Please excuse him, Your Grace. Our old glove is a sore subject for him. He forgets his manners. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.surprise;Pfhtah!@@ *He spits.* I don't forget my manners, I show that Tokhumal all the manners a man like him deserves! That old moose //always// hated this town. //Hated the whole valley!// <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Only thing old Tokhumal was ever dedicated to was feelin' sorry for himself! <</speak>>
<</switch>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Every day he was here he'd be tip-tappin' around town with his li'l white @@.singsong;unicorn gloves@@, moanin' about how he should've taken a title in Tebenka, how if only he were //any good a conductor,// then he coulda been //anywhere else.// Made damn sure we knew he hated bein' here as much as we hated 'im bein' here! <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Oh, and he hated us fishermen most of all, 'cause //we// showed him for what he really was! //We// fed the town in a way which had nothin' to do with him! He could scare the hunters and the farmers into playin' nice, and the men who never set a hook raised their boys like //this -// <</speak>>
<<text>>
He jabs the handle end of his shovel at the younger man, who flinches <<if $response == "hawk" || $response == "serve">>again <</if>>at the gesture.
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> But ''we'' always gave him the grace he deserved! //Nothin'!// And when he ran from town, tail tucked, he proved us all right about the kind of man @@.singsong;"the Viscount of Amalugh's Cradle"@@ really was. <</speak>>
<<choose>>
[[I see.|S1E3: ExYol Farmers Viscount3][$response to "see"]]
[[Then why begrudge him for leaving?|S1E3: ExYol Farmers Viscount3][$response to "leave"]]
[[Well, good riddance then.|S1E3: ExYol Farmers Viscount3][$response to "good"]]
<</choose>><<switch $response>>
<<case "see">>
<<qSpeak "quincy.lookaway">> Mm. I see. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Breakin' a promise to men is one thing. Breakin' a promise to The Architect's a whole 'nother thing. <</speak>>
<<case "leave">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> If you hated him so, then why begrudge him for leaving? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> But, if you hated him so, then... Why begrudge him for leaving? Did he not do you a favor? <</qSpeak>>
<</if>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> 'Cause he pledged himself to that valley, and gloves're supposed to live by their pledges no matter what. Breakin' a promise to men is one thing. Breakin' a promise to The Architect's a whole 'nother thing. <</speak>>
<<case "good">>
<<qSpeak "quincy.lookaway">> Well, good riddance, I suppose. <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Any glove who thinks of leavin' his people should just get on with it and save us the trouble. <</speak>>
<</switch>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.surprise;Saints!@@ If we can't trust our gloves to keep their word to Him Above, how the Hell're we s'pposed to trust anything in this damned kingdom!? <<if !$rumor.faith>>*He casts a pointed look in your direction.*<</if>> <</speak>>
<<if $rumor.faith>>
<<speak "northcommoner_m2.neutral" "Farmhand">> ...I can't speak of old Viscount Tokhumal, but... it's true we haven't been given much to believe in. <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> All we can do is buckle down and look for angels on the horizon. Keep watch for a New Dawn and a better day. <</speak>>
<<else>>
<<speak "northcommoner_m2.neutral" "Farmhand">> *The other man shakes his head.* All we can do is buckle down and look for angels on the horizon. Keep watch for a New Dawn and a better day... <</speak>>
<</if>>
<<itemAdd "missingV-farmer">>
<<include "S1E3: Elijah SQ Tracker">>
<<include "S1E3: ExYol Farmers Q">><<qSpeak "quincy.neutral">> How are the Convoy's repairs serving you? <</qSpeak>>
<<text>>
In unison, the two answer:
<</text>>
<<speak "northcommoner_m2.neutral" "Farmhand">> @@.lilt;Life-saving, Your Grace!@@ <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> @@.intense;Rotten.@@ <</speak>>
<<text>>
Such conflicting information...
<</text>>
<<qSpeak "quincy.eyebrow">> Rotten? How so? <</qSpeak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Should've used that wood to build a better fence 'round this plot, that's why! <</speak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Sheesh, I dunno... I for one sleep quite nice, knowing nothin'll fall down in the night. <</speak>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Don't matter if snowshoes get all our eats! Snowshoe don't even need to jump over an old worn fence like this. He could just walk right through it! <</speak>>
<<include "S1E3: ExYol Farmers Q">><<text>>
As the pair of men dirty their <<snout "hands" "fur">> in the freshly-tended field, your brow furrows. Were their fields not tended and planted just yesterday?
<</text>>
<<qSpeak "quincy.think">> ...Pardon. What //are// you doing? <</qSpeak>>
<<text>>
The old man turns his chin over his shoulder and spits into the open field before answering.
<</text>>
<<speak "northcommoner_m3.neutral" "Old Farmer">> Spreadin' hare dung. Keeps the snowshoes out. <</speak>>
<<qSpeak "quincy.eyebrow">> ...Oh. Does it? <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> If it's a new mama's dung it does. The 'shoes follow hares, sure, but they won't risk goin' near a strange doe if she's got kits about. <</speak>>
<<qSpeak "quincy.think">> Ah. How useful. <</qSpeak>>
<<speak "northcommoner_m2.neutral" "Farmhand">> Inn't it? Thank Elysium that Old Man Colby's doe finally popped! <</speak>>
<<text>>
You wince. A most unpleasant euphemism. The mental image of a hare "popping" is a gory one you'd rather not dwell upon.
<</text>>
<<include "S1E3: ExYol Farmers Q">><<include "S1E3: Townfamiliar">>
<<text>>
This stall was once that of a fishmonger. The faded paint over the top board still proclaims fresh arctic char, but the young woman behind it is no fishwife. She is about your age, smartly dressed, with the clever slanted eyes of a tundra fox. Whoever wove her cape must have noted this too, for a repeating pattern of the beasts skulk about its perimeter where the wool brushes the floor.
``She has made the most of rough-spun wool and rabbit-hide. The material is shabby, but the cut of her riding skirt matches those of the daughters of mine overseers and crafty merchants: the well-to-do of settled Northern society.
``She smiles as you approach, sinking into a full Midland commoner curtsy. Despite the deference, her greeting is blithe.
<</text>>
<<if hasVisited("S1E3: wings karlie smith discuss")>>
<<set $tempQ.yolmar.nalaKarlie to true>>
<<speak "nala.smile" "Foxish Woman" >> Well that was a ruckus, now, wasn't it? <</speak>>
<<qSpeak "quincy.tilt">> You... overheard? <</qSpeak>>
<<speak "nala.smile" "Foxish Woman">> A little here and there. <<if $tempQ.yolmar.karlieMad>>Hard not to hear little Karlie when she gets mad<<else>>It's a small hall<</if>>, Your Grace. <</speak>>
<<speak "nala.neutral" "Foxish Woman" >> But don't you worry, I mind my own business. I'm not meant for Yolmar anyway. <</speak>>
<<else>>
<<speak "nala.neutral" "Foxish Woman" >> Welcome to Yolmar, Your Glove. Care to have your //coming// contribute to my //leaving?// <</speak>>
<<qSpeak "quincy.eyebrow" >> Pardon? <</qSpeak>>
<</if>>
<<speak "nala.smile" >> The name's Nala. I'll be joining the Plait Festival girls when they come through town. Won't be long, now that the ground has gone soft.<</speak>>
<<text>>
The Plait Festival is yet another of those Nomad traditions that has survived settlement; one of many pagan rites which your fellow Noble speaks of in that characteristic medley of intrigue and disgust. Although the festival is not outright //banned// in your home Sovereignty, you had been warned against its temptations from a young age. Of course, the Plait is unavoidable for an inspector traveling the tundra, and so it was only inevitable you eventually witness it. The throngs of women stretch for a mile at a time, dressed in a medley of colors like birds in their breeding plumage.
``Your understanding of the practice is as follows: every spring, women of marriageable age gather in a band to travel across the North, dancing and entertaining at each town or clan they pass. With each stop, some stay and marry, and are replaced by yet more local women who take their place in the Plait. There one day, gone the next. Lake sediment floating down a winding stream.
``D'Angelo's understanding differs: //"Always good to be in town when the Plait passes through! They dance topless, when the tavern allows it!"//
<</text>>
<<speak "nala.smile" >> Joining's free, but lodging isn't, if you don't want to sleep on the ground in one of those felt tents.
``Anything helps. Reasonable prices. <</speak>>
<<text>>
In the cottongrass baskets that would have held fillets are carefully arranged bundles of cloth. On closer inspection, you notice they are for different purposes: some are skirts, other bedding, and yet others, decorative hangings.
<</text>>
<<include "S1E3: ExYol Nala Menu">><<text>>
The stall was once that of a fishmonger. The faded paint over the top board still proclaims fresh arctic char, but the young woman behind it is no fishwife. She is about your age, smartly dressed, with the clever slanted eyes of a tundra fox.
<</text>>
<<speak "nala.smile" >> A pleasure to see you again, Your Glove. *Her eyes squint like a contented cat.* <</speak>>
<<include "S1E3: ExYol Nala Menu">><<set $tempQ.yolmar.nalaKarlie to true>>
<<text>>
The stall was once that of a fishmonger. The faded paint over the top board still proclaims fresh arctic char, but the young woman behind it is no fishwife. She is about your age, smartly dressed, with the clever slanted eyes of a tundra fox.
<</text>>
<<speak "nala.smile" >> Well, hello again. <<if hasVisited("S1E3: wings karlie force")>>You looking to force any other girls to sell their belongings today?<<else>>Care to offer me some of that generosity you gave little Karlie?<</if>> <</speak>>
<<qSpeak "quincy.tilt">> You... overheard? <</qSpeak>>
<<speak "nala.smile">> A little here and there. <<if $tempQ.yolmar.karlieMad>>Hard not to hear little Karlie when she gets mad<<else>>It's a small hall<</if>>, Your Grace. <</speak>>
<<speak "nala.neutral" >> But don't you worry, I mind my own business. <</speak>>
<<include "S1E3: ExYol Nala Menu">><<shop `[{id:"weaving-plaitFestival",text:"A rug of nomad weaving; it is frayed in places. It must be very old. Imani might find use of this.",cost:10,pass:"S1E3: ExYol Nala Buy"},{image:{url:"hare_blanket.png"},name:"Hare's Cape",text:"The cape of someone's beloved hare, erroneously labeled a "rug.""},{image:{url:"blanket_snowshoe.png"},name:"Snowshoe Bedrug",text:"You've spent many a cold winter night beneath one of these. Unfortunately, you've no need of one. The Convoy opted for wool blankets, against your suggestion..."},{image:{url:"storymask.png",snoutSensitive:true},name:"Storyteller's Mask",text:"One of ten thousand family heirlooms just like it. Nala tells you it belonged to some grandfather of hers or another."}]`>><</shop>>
<<choose>>
<<if setup.hasItem("weaving-plaitFestival") && hasVisited("S1E3: ExYol Hall PostPlait Yah")>>
<<present "weaving-plaitFestival" [[I'd like to return this weaving.|ExYol Market Nala Return]]>><</present>>
<</if>>
<<if $tempQ.yolmar.foodDone != true>>
<<onceLink "About Karlie..." "S1E3: ExYol Nala Karlie">><</onceLink>>
<</if>>
<<actions
[[This is all cloth. Are you a weaver?|S1E3: ExYol Nala Cloth]]
[[You may not need to leave, once we're done here.|S1E3: ExYol Nala Stay]]
[[What kind of uh, husband, are you hoping for?|S1E3: ExYol Nala Husband]]
>>
<<if hasVisited("S1E3: ExYol Jim Lazarus Stay") || hasVisited("S1E3: ExYol Nala Buy")>>
<<onceLink "You did business with Lazarus?" "S1E3: ExYol Nala Lazarus">>
<</onceLink>>
<</if>>
<<if !setup.questEnded("13-eq") && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<onceLink "The town's absent Viscount..." "S1E3: ExYol Nala Viscount">><</onceLink>>
<</if>>
<<special "end" [[*Leave her stall.* Farewell.|S1E3: ExYol Trade]]>>
<</choose>><<qSpeak "quincy.eyebrow" >> What sort of uh, husband, are you looking to find? <</qSpeak>>
<<speak "nala.smile" >> One with the tinkle of guilder in his pocket, and with enough brains to make sure he stays such a way. <</speak>>
<<speak "nala.neutral" >> That is all. <</speak>>
<<qSpeak "quincy.eyebrow" >> No other criteria...? <</qSpeak>>
<<speak "nala.smile" >> Oh, of course there are other things I would like. I enjoy a nice full beard, or someone who carries a conversation well, or if he is kind. But those are... *She waggles her fingers.* ...//nice to have.// They do not get a Northern man far in life. <</speak>>
<<speak "nala.neutral" >> My father would know. He has all the "nice to haves." Mama married him for that. He has none of the "must haves." And those "nice to haves" have only gotten him wasting his life out in that field, trying to wring potatoes from tundra soil. And for Mama, all she has in return is a house with so little firewood you can still see your breath. <</speak>>
<<speak "nala.smile" >> They always told me to learn from their mistakes. <</speak>>
<<include "S1E3: ExYol Nala Menu">><<if $tempQ.yolmar.nalaKarlie>>
<<qSpeak "quincy.lookaway" >> So you're... familiar with Karlie. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Are you familiar with the girl at the game stall? *You incline your head towards Karlie.* <</qSpeak>>
<</if>>
<<speak "nala.neutral" >> Everyone's familiar with everyone around here, Your Glove. *She chuckles.*
Poor thing, that Karlie. She's doing a terrible number on herself, with all that traipsing into the woods and killing anything that moves. Not that she has a choice, but the winter sun is <<snout "bad for a girl's complexion" "bound to give a girl snow nose">>. <</speak>>
<<speak "nala.neutral" >> I tell her all the time that, in a few years time, she should do the same as I. Find herself a nice fellow with guilder enough for red meur piping in his house. But she just makes that face in reply at me - you know the one. <</speak>>
<<if $tempQ.yolmar.forgeFail>>
<<speak "nala.smile" >> She really ought to have taken that deal of yours, if you ask me. That money could've prettied her up and found her a good man. <</speak>>
<<else>>
<<speak "nala.smile" >> She'll understand when she's older.<<if hasVisited("S1E3: WoF Win Transition")>> And now that she's sold the forge, she'll have the coin to pretty herself up when she does...!<</if>> <</speak>>
<<if $tempQ.yolmar.karlieMad>>
<<speak "nala.neutral">> I really don't know why she fought you so. <</speak>>
<</if>>
<</if>>
<<include "S1E3: ExYol Nala Menu">><<qSpeak "quincy.neutral" >> This is all cloth. Are you a weaver? <</qSpeak>>
<<speak "nala.neutral" >> Do I look like a tundra grandmother? *She presses a hand to her chest, but her tone indicates no offense.* Of course not, no. <</speak>>
<<speak "nala.neutral" >> What you see before you is what is left of my dowry. I have sold enough of it to keep Pa and Ma fed at least a year, while //you// sort out this town's mess. The rest of the guilder, I will keep. <</speak>>
<<speak "nala.smile" >> It's not the 1760s anymore; I do not need //piles of bed linens// to find a husband. Only plain charm. The nomads had //that// idea right, at the least. <</speak>>
<<include "S1E3: ExYol Nala Menu">><<qSpeak "quincy.neutral" >> You may not need to leave Yolmar. Better days for the town may be coming. *You hope.* <</qSpeak>>
<<speak "nala.smile" >> Indeed. And I am grateful for your efforts. <</speak>>
<<speak "nala.neutral" >> But all the young bucks who were smart and capable enough to leave have done so. What would you have me do? Hope for Old Man Colby to ask for my hand?<</speak>>
<<speak "nala.smile" >> I do not like the pickings here, so I will go elsewhere. Nothing against Yolmar itself. <</speak>>
<<include "S1E3: ExYol Nala Menu">><<qSpeak "quincy.neutral" >> That... *You cannot think how to describe it.* piece of woven fabric. The one with the torn edge. I'd like to purchase it. <</qSpeak>>
<<text>>
She picks it up and stares at it appraisingly, as if it hadn't occurred to her someone might take an interest in it. It sheds a layer of dust from being disturbed. A trio of figures strut around an earthbound sun in the rumple of fabric facing you, the colors so faded that the details of their storyteller masks are rendered indistinct.
<</text>>
<<speak "nala.neutral" >> You wouldn't happen to be one of those "preservationists," would you? <</speak>>
<<qSpeak "quincy.surprised" >> Not I. A friend of mine. <</qSpeak>>
<<speak "nala.smile" >> *A glimmer appears in her eye. She neatly folds it.* Ahh. <</speak>>
<<speak "nala.neutral" >> This belonged to my grandmother's grandmother. Real old, I reckon. She used to use it to wrap around the wash tub in winter so the cold would leave slower. Didn't think it'd fetch much... <</speak>>
<<if !hasVisited("S1E3: ExYol Nala Lazarus")>>
<<speak "nala.smile" >> But when Lazarus came through, he bought an old duster of a rug from one of us for a pretty sum. Said he knew some of these "preservationists," and that they collect old bits of nomad things. And I planned on selling this thing priced at two...! <</speak>>
<<else>>
<<speak "nala.smile">> But then Lazarus came and taught me that these old things still have worth! <</speak>>
<</if>>
<<speak "nala.neutral">> Ten guilders. *Her face suddenly turns serious.* <</speak>>
<<text>>
It is a little much, given that one of the threads has come out before your very eyes and now hangs from a splinter on the basket.
<</text>>
<<qSpeak "quincy.lookaway" >> Very well. <</qSpeak>>
<<speak "nala.smile" >> Thank you, Your Glove. Your guilders are much appreciated. <</speak>>
<<itemAdd "weaving-plaitFestival">>
<<addTask "13-plait" "start">>
<<speak "nala.smile" >> . . . <</speak>>
<<speak "nala.neutral" >> I hope your friend finds something interesting in that. Meemaw said there's stories in the yarn, but she refused to ever tell me the one on there. Said she would when I was older, then died instead. Ma can't read them. So I never knew. <</speak>>
<<speak "nala.neutral" >> Hey. *The center of her brow lifts ever so slightly.* If you find out what it says, and I've the misfortune of still being here for it... let me know. <</speak>>
<<include "S1E3: ExYol Nala Menu">><<qSpeak "quincy.neutral">> Can you tell me anything about Yolmar's former Viscount? <</qSpeak>>
<<speak "nala.smile">> Nothing you wouldn't hear from anyone else here, I'm afraid. <</speak>>
<<speak "nala.neutral">> He started feuding with folks not long after he was titled. No one else liked him much either. He kept to himself when he was here, and he wasn't here much. Only one or two days out of the week by the end of it. <</speak>>
<<qSpeak "quincy.think">> Where was he going? <</qSpeak>>
<<speak "nala.neutral">> Well, that's the thing. No one really knows. His title had him running from here to Gharkan and back, but Gharkan's not far. Got to the point that people started talking about what he was up to. We had more rumors about him than snowshoes in a herd. <</speak>>
<<qSpeak "quincy.neutral">> Really. What were the rumors? <</qSpeak>>
<<speak "nala.neutral">> Nonsense, mostly. I mean, none of us //really// knew - we were only telling each other stories trying to make sense of it all. And, if it hurt his pride or his reputation, all the better. I don't know if any of them are even worth a real mention. <</speak>>
<<speak "nala.smile">> I mean, Ma swore she saw him out in the valley with some nomad woman once, but Ma's eyes never worked so well, and she's an awful habit of confusing dreams and stories for real. I'd believe the man was caught up in bad business and offed by a debtor before I'd believe he had the charm to catch himself a tundra mistress. <</speak>>
<<speak "nala.neutral">> ...Not that I think he was //got by a debtor// either. He didn't live like a man with money, borrowed or no. Modest life for a glove, through and through. And, it's not like we found any lost gold or mysterious letters when his house got searched after he disappeared. <</speak>>
<<speak "nala.neutral">> If we go on what we know for sure - instead of stories - he was a dull man who preferred trees and tundra to people. <</speak>>
<<itemAdd "missingV-nala">>
<<include "S1E3: Elijah SQ Tracker">>
<<include "S1E3: ExYol Nala Menu">><<if hasVisited("S1E3: ExYol Nala Buy")>>
<<qSpeak "quincy.neutral">> So, you've done business with Lazarus. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I heard you've done business with Lazarus. <</qSpeak>>
<</if>>
<<if !hasVisited("S1E3: ExYol Nala Buy")>>
<<speak "nala.smile" >> Mmhmm. When he came through, he brought an old duster of a rug from one of us for a pretty sum. Said he knew some of these "preservationists," and that they collect old bits of nomad things. <</speak>>
<<else>>
<<speak "nala.smile">> Mmhmm. <</speak>>
<</if>>
<<qSpeak "quincy.think">> Could you tell me what he was like? <</qSpeak>>
<<speak "nala.neutral">> Well, he had //lovely// locs, but I did my best not to think too much about his looks. Touched men can be handsome, sure, but everyone knows tragedy never walks far behind with the haretouched, and that's not really what I'm looking for in a man. <</speak>>
<<speak "nala.smile">> No offense intended. <</speak>>
<<qSpeak "quincy.lookaway">> Er... right. <</qSpeak>>
<<include "S1E3: ExYol Nala Menu">><<displayTask "13-plait" "return">>
<<qSpeak "quincy.neutral">> I've come to return this. <</qSpeak>>
<<itemShow>>
<<speak "nala.neutral" >> I cannot offer a refund, Your Glove. I hope you will understand. *Her voice is silken as she gently pushes back against your arm.* <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> The guilders are yours to keep. So is this. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I... do not need my guilders back. I'm giving it back. <</qSpeak>>
<</if>>
<<speak "nala.neutral" >> And why? I haven't use for it. And if your preservationist friend hasn't found one either, then that is unfortunate. <</speak>>
<<speak "nala.smile" >> You may find it an acceptable draft stopper, if I may venture. <</speak>>
<<qSpeak "quincy.neutral" >> It's the very opposite. She was able to read it. <</qSpeak>>
<<text>>
Nala draws herself up at full height, <<snout "mouth pursing" "whiskers twitching">> with great interest.
<</text>>
<<speak "nala.surprised" >> And? <</speak>>
<<qSpeak "quincy.neutral" >> It is a telling of the Plait Festival tale. <</qSpeak>>
<<speak "nala.smile" >> *She laughs.* So //that// is why Granny would not tell me of the dancing figures. How very fitting. Was your friend also able to tell you what it was for? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Undergarment for menses. <</qSpeak>>
<<speak "nala.smile" >> *Her hand clasped over her <<snout "nose" "muzzle">>, the giggles keep coming.* And how very //unbefitting// for a man of your station to carry! No wonder you seek to be rid of it. <</speak>>
<<qSpeak "quincy.lookaway" >> That isn't why. <</qSpeak>>
<<qSpeak "quincy.think" >> She said that this is a weaving from a Mulian clan. Few are thought to have survived the Unification War... it seems your family is rather rare. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Ah - well-- *You dodge her question, as you would rather not say.* She tells me this is a weaving from a Mulian clan. <</qSpeak>>
<<qSpeak "quincy.tilt" >> Few are thought to have survived the Unification War... it seems your family is rather rare. <</qSpeak>>
<</if>>
<<text>>
Nala's smile fades and her eyes narrow, as she takes hold of the garment and sinks onto the uneven wooden stool behind her stall. She examines the weaving, with all its triangular shapes and dancing masked figures. Her expression is inscrutable.
<</text>>
<<speak "nala.neutral">> Well, I'll be. That's a long way for Meemaw to travel. <</speak>>
<<speak "nala.pensive" >> *Her face grows somber.* ...Did she say anything further about these lost Mul clans? <</speak>>
<<qSpeak "quincy.neutral" >> They were whaling peoples living along the coast. The black dye is squid ink. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> But that's all that is known. Hardly any of their stories have survived. She said this weaving of yours is "priceless." <</qSpeak>>
<<speak "nala.surprised" >> Then why for Architect's sake would she - or you - give it back? *She forgets her formal address in her bewilderment.* <</speak>>
<<choose>>
[[You deserved to know. You may do with it as you please.|S1E3: ExYol Market Nala Return 2][$response to "deserve"]]
[[She made me.|S1E3: ExYol Market Nala Return 2][$response to "made"]]
<</choose>><<switch $response>>
<<case "made">>
<<qSpeak "quincy.neutral" >> She made me. I don't think it sat well on her conscience. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> Something about paying for pyrite when you have gold... <</qSpeak>>
<<speak "nala.neutral" >> That was mighty kind of her. <</speak>>
<<case "deserve">>
<<qSpeak "quincy.neutral" >> We thought you deserved to know. You may do with it as you please. <</qSpeak>>
<<speak "nala.neutral" >> That's mighty kind of you. <</speak>>
<</switch>>
<<speak "nala.pensive" >> But also terrible. Why, when I decided to leave, I said //"Nala, there is nothing for you here. You're as special as the next frontier girl!"// And now you tell me my family is some of the last of some whale-hunters? <</speak>>
<<speak "nala.pensive" >> Just what am I supposed to do with that? <</speak>>
<<qSpeak "quincy.neutral" >> *You go on:* She also said that if your family ever told you their stories... the Preservation Society could mend a great hole in their "tapestry." <</qSpeak>>
<<speak "nala.neutral" >> Oh, I've heard a whole book of 'em. I thought they were only good for the little ones fall asleep to, or passing time by in the blizzards. <</speak>>
<<speak "nala.pensive" >> But I'm no preservationist, and I'm no nomad. I'm Nala, who wants her a man and a comfortable settled house. Nothing less and nothing more in-the-stars than that. <</speak>>
<<speak "nala.pensive" >> Just when I thought I had my mind all set. <</speak>>
<<include "S1E3: ExYol Market Nala Return Menu">><<choose>>
<<actions [[Are you thinking of staying?|S1E3: ExYol Market Nala Stay]]
[[The preservationists have chapters in settled cities.|S1E3: ExYol Market Nala Cities]]
>>
<<specialC "end" [[I'm sorry.|S1E3: ExYol Market Nala Return End]]>><<set $response to "soz">><</specialC>>
<<specialC "end" [[I'll leave you be.|S1E3: ExYol Market Nala Return End]]>><<set $response to "bye">><</specialC>>
<</choose>><<qSpeak "quincy.neutral" >> Are you thinking of staying now? <</qSpeak>>
<<speak "nala.pensive" >> No. *She lets out a long sigh.* Just going to feel bad about it all over again. Already felt like I was abandoning Ma and Pa. Thought myself a dime-a-dozen frontier girl. A good-looking one, sure, but one nonetheless. Now there's this "history" and it feels like I'm abandoning something bigger. <</speak>>
<<include "S1E3: ExYol Market Nala Return Menu">><<qSpeak "quincy.neutral">> There are chapters of the preservationists in settled cities. <</qSpeak>>
<<speak "nala.pensive" >> And they'll spend their whole time talking about how great the tundra is, when none of them have ever spent a winter eating half-starved squirrels. I've heard how city types talk of the old days. <</speak>>
<<speak "nala.pensive" >> But I suppose... I may grace them with my presence. <</speak>>
<<include "S1E3: ExYol Market Nala Return Menu">><<switch $response>>
<<case "soz">>
<<qSpeak "quincy.neutral" >> I'm sorry. <</qSpeak>>
<<speak "nala.pensive" >> Don't be, Your Glove. <</speak>>
<<case "bye">>
<<qSpeak "quincy.neutral" >> I'll leave you be. <</qSpeak>>
<<speak "nala.pensive" >> Thank you, Your Glove. For telling me. <</speak>>
<</switch>>
<<speak "nala.neutral" >> I'm happy to know. Don't know what I'll do with it. But... now I know. <</speak>>
<<endQuest "13-plait" "a">>
<<if hasVisited("S1E3: WoF Win Transition") || hasVisited("S1E3: wings karlie forge fail")>>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@
<<else>>
@@.next;[[Return to the Trading Hall.|S1E3: ExYol Trade]]@@
<</if>><<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"land/rubble_foundation.png"}
]`>>
<<location "kagthur" `["Town Hall Ruins", "Yolmar"]`>>
<<if hasVisited("S1E3: ExYol Hall2")>>
<<text>>
The ruins of the town hall lie in a great heap. Drowned in muck, it freezes solid whenever temperatures are low and decays whenever they are not. The smell of rotted wood is stronger here than anywhere else in town.
``Seeing your approach, your <<if $tempQ.yolmar.friends>>friends<<else>>peers<</if>> wade through the mud and onto solid ground to meet you.
<</text>>
<<speak "vicky.neutral">> <<print $VQname>>. <</speak>>
<<speak "lucas.neutral">> Quintrell! <</speak>>
<<speak "imani.neutral">> Have you need of something? <</speak>>
<<include "S1E3: ExYol Hall Q">>
<<else>>
<<text>>
The ruins of the town hall lie in a great heap. Occasionally, when you ride across the tundra, you come across carrion so weathered and picked over it resists identification. The sprawl of sodden beams and planks extending from dark mud remind you of that.
``Drowned in muck, the hall's remains freeze solid whenever temperatures are low and decay whenever they are not. The smell of rotted wood is stronger here than anywhere else in town. It is a glimpse of the fate which awaits the town, if the Prince's Convoy does not intervene.
``You find Imani up past her calves in softened mud, pawing through the sludge without hesitation. It is precisely what you imagined she would be doing when she described her intent. The part which surprises you is that //Lucas// wades alongside her. His stockings are tarnished with mud, but the necessity of his meur has kept his hands clean; they remain fixed upon the hilt of his Manticore Blade so that he might channel his meur through its point and into the mud in order to warm it enough to be malleable.
``Seeing the effort put forth, you must ask whether it has amounted to anything.
<</text>>
<<qSpeak "quincy.eyebrow">> Have you recovered anything? <</qSpeak>>
<<speak "lucas.surprised">> @@.surprise;GAK!!@@ <</speak>>
<<speak "imani.surprised">> . . .! <</speak>>
<<text>>
Lucas fumbles to keep hold of his rapier. Imani's head whips around. <<if hasVisited("S1E3: Exploration Woods 2")>>It seems you've managed to startle a group yet again.<<else>>They mustn't have noticed your approach.<</if>>
<</text>>
<<speak "lucas.flustered">> //Quintrell!// I didn't expect to see you here! <</speak>>
<<if hasVisited("S1E3: Gharkan Loc")>>
<<speak "imani.surprised">> I would've thought business would have kept you in Gharkan for the day. <</speak>>
<<if $tempQ.yolmar.foodDone>>
<<choose>>
[[Actually, my business is nearly through.|S1E3: ExYol Hall2][$response to "soon"]]
<</choose>>
<<else>>
<<choose>>
[[I've returned to fulfill my end of a bargain.|S1E3: ExYol Hall2][$response to "my"]]
[[I'm considering my options.|S1E3: ExYol Hall2][$response to "opt"]]
<</choose>>
<</if>>
<<else>>
<<speak "imani.neutral">> I thought you would've set out for Gharkan by now. <</speak>>
<<choose "quincy.lookaway">>
[[Not yet.|S1E3: ExYol Hall2][$response to "yet"]]
<</choose>>
<</if>>
<</if>><<text>>
Setting aside their work, your <<if $tempQ.yolmar.friends>>friends<<else>>peers<</if>> trudge onto solid ground to greet you.
<</text>>
<<switch $response>>
<<case "my" "soon">>
<<if $response == "soon">>
<<qSpeak "quincy.neutral">> Every deal has terms. Fulfilling my end of the bargain brought me back to Yolmar. I'll be returning to Gharkan soon to make it official. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Every deal has terms. I've returned to Yolmar to fulfill my end of the bargain. <</qSpeak>>
<</if>>
<<speak "lucas.thinking">> Huh! *He exclaims, shaking the mud from the tip of his blade.* I didn't realize writing a contract would be so involved. I would've thought you'd simply... work everything out on the page. <</speak>>
<<speak "imani.laugh">> *His naiveté prompts a bit of laughter from Imani.* <</speak>>
<<case "opt">>
<<qSpeak "quincy.lookaway">> We've a few different candidates for the Crown contract. So, I am taking the time to consider my options. <</qSpeak>>
<<speak "lucas.thinking">> Huh! *He exclaims, shaking the mud from the tip of his blade.* I didn't realize it would be such a process. You can't simply talk to the head of a few guilds and pick whichever is best? <</speak>>
<<speak "imani.laugh">> *His talk of guilds, plural, makes her laugh.* <</speak>>
<<case "yet">>
<<qSpeak "quincy.lookaway">> No. Not yet. <</qSpeak>>
<</switch>>
<<if $response == "yet">>
<<speak "lucas.weary">> But you will be going soon? *He questions, shaking the mud from the tip of his blade.* <</speak>>
<<text>>
Before you can answer, a fourth voice intrudes upon your conversation.
<</text>>
<<speak "vicky.smirk">> @@.lilt;'Course he will!@@ <<if $VQname == "Gracie">>$VQname<<else>>His Grace<</if>>'s just draggin' his feet 'cause he misses his @@.singsong;friends.@@ <</speak>>
<<else>>
<<speak "lucas.weary">> *Abruptly self conscious, he yips:* //Have I said something funny?// <</speak>>
<<text>>
Before you can answer, a fourth voice intrudes upon your conversation.
<</text>>
<<speak "vicky.incredulous">> @@.lilt;Naw.@@ The only funny thing 'round here is how bad life up on the tundra is. <</speak>>
<</if>>
<<text>>
Victoria shuffles out from behind the wreckage of the ruined town hall. She is muddy from <<snout "head to toe" "ear to tail">>. Architect knows why. Now //you// are the one saying things like:
<</text>>
<<qSpeak "quincy.surprised">> Ah. I didn't expect to see you here... <</qSpeak>>
<<speak "vicky.neutral">> *She shrugs her shoulders.* Wasn't how I expected my day would go neither. <</speak>>
<<speak "vicky.incredulous">> But, Angie wanted a pair of eyes on these kids. Y'know! To make sure they didn't hurt themselves! <</speak>>
<<if setup.tone("vicky") || setup.flag(14)>>
<<speak "vicky.indifferent">> @@.whisper;And between you and me, we've had a few close calls with Glasses here.@@ <</speak>>
<<speak "lucas.scowl">> @@.intense;We have not!@@ <</speak>>
<</if>>
<<text>>
Imani's mouth thins. With a shake of her head and a roll of her eyes, she dismisses Victoria's jeering and turns her attention to you.
<</text>>
<<speak "imani.lookaway">> Your help has been greatly appreciated, Victoria. <</speak>>
<<speak "vicky.sillysalute">> All in a day's work! <</speak>>
<<speak "imani.neutral">> So, have you need of something? <</speak>>
<<include "S1E3: ExYol Hall Q">><<set _wingAsk to true>>
<<set _nomadAsk to true>>
<<set _ipAsk to true>>
<<set _canAsk to false>>
<<if hasVisited("S1E3: ExYol Hall Contract Wing") || $tempQ.yolmar.forgeFail>>
<<set _wingAsk to false>>
<</if>>
<<if hasVisited("S1E3: ExYol Hall Contract Nomad") || $tempQ.yolmar.hareFail>>
<<set _nomadAsk to false>>
<</if>>
<<if hasVisited("S1E3: ExYol Hall Contract IP")>>
<<set _ipAsk to false>>
<</if>>
<<if _wingAsk || _nomadAsk || _ipAsk>>
<<set _canAsk to true>>
<</if>>
<<choose>>
<<if !hasVisited("S1E3: ExYol Hall Plait")>><<present "weaving-plaitFestival" [[You'll want to have a look at this, Imani.|S1E3: ExYol Hall Plait]]>><</present>><</if>>
<<if $tempQ.yolmar.foodDone != true>>
<<if hasVisited("S1E3: market wings 2") || hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal")>>
<<if _canAsk>>
[[I'd like your opinions on the potential contractors...|S1E3: ExYol Hall Contract]]
<</if>>
<</if>>
<</if>>
<<if hasVisited("S1E3: ExYol Hall Found") && !hasVisited("S1E3: ExYol Hall Found Closer")>>
<<onceLink "@@.talk-action;Examine the found items.@@" "S1E3: ExYol Hall Found Closer">><<set $response to "menu">><</onceLink>>
<<elseif hasVisited("S1E3: Camp Elijah SQ Look Again") && !setup.hasItem("missingV-record") && hasVisited("S1E3: ExYol Hall Found Closer")>>
<<link "@@.talk-action;Examine the found items once again.@@" "S1E3: ExYol Hall Found Closer">><<set $response to "again">><</link>>
<</if>>
<<onceLink "<span>So... <i>have</i> you found anything?</span>" "S1E3: ExYol Hall Found">><</onceLink>>
<<special "end" [[*Return to Yolmar.* Farewell.|S1E3: Exploration Yolmar]]>>
<</choose>><<text>>
Realizing your initial question was never answered, you try to ask again:
<</text>>
<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>
<<qSpeak "quincy.think">> So - have you recovered anything? Town records, perhaps? <</qSpeak>>
<<text>>
It's hard to feel hopeful about their endeavor when the items they seek have been frozen in mud for at least a month. Paper is not exactly known for enduring against the elements. But - if there is even //a chance// Viscount Tokhumal's leave was documented...
<</text>>
<<else>>
<<qSpeak "quincy.eyebrow">> So... //have// you recovered anything? <</qSpeak>>
<<if $tempQ.yolmar.friends>>
<<text>>
It's hard to feel hopeful about their endeavor when the items they seek have been frozen in mud for at least a month. Paper is not exactly known for enduring against the elements.
<</text>>
<<else>>
<<text>>
Seeing that Lucas has <<if $bond == "lucas">>abandoned you<<else>>shirked his Convoy duties<</if>> in favor of salvaging mud-soaked yarn and ruined paper, you //hope// the endeavor is not fruitless. //That// would only frustrate you further.
<</text>>
<</if>>
<</if>>
<<speak "lucas.smug">> Actually, we have! *He flourishes a hand towards their good work.* <</speak>>
<<text>>
Their "good work" consists of a muddy old chest, an orphaned drawer, and a few woven scraps so filthy you couldn't possibly make out their color or pattern.
<</text>>
<<speak "imani.bow">> We've retrieved //several// pieces of //several// tapestries, a drawer containing a record of the town's past Viscounts up to their last, and a box with a practitioner rounds schedule dated thirty years ago! <</speak>>
<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>
<<qSpeak "quincy.think">> Perfect. Precisely what I was looking for! <</qSpeak>>
<<speak "vicky.think">> @@.surprise;//Hnuh?//@@ <</speak>>
<<speak "lucas.thinking">> It... is? <</speak>>
<<qSpeak "quincy.neutral">> Please - may I take a look? <</qSpeak>>
<<speak "imani.surprised">> Of... of course. <</speak>>
@@.next;[[Examine their find.|S1E3: ExYol Hall Found Closer][$response to "looky"]]@@
<<else>>
<<speak "vicky.indifferent">> So rubbish, mostly. <</speak>>
<<text>>
Lucas and Imani take their offense in unison.
<</text>>
<<speak "lucas.eyeroll">> @@.lilt;Tsk!@@ Don't be so quick to dismiss our work! <</speak>>
<<speak "imani.bow">> *She pulls a weathered sheet of parchment from the pile and waves it in the air, brandishing it as though its worth spoke for itself.* Every piece of legible "rubbish" is proof that this search is worth our while! We will recover this town's history yet! <</speak>>
<<speak "lucas.thinking">> *Squinting at the paper she waves, he adds:* ...Of course, when we do, we ought to transcribe it onto fresh paper. The ink has run //dreadful// on some of these. <</speak>>
<<speak "imani.lookaway">> *Her arm drops back to her side.* Yes. <</speak>>
<<include "S1E3: ExYol Hall Q">>
<</if>><<switch $response>>
<<case "again">>
<<qSpeak "quincy.think">> There is something I'm still trying to understand about Viscount Tokhumal's leave. *You explain.* I believe I saw something earlier which might answer my questions. <</qSpeak>>
<<speak "lucas.thinking">> Well, I //did// find something with his name upon it earlier... <</speak>>
<<case "looky">>
<<qSpeak "quincy.think">> There is something I'm still trying to understand about Viscount Tokhumal's leave. *You explain.* I believe the town records might answer my questions. <</qSpeak>>
<<speak "lucas.thinking">> //Oh?// Do tell. <</speak>>
<<default>>
<<qSpeak "quincy.think">> Do you mind if I take a closer look at these?<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>> There is something I'm still trying to understand about Viscount Tokhumal's leave. I believe I might find an answer in the town's records.<</if>> <</qSpeak>>
<<speak "lucas.pleased">> @@.lilt;Be my guest!@@<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>``I //did// find something with his name upon it earlier.<</if>> <</speak>>
<<speak "lucas.weary">> Just don't... touch anything that hasn't dried... <</speak>>
<</switch>>
<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>
<<qSpeak "quincy.neutral">> <<if $response == "looky">>Well, t<<else>>T<</if>>o make a rather long story short: Elijah and I have been looking into the matter. There may be more to the matter than simple negligence. <</qSpeak>>
<<speak "imani.think">> Is that so? <</speak>>
<<qSpeak "quincy.lookaway">> It could be. <</qSpeak>>
<</if>>
<<if $response != "again">>
<<text>>
You are <<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>relieved<<else>>surprised<</if>> to find that the papers your companions have fished from the mud are more intact than you might have <<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>feared<<else>>thought<</if>>. It seems that being locked away has spared them from the worst of the submersion; the same cannot be said for the sodden weavings. Those must be handled with utmost care as you push them aside. (You don't want to imagine what Imani might do to you if you damage them further.)
``<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>The chest contains nothing relevant. Had Lucas not told you of the record's existence, you would have surely given up the search. But, curled beneath another paper, you find it:<<else>>To no one's shock, the contents of these documents are of little interest. The only thing which gives you any pause at all is the aforementioned list of past Viscounts.<</if>>
<</text>>
<<else>>
<<text>>
Once again, you sift through tattered papers and muddied yarn - but you do so with purpose. You //know// you saw a record of some sort in that salvaged drawer. Surely, it must still be here--
<</text>>
<</if>>
<<itemImg "missingV-record" "The town's record of the valley's past Viscounts.">>
<<if hasVisited("S1E3: Camp Elijah SQ Look Again")>>
<<qSpeak "quincy.surprised">> Ah! *You exclaim.* This must be it. <</qSpeak>>
<<text>>
Amalugh's Cradle hasn't had many men titled to it. The name of one //Viscount Kelvin Tokhumal// comes at the end of a very short list. You are //thrilled// at your find - then //disappointed// - then //thrilled// again. There is no record of his leave that tells of his departure, but there is a detail of great interest to you: the year he became Viscount.
<</text>>
<<speak "imani.surprised">> So? Have you found what you seek? <</speak>>
<<speak "lucas.surprised">> Yes - have you? <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.think">> I... I believe so. <</qSpeak>>
<<qSpeak "quincy.think">> . . . <</qSpeak>>
<<qSpeak "quincy.think">> . . . <</qSpeak>>
<<speak "lucas.weary">> Well? <</speak>>
<</if>>
<<qSpeak "quincy.think">> ...He was titled in <<print ($dateTracker.year - 23)>>. <</qSpeak>>
<<speak "vicky.indifferent">> And...? <</speak>>
<<qSpeak "quincy.neutral">> Don't you see? He disappeared six years ago. He was the valley's Viscount for //<<if setup.hasTrait("dense")>>fifteen<<else>>seventeen<</if>> years.// <</qSpeak>>
<<if setup.hasTrait("dense")>>
<<speak "lucas.weary">> //Seventeen,// Quintrell. <</speak>>
<</if>>
<<speak "vicky.unimpressed">> Hm. Kind of a long time for a deserter to stick around... <</speak>>
<<qSpeak "quincy.think">> Precisely my line of thought. It looks like I'm nearing my answer. <</qSpeak>>
<<text>>
With utmost care, you fold the old bit of paper. You half expect someone to stop you - but Lucas and Imani merely watch. The information on the page is too little and their own curiosity is too great.
<</text>>
<<itemAdd "missingV-record">>
<<updateTask "13-eq" "return2">>
@@.next;[[Return to camp.|S1E3: Camp Elijah SQ Return2]]@@
<<else>>
<<text>>
Hm. How odd. According to this paper, //Viscount Kelvin Tokhumal// was titled in <<print ($dateTracker.year - 23)>>. If he left six years ago, that means he was the valley's Viscount for //well over a decade// before his desertion. Most don't last that long.
<</text>>
<<choose>>
<<link "@@.talk-action;Perhaps this information will be useful later. Take it.@@" "S1E3: ExYol Hall Found Closer2">><<set $response to "take">><</link>>
<<link "@@.talk-action;Strange, but many things are.@@" "S1E3: ExYol Hall Found Closer2">><<set $response to "no">><</link>>
<</choose>>
<</if>><<if $response == "take">>
<<cFlag "quincy" "klepto">>
<<text>>
Perhaps this is another one of your inexplicable whims, but you decide to stow it in your pocket. It's not a vital document. You doubt it will be missed.
<</text>>
<<itemAdd "missingV-record">>
<<else>>
<<text>>
You set the record back in the drawer. If you took every object which struck you as unusual, your pockets would be heavy with rubbish. You've trouble enough explaining yourself as it is.
<</text>>
<</if>>
<<include "S1E3: ExYol Hall Q">><<if !hasVisited("S1E3: ExYol Hall Contract Done")>>
<<qSpeak "quincy.think" >> Might I get your opinions on some potential contractors? <</qSpeak>>
<<speak "vicky.incredulous" >> Wow. Didn't think you could bring up something boring enough to make diggin' in the mud for bits of paper sound preferable! <</speak>>
<<speak "lucas.eyeroll" >> You only need contribute if you feel like you must, Victoria. <</speak>>
<<else>>
<<qSpeak "quincy.think" >> I'm still undecided on the potential contractors. Might I ask your thoughts? <</qSpeak>>
<</if>>
<<speak "lucas.smug" >> Certainly, Quintrell. <</speak>>
<<speak "imani.bow" >> I am here to advise. <</speak>>
<<include "S1E3: ExYol Hall Contract Menu">><<choose>>
<<set _wingAsk to true>>
<<set _nomadAsk to true>>
<<set _ipAsk to true>>
<<set _canAsk to false>>
<<if hasVisited("S1E3: ExYol Hall Contract Wing") || $tempQ.yolmar.forgeFail>>
<<set _wingAsk to false>>
<</if>>
<<if hasVisited("S1E3: ExYol Hall Contract Nomad") || $tempQ.yolmar.hareFail>>
<<set _nomadAsk to false>>
<</if>>
<<if hasVisited("S1E3: ExYol Hall Contract IP")>>
<<set _ipAsk to false>>
<</if>>
<<if _wingAsk && hasVisited("S1E3: market wings 2")>>
[[The Wings of Fortune...|S1E3: ExYol Hall Contract Wing]]
<</if>>
<<if _ipAsk && hasVisited("S1E3: Market Missionary")>>
[[Isadore's Path...|S1E3: ExYol Hall Contract IP]]
<</if>>
<<if _nomadAsk && hasVisited("S1E3: Market fruit salesman Deal")>>
[[The nomads...|S1E3: ExYol Hall Contract Nomad]]
<</if>>
[[That is all.|S1E3: ExYol Hall Contract Done]]
<</choose>><<if $tempQ.yolmar.friends>>
<<qSpeak "quincy.neutral" >> Thank you. That is all for now. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> That is all for now. <</qSpeak>>
<</if>>
<<speak "lucas.smug" >> Of course, Quintrell. <</speak>>
<<include "S1E3: ExYol Hall Q">><<text>>
You recount your conversation with Tjensifu, his desire for a workshop, and the only building in town which might qualify.
<</text>>
<<speak "imani.think" >> So they want a building, in which to install a tradesman... a continued interest in Yolmar's economy. <</speak>>
<<speak "imani.neutral" >> You say it is abandoned. This Karlie who holds the deed... What is its significance to her? <</speak>>
<<qSpeak "quincy.neutral" >> It was her father's once. I think. <</qSpeak>>
<<speak "imani.neutral" >> A modest pile of guilders can take a frontier girl a long way. But guilders do not come easy to us. We all must sacrifice something for it, be it our dignity, our history, our ties. <</speak>>
<<speak "vicky.indifferent" >> *She rolls her eyes.* Architect above. <</speak>>
<<speak "imani.think" >> *If she heard Vicky's exclamation, she pays it no mind.* Offer her a fair price. Let her choose. I think many could stand to benefit from this deal. <</speak>>
<<speak "lucas.weary">> And you are not worried about the Southern guild looking to get a foothold? <</speak>>
<<speak "lucas.neutral" >> Yolmar, when it is well again, will grow. And the locals will be wanting to take up the trades. And these "Wings" could force membership, if they so choose. <</speak>>
<<speak "lucas.annoyed" >> Guilds have a way of acting like //Lords// of industry. <</speak>>
<<speak "imani.tilt" >> Yes. But this food still does not come free. Details can be navigated later, when bellies are full. <</speak>>
<<speak "imani.think" >> They are Southerners. They seek returns on their investments. And, as an investment, Yolmar is a risk. A man does not bet on a horse he means to shoot. <</speak>>
<<speak "imani.tilt" >> If Yolmar must seek help from strangers, I would rather a Southerner over a Midlander. Their motives are clear. <</speak>>
<<speak "lucas.weary" >> Hm. <</speak>>
<<include "S1E3: ExYol Hall Contract Menu">><<text>>
You recount your conversation with the Reverend, and of his want for place and donation.
<</text>>
<<speak "lucas.weary" >> Those terms are not at all clear. The reverend means to accept the contract, while refusing to name it as such? <</speak>>
<<speak "imani.tilt" >> Yolmar's chapel has sat fallow all this time, with none turning to it even this time of need. The only true man of the church in this village is now its keeper... and he is a North sect man, not a Holy Cerostian. <</speak>>
<<speak "imani.neutral" >> I do not see what good can come of displacing the Jim child so that Midlanders might preach to those with hard ears. <</speak>>
<<speak "vicky.indifferent" >> Psh. They'd probably let him keep sleeping there. //They're Holies.// Difference is, with them, that there'd be logs in the fireplace for that kid instead of sticks and dung. <</speak>>
<<speak "vicky.neutralserious" >> Price of admission for a hot meal is sittin' through a sermon in a warm building? Sounds fair 'nuff. <</speak>>
<<speak "lucas.neutral" >> But when the contract is through, attendance will still be expected. <</speak>>
<<speak "vicky.indifferent" >> *She shrugs.* Expected, but not required. <</speak>>
<<speak "imani.tilt" >> Mr. Andimeur is right. These terms trouble me. <</speak>>
<<speak "lucas.neutral" >> I would explore other options. <</speak>>
<<include "S1E3: ExYol Hall Contract Menu">><<text>>
You recount your proposal to Stan... and his sole condition.
``To your surprise, she laughs.
<</text>>
<<speak "imani.laugh" >> Ah. What a very //nomad// thing to ask for. It is cruel. <</speak>>
<<speak "imani.tilt" >> But is it fair? Food in the settled North is not free. Some gain from this situation, and some lose. <</speak>>
<<speak "imani.neutral" >> I cannot advise on this one. Would Dura even permit it? Moreover... have you the stomach to take child from mother? <</speak>>
<<speak "imani.think" >> It is between you and her. <</speak>>
<<text>>
Lucas has yet to weigh in. You turn your attention to him, expecting little more than a shrug of indifference, but are surprised when you see his features set firm.
<</text>>
<<speak "lucas.scowl" >> I have no love of hares. <</speak>>
<<speak "lucas.glance" >> But what a cruelty it is for something so small to be parted from @@.stutter;its mother.@@ <</speak>>
<<speak "imani.think" >> Mr. Andimeur...? <</speak>>
<<speak "lucas.neutral" >> *But the wobble in his voice passes as quickly as it came.* Personally, I would want no part of it. <</speak>>
<<include "S1E3: ExYol Hall Contract Menu">><<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"settle/cabin.png"}
]`>>
<<location "kagthur" `["Residential Area", "Yolmar"]`>>
<<include "S1E3: Townfamiliar">>
<<if hasVisited("S1E3: ExYol Towns2")>>
<<text>>
With the worst of its decay excised, the town appears much more hospitable than before. There is still warped wood and sunken stone to behold - broken fences and barren squares of mud where the porches and sheds which could not be salvaged once were - but it no longer feels gangrenous. <<if hasVisited("S1E3: Yolmar Vicky")>>It seems that Victoria was able to get the men to accomplish //something,// despite their truancy.<</if>>
``As you pass by the small cluster of worn cabins once again, you see the two neighbor women have hardly moved. The same cannot be said about the little boy in the oversized cloak.
<</text>>
<<speak "northcommoner_f2.neutral" "Naomi">> @@.singsong;Hello.@@ <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Your Grace. <</speak>>
<<include "S1E3: ExYol Towns Q">>
<<else>>
<<text>>
With the worst of its decay excised, the town appears much more habitable than before. There is still warped wood and sunken stone to behold - broken fences and barren squares of mud where the porches and sheds which could not be salvaged once were - but it no longer feels gangrenous. <<if hasVisited("S1E3: Yolmar Vicky")>>It seems that Victoria was able to get the men to accomplish //something,// despite their truancy.<</if>>
``As you pass by a small cluster of worn cabins, you overhear a mother's scolding.
<</text>>
<<speak "northcommoner_f1.neutral" "Fretful Mother">> @@.yell;Now, you be careful with that leg! The good practitioner //just// mended it!@@ <</speak>>
<<speak "northchild1.neutral" "Young Boy">> @@.yell;Yes, Mama...!@@ <</speak>>
<<text>>
You slow your step, finding yourself adjacent to one of the still-standing porches. A <<snout "neat-haired" "plush-furred">> woman in a pine-patterned cloak tuts and resumes mending the woven cape in her lap. A second woman, plump-faced and <<snout "large-lipped" "bushy tailed">>, drapes herself over top of an empty chair doing nothing evident to you. <<if hasVisited("S1E3: Yolmar Elijah")>>You realize that you have seen them before: they are the same pair of women who brought Elijah tea and bread the day prior.<</if>>
``They haven't noticed your intrusion yet, as they are still concerned with the child playing on the rise of the nearby hill. He is only half visible through the fog. He scurries about and scales rock formations as though he weren't an impoverished youth from a town facing starvation.
<</text>>
<<speak "northcommoner_f2.neutral" "Brazen Neighbor">> Oh, don't be so harsh on him! It wouldn't be the worst thing in the world if he broke it again, would it? I know ''I'' wouldn't mind hostin' the good practitioner again. <</speak>>
<<speak "northcommoner_f1.neutral" "Fretful Mother">> @@.intense;//Angels, Naomi!//@@ That practitioner is the Master of Elkhatu, and he is //married!// <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> So? @@.lilt;No man is perfect!@@ <</speak>>
<<speak "northcommoner_f1.neutral" "Fretful Mother">> @@.surprise;Hush!@@ You cannot speak that way with the Convoy in town. //Someone might hear you and think you the town strumpet!// <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> //Donna, Donna, Donna...// always so serious. Who are you afraid might hear? The Prince? His Right Hand? <</speak>>
<<text>>
The <<snout "neat-haired" "plush-furred">> mother opens her mouth to respond - but then she catches sight of you, and the casual air vanishes like ice in the summer heat.
<</text>>
<<choose>>
[[Don't mind me. Just passing by.|S1E3: ExYol Towns2][$response to "pass"]]
[[Sorry. I didn't mean to intrude.|S1E3: ExYol Towns2][$response to "sorry"]]
[[If you don't wish to be overheard, don't speak aloud in the middle of town.|S1E3: ExYol Towns2][$response to "dont"]]
<</choose>>
<</if>><<switch $response>>
<<case "pass">>
<<qSpeak "quincy.neutral">> Pay me no mind. Just passing through. <</qSpeak>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.stutter;Oh - ah - of course, Your Grace. As you wish!@@ <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> @@.surprise;Yes! As you wish!@@ <</speak>>
<<case "sorry">>
<<qSpeak "quincy.tilt">> Apologies. It wasn't my intent to eavesdrop. <</qSpeak>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.stutter;Oh - ah - that is quite alright, Your Grace! No harm done!@@ <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> @@.surprise;No harm at all!@@ <</speak>>
<<case "dont">>
<<qSpeak "quincy.neutral">> You know, if you wish to keep information private, it's best you don't say it aloud in the middle of town. <</qSpeak>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.stutter;Oh - ah - of course, Your Grace. That only makes-- only common sense.@@ <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> @@.surprise;Yes, common sense!@@ <</speak>>
<</switch>>
<<if $response != "dont">>
<<text>>
Even with your reassurance, the pair remains anxious. They stammer without aim for some time before they find the strength to compose themselves and offer you proper greeting.
<</text>>
<<else>>
<<text>>
But keeping quiet is easier said than done. The pair of women stammer without aim for a few moments longer before they are finally able to compose themselves and offer you proper greeting.
<</text>>
<</if>>
<<speak "northcommoner_f1.neutral" "Donna">> *The first words out of the mother's mouth are a firm:* Thank you. *She hesitates. It takes her a while longer to find the rest of her fragmented thought.* To have you and the Prince in Yolmar - the Prince's Convoy - it is an honor, Your Grace. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Yes, yes - an honor. <</speak>>
<<include "S1E3: ExYol Towns Q">><<choose>>
<<actions
[[Your thoughts on the Convoy's practitioner...|S1E3: ExYol Towns Elijah]]
[[The woods...|S1E3: ExYol Towns Woods]]
[[The river...|S1E3: ExYol Towns River]]
[[About Jim...|S1E3: ExYol Towns Jim]]
[[The Convoy's repair efforts...|S1E3: ExYol Towns Repairs]]
[[Lazarus's visit to the town...|S1E3: ExYol Towns Lazarus]]
>>
<<if !setup.questEnded("13-eq") && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<onceLink "The town's absent Viscount..." "S1E3: ExYol Towns Viscount">><</onceLink>>
<</if>>
<<special "end" [[*Return to Yolmar.* Farewell.|S1E3: Exploration Yolmar]]>>
<</choose>><<qSpeak "quincy.think">> May I ask you something? <</qSpeak>>
<<text>>
Frozen upon their porch, the women regard you with wide-eyed apprehension. Whatever it is they fear you might ask, what you have in mind is nothing so serious. <<if passage() == "S1E3: ExYol Towns Lazarus">>Or at least - you're fairly sure it isn't.<</if>>
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> . . . <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> . . . <</speak>>
<<switch passage()>>
<<case "S1E3: ExYol Towns Elijah">>
<<qSpeak "quincy.lookaway">> ...It's about the Convoy's practitioner. *You clarify.* <</qSpeak>>
<<case "S1E3: ExYol Towns Jim">>
<<qSpeak "quincy.lookaway">> ...It's about the boy, Jim. *You clarify.* <</qSpeak>>
<<set _askTopic to "jim">>
<<case "S1E3: ExYol Towns Lazarus">>
<<qSpeak "quincy.lookaway">> ...It's about the town's encounter with Lazarus. *You clarify.* <</qSpeak>>
<<default>>
<<qSpeak "quincy.lookaway">> ...It's about the town. *You clarify.* <</qSpeak>>
<</switch>>
<<if passage() != "S1E3: ExYol Towns Lazarus">>
<<text>>
The women relax. It seems that the prospect of gossip sets them at ease.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> Of course. <</speak>>
<<else>>
<<text>>
It mustn't be the easiest topic to discuss with a Noble of your status. Still, the topic of conversation is not without interest to the women, and the pair relax... if only a little.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> Of course... <</speak>>
<</if>>
<<speak "northcommoner_f2.neutral" "Naomi">> Ask away! <</speak>><<if !hasVisited("S1E3: ExYol Towns Woods") && !hasVisited("S1E3: ExYol Towns River") && !hasVisited("S1E3: ExYol Towns Jim") && !hasVisited("S1E3: ExYol Towns Viscount") && !hasVisited("S1E3: ExYol Towns Repairs") && !hasVisited("S1E3: ExYol Towns Lazarus")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<<else>>
<<qSpeak "quincy.neutral">> So - about the Convoy's practitioner-- <</qSpeak>>
<</if>>
<<text>>
The idle woman springs up from her lounge, her eyes bright.
<</text>>
<<speak "northcommoner_f2.neutral" "Naomi">> @@.lilt;Oh?@@ @@.singsong;What about 'im?@@ <</speak>>
<<text>>
Her response is disturbingly disproportionate.
<</text>>
<<qSpeak "quincy.surprised">> I only wanted to ask whether he was of adequate service. <</qSpeak>>
<<speak "northcommoner_f2.neutral" "Naomi">> *She opens her mouth wide and takes a breath, ready to say something.* <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Naomi, whatever you mean to say: ''no.'' <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> *Her mouth closes. She slinks back over the back of the chair with her arms crossed.* <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> His Excellency was a perfect gentleman, and such a charming guest. Of all the misfortune plaguing our town, we are blessed to be seen by a holy practitioner. It's been a long time since one has set foot in Yolmar. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> And... It's been a long time since my boy has run without trouble. He twisted his leg about a month back when we had our first thaw, and Master Elkhatu had it righted in but a few minutes. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> It's good to see him running and playing again as a child should. <</speak>>
<<text>>
With a sentimental smile, she looks up from her needle and thread and glances at the hill where her son plays. Through the fog, she sees that he has taken to leaping from the top of the rocks rather than merely climbing them.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.yell;YOUNG MAN!!@@ *She bellows, eyes bulged and <<snout "nostrils flared" "hackles raised in full snarl">>.* @@.yell;YOU CLIMB DOWN FROM THERE THIS INSTANT!@@ <</speak>>
<<speak "northchild1.neutral" "Young Boy">> @@.yell;Yes, Mama!!@@ <</speak>>
<<include "S1E3: ExYol Towns Q">><<if !hasVisited("S1E3: ExYol Towns Elijah") && !hasVisited("S1E3: ExYol Towns River") && !hasVisited("S1E3: ExYol Towns Jim") && !hasVisited("S1E3: ExYol Towns Viscount") && !hasVisited("S1E3: ExYol Towns Repairs") && !hasVisited("S1E3: ExYol Towns Lazarus")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<</if>>
<<qSpeak "quincy.neutral">> Do either of you know much about Yolmar's woods? <</qSpeak>>
<<text>>
Their reply is reflexive.
<</text>>
<<speak "northcommoner_f2.neutral" "Naomi">> Oh, I wouldn't call them //Yolmar's// woods. *She says, dismissive.* They were //Viscount Tokhumal's// woods! They got nothin' to do with //us// anymore. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> My husband //was// a hunter back when it was green, but it's been //years// since it was anything but a dead patch of twigs. Much as I'm keen on rabbit, can't say I miss it. *She huffs, stabbing her needle into the cape she's mending with well-contained frustration.* Woods on the tundra. @@.surprise;Tsk!@@ <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> May as well have put antlers on a char! <</speak>>
<<include "S1E3: ExYol Towns Q">><<if !hasVisited("S1E3: ExYol Towns Elijah") && !hasVisited("S1E3: ExYol Towns Woods") && !hasVisited("S1E3: ExYol Towns Jim") && !hasVisited("S1E3: ExYol Towns Viscount") && !hasVisited("S1E3: ExYol Towns Repairs") && !hasVisited("S1E3: ExYol Towns Lazarus")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<</if>>
<<qSpeak "quincy.think">> What can you tell me about the river? <</qSpeak>>
<<text>>
The woman with the <<snout "large lips" "bushy tail">> perks up at its mention. With a smile, she proclaims:
<</text>>
<<speak "northcommoner_f2.neutral" "Naomi">> @@.lilt;Oh, lots, Your Grace!@@ <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> My pa worked the river! So did the man I was gonna marry, before he decided to get all //rude// and //die// on me right before the weddin'. <</speak>>
<<qSpeak "quincy.surprised">> Oh. My apologies...? *The contrast between grim subject and cheerful cadence has you disoriented.* <</qSpeak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Oh, don't you worry 'bout it. He poked the moose and got the horn. I'll always love 'im, but when that boy met the angels, he stuck out his hand for a shake. Was a fate he chose, Architect bless. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Hey, better //then// than //later,// eh? Least he didn't leave me with pups. <</speak>>
<<text>>
You... suppose it would have been worse to have been left a widow with a family to feed. It's difficult to compare two pains you've never felt. Your life has no useful parallels, and perhaps you should be grateful for that.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> The good Duke asked about the //river,// Naomi, not poor Saunders. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Oh! Right. The barges. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> In seasons with good fishin', a few of us would load up the barges by the bridge and ride the river down to the towns south of us. It was a long way back draggin' the barges, sure, but the way there was quick. <</speak>>
<<qSpeak "quincy.neutral">> So Yolmar used the river for transport as well as fishing, then. <</qSpeak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Mmmhmm. Gettin' around was easy as hare cheese on rye. 'Course... once a salmon's gone red, there's no goin' back to how he was before. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> We'll find a new way. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Always will. <</speak>>
<<itemAdd "yolmar-barges">>
<<include "S1E3: ExYol Towns Q">><<if !hasVisited("S1E3: ExYol Towns Elijah") && !hasVisited("S1E3: ExYol Towns Woods") && !hasVisited("S1E3: ExYol Towns River") && !hasVisited("S1E3: ExYol Towns Viscount") && !hasVisited("S1E3: ExYol Towns Repairs") && !hasVisited("S1E3: ExYol Towns Lazarus")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<<else>>
<<qSpeak "quincy.think">> The two of you must know Jim, correct? <</qSpeak>>
<</if>>
<<speak "northcommoner_f1.neutral" "Donna">> Jim? *<<snout "She puffs up like" "Her coat ruffles like the puffed feathers of">> a territorial hen.* Why the questions!? What is it you want with little Jim?! <</speak>>
<<qSpeak "quincy.lookaway">> Nothing. *You assure her.* It's simply that-- well - he's told me how he feels about the town, and so I am curious as to how the town feels about him in turn. <</qSpeak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Oh, we all love little Jim. *She clasps her hands together.* He's like - everyone's baby brother. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.intense;Which is the exact reason we are cross with him!@@ <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Hold up. Why're we cross with him? <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> He made a choice on Yolmar's behalf without so much as speaking to anyone else! A child should not be doing such things. He should be leaving town matters to the men, //not// begging strangers for help! <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> //Donna...// *<<snout "She purses her lips." "Her tail swishes in a chiding manner.">>* You and I both know the men haven't done a thing around here 'cept argue. And Jim knows it, too! <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> I'm not sayin' it was right of him or nothin'... but you can't blame the kid for gettin' scared when Old Man Colby's been muttering about freezin' to death all winter and rottin' to death all spring. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> I'm not blaming him! *She protests, face stern.* But he //is// responsible. And he is nearly a man now; //not// too young for consequence! If Yara were still with us, she'd teach that boy a lesson. But she is not, so we must teach it on her behalf! Otherwise, he'll never learn. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> You know, Donna, you're soundin' an awful lot like your ma these days. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> *Her eyes flick between the cape she mends and where her son plays on the hill.* It comes with the territory. <</speak>>
<<include "S1E3: ExYol Towns Q">><<if !hasVisited("S1E3: ExYol Towns Elijah") && !hasVisited("S1E3: ExYol Towns Woods") && !hasVisited("S1E3: ExYol Towns River") && !hasVisited("S1E3: ExYol Towns Jim") && !hasVisited("S1E3: ExYol Towns Repairs") && !hasVisited("S1E3: ExYol Towns Lazarus")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<<qSpeak "quincy.neutral">> Or - more specifically - I'd like to know more about the town's former Viscount. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> What can you tell me of the town's former Viscount? <</qSpeak>>
<</if>>
<<text>>
The women bristle at the mere mention of the man. <<if hasVisited("S1E3: ExYol Farmers Viscount","S1E3: ExYol Jim Viscount")>>It's a reaction you've come to expect by now.<<elseif hasVisited("S1E3: ExYol Farmers Viscount") || hasVisited("S1E3: ExYol Jim Viscount")>>It's a reaction you're coming to expect.<<else>>You suspect the contempt they feel is held town-wide.<</if>>
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> Oh, he was a rotten man, not worthy of the gloves on his hands! *She yanks her sewing needle skyward, pulling a hole in the cape closed with fearsome force.* <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> That poor excuse for a glove was always lordin' that wood over us. For every squirrel caught and berry picked, we //had// to say a prayer of thanks to our gracious Viscount Tokhumal! <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.surprised">> He made you //pray to him?// <</qSpeak>>
<<text>>
You've gotten the impression he was a difficult man, but to demand prayers from one's people--
<</text>>
<<speak "northcommoner_f2.neutral" "Naomi">> Well - no. But he sure acted like he wanted us to! <</speak>>
<<text>>
Ah. An exaggeration born of frustration. You misunderstood.
<<if hasVisited("S1E3: ExYol Jim Viscount")>><p>...Come to think of it, that bit about the squirrels and berries sounds familiar. Didn't you hear this same complaint elsewhere just recently?</p><</if>>
<</text>>
<<elseif hasVisited("S1E3: ExYol Jim Viscount")>>
<<text>>
That bit about the squirrels and berries sounds familiar. Did Jim not tell you the same thing?
<</text>>
<</if>>
<<speak "northcommoner_f1.neutral" "Donna">> Hmph. Wherever he's titled now, I do hope he's learned some grace and humility! <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> *She shakes her head.* Flowers in winter, Donna. A man who puts that much work into disappearin'? He's not gonna wake up one day and see the light. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> The Architect put man on earth to change! *With a brief arc of her sewing needle, she draws a holy spire in the air.* We can always hope one //does// for once. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Fair enough, fair enough... <</speak>>
<<text>>
As the women reflect upon their shared distaste for Viscount Tokhumal, an offhand comments sticks in your mind like a <<if setup.hasTrait("moleman")>>rock in your shoe<<else>>splinter in your finger<</if>>. //"A man who puts that much work into disappearing"// is a description which implies a story. You realize you haven't heard specifics on his leave, only that he was there in the past and gone today.
<</text>>
<<qSpeak "quincy.think">> Pardon. What do you mean that he "put work into disappearing?" <</qSpeak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Well, when he left, he made right sure that no one was gonna follow him. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Mmhmm. When we all realized he wasn't coming back, my husband and a few of the other huntsmen went looking all over the valley. They couldn't find hide nor hair of the man.<<snout "" " Not even so much as a whisker!">> <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> I thought the boys found some prints from those fancy boots of his down by the ravine crossing? That's what I remember. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Well, yes, but that's where the trail went cold. Jakobe thinks he walked downriver over the ice so he couldn't be followed! Knew the farmers'd give him his karma if they caught him. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Tsk. Risky thing to do in autumn, walking over the ice... <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Perhaps not as risky as letting old Sherman get a hold of him. *She allows herself a mean titter at the thought.* <</speak>>
<<qSpeak "quincy.lookaway">> Hm... <</qSpeak>>
<<text>>
The social contract between commoner and Noble has so thoroughly broken down in Yolmar that its people jest about //beating// a Viscount<<if setup.hasItem("missingV-record")>> who served them for over a decade<</if>>.
``You can only wonder how much of what they say reflects their treatment of Tokhumal, and how much was born from the scars left by his absence.
<</text>>
<<itemAdd "missingV-gals">>
<<include "S1E3: Elijah SQ Tracker">>
<<include "S1E3: ExYol Towns Q">><<if !hasVisited("S1E3: ExYol Towns Elijah") && !hasVisited("S1E3: ExYol Towns Woods") && !hasVisited("S1E3: ExYol Towns River") && !hasVisited("S1E3: ExYol Towns Jim") && !hasVisited("S1E3: ExYol Towns Viscount") && !hasVisited("S1E3: ExYol Towns Lazarus")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<</if>>
<<qSpeak "quincy.neutral">> How are our repairs serving you? <</qSpeak>>
<<text>>
The woman in the pine cloak places a hand to her chest and breathes a cry of relief.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.surprise;Elysium above!@@ I haven't slept so soundly since last spring. I forgot what it was like to close the door and have the cold stay on the other side. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Hrm... the soldier-girl tore down my shed. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Because the foundation was //rotted through,// Naomi. <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> Doesn't change the fact that I gotta sleep with dirty old farm tools hanging over my bed now. <</speak>>
<<include "S1E3: ExYol Towns Q">><<if !hasVisited("S1E3: ExYol Towns Elijah") && !hasVisited("S1E3: ExYol Towns Woods") && !hasVisited("S1E3: ExYol Towns River") && !hasVisited("S1E3: ExYol Towns Jim") && !hasVisited("S1E3: ExYol Towns Viscount") && !hasVisited("S1E3: ExYol Towns Repairs")>>
<<include "S1E3: ExYol Towns FirstAsk">>
<<qSpeak "quincy.think">> Ah, then - would you mind describing him? <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> I've heard about what Lazarus did for your people. <</qSpeak>>
<<text>>
A mild chill falls over the conversation. The women's smiles thin ever so slightly; the idea of discussing this with a Noble of your status mustn't be the easiest one to approach.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> Yes... <</speak>>
<<qSpeak "quincy.think">> Would you mind describing what he was like? <</qSpeak>>
<</if>>
<<speak "northcommoner_f2.neutral" "Naomi">> Handsome. *The neighbor woman answers immediately and thoughtlessly.* <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> @@.intense;Naomi!@@ *She barks.* Mind who you speak to! <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> When you're unmarried at my age, any tall young stranger who comes pullin' a whole feast in his sled starts lookin' good. I'm an honest woman, and I tell it like it is! <</speak>>
<<text>>
With a curt grunt, the <<snout "neat-haired" "plush-furred">> woman sets her hole-filled cape down in her lap. She turns to you with a strained face and says:
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> He was a young man. Tall, yes, but lean, and he had a youthful voice. Blunt-mannered, as your kind tend to be. Not one to explain himself. He didn't stay to dine with us, and he wasn't in town long at all. <</speak>>
<<speak "northcommoner_f1.neutral" "Donna">> Odd man. Very odd. Not like the touched nomads who used to trade here. More like... like a spirit straight out of the old tales. <</speak>>
<<text>>
Her brow tenses as she takes her cape and turns it over in her lap in search of another hole to mend.
<</text>>
<<speak "northcommoner_f1.neutral" "Donna">> I do hope he didn't bring a curse upon this town... <</speak>>
<<speak "northcommoner_f2.neutral" "Naomi">> *She gives a snort of amusement.* Oh, Donna, Yolmar's been cursed from the start...! <</speak>>
<<include "S1E3: ExYol Towns Q">><<set _karlieHere to true>>
<<if hasVisited("S1E3: WoF Win Transition") || hasVisited("S1E3: wings karlie forge fail")>>
<<set _karlieHere to false>>
<</if>>
<<set _nalaHere to true>>
<<if hasVisited("S1E3: ExYol Market Nala Return End")>>
<<set _nalaHere to false>>
<</if>>
<<if _nalaHere && _karlieHere>>
<<locationBoardSetup `[
{img:"settle/north_tradinghall_small.png"},
{img:"pelt.png"},
{img:"object/north_cloak.png"}
]`>>
<<elseif _nalaHere>>
<<locationBoardSetup `[
{img:"settle/north_tradinghall_small.png"},
{img:"boxes.png"},
{img:"object/north_cloak.png"}
]`>>
<<else>>
<<locationBoardSetup `[
{img:"settle/north_tradinghall_small.png"},
{img:"pelt.png"},
{img:"boxes.png"}
]`>>
<</if>>
<<location "kagthur" `["Trading Hall", "Yolmar"]`>>
<<if _nalaHere && _karlieHere>>
<<include "S1E3: Elijah SQ Tracker">>
<<locLinkStub "settle/north_tradinghall_small">><<text>>
Yolmar's Trading Hall is just barely more lively today than it was the day prior. Karlie slumps in the corner with her meat rack; her shifting stock is the only sign she's moved since yesterday. Across from her, <<if hasVisited("S1E3: ExYol Market Nala First")>>Nala and her weavings<<else>>a young woman sits surrounded by weavings<</if>>.
<</text>><</locLinkStub>>
<<elseif _nalaHere>>
<<locLinkStub "settle/north_tradinghall_small">><<text>>
Yolmar's Trading Hall is silent once again. <<if hasVisited("S1E3: ExYol Market Nala First")>>Nala and her weavings<<else>>a young woman surrounded by weavings<</if>> sit in one corner; Karlie's stall sits abandoned in the other.
<</text>><</locLinkStub>>
<<elseif _karlieHere>>
<<locLinkStub "settle/north_tradinghall_small">><<text>>
Yolmar's Trading Hall is silent once again. Karlie slumps in the corner with her meat rack; her shifting stock is the only sign she's moved since yesterday. Across from her, Nala's stall sits empty.
<</text>><</locLinkStub>>
<</if>>
<<if hasVisited("S1E3: ExYol Market Nala First")>>
<<set _hasMet to "Nala">>
<<else>>
<<set _hasMet to "Foxish Woman">>
<</if>>
<<if _karlieHere>>
<<speak "karlie.neutral">> . . . <</speak>>
<</if>>
<<if _nalaHere>>
<<speak "nala.smile" _hasMet >> . . . <</speak>>
<</if>>
<<if _karlieHere && _nalaHere>>
<<text>>
Neither move to greet you. <<if hasVisited("S1E3: Gharkan Trading Hall")>>The coldness of the room stands in stark contrast to the writhing markets of Gharkan.<</if>>
<</text>>
<<elseif hasVisited("S1E3: Gharkan Trading Hall")>>
<<text>>
The coldness of the room stands in stark contrast to the writhing markets of Gharkan.
<</text>>
<</if>>
<<set _sublocations to {
karlie:{link:"S1E3: ExYol Trade Karlie",img:"pelt",text:"Karlie's Meat Stand"},
nala:{link:"S1E3: ExYol Market Nala Subsequent",img:"object/north_cloak",text:"Foxish Woman's Stall"}
}
>>
<<if hasVisited("S1E3: ExYol Market Nala First")>>
<<set _sublocations.nala.text to "Nala's Stall">>
<</if>>
<<if !_karlieHere>>
<<set _sublocations.karlie.disabled to true>>
<</if>>
<<if !_nalaHere>>
<<set _sublocations.nala.disabled to true>>
<<else>>
<<if $tempQ.yolmar.nalaKarlie != true && hasVisited("S1E3: wings karlie smith discuss") && hasVisited("S1E3: ExYol Market Nala First")>>
<<set _sublocations.nala.link to "S1E3: ExYol Market Nala Subsequent Karlie">>
<</if>>
<<if !hasVisited("S1E3: ExYol Market Nala First")>>
<<set _sublocations.nala.link to "S1E3: ExYol Market Nala First">>
<</if>>
<<if setup.hasTask("13-plait","return")>>
<<set _sublocations.nala.objective to ["13-plait","return"]>>
<</if>>
<</if>>
<<print setup.locLinks(_sublocations)>>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<include "S1E3: Townfamiliar">>
<<text>>
Karlie's chin parts from her neck at your approach. <<if hasVisited("S1E3: ExYol Karlie GiveCloak")>>The heft of her new cloak drapes heavy over her frame, making her appear odd and shrunken. At least she is no longer cold.<<else>>Though this morning's hunt was better than last - a few of her squirrels look almost plump - it has the tragic effect of making her look even colder and thinner for it.<<if !hasVisited("S1E3: ExYol Karlie Cloak")>> A new hole has found its way into her cloak, exposing her bony elbow.<<else>>Her bony elbow is visible through the gaping hole in her cloak.<</if>><</if>>
<</text>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak")>>
<<speak "karlie.confused">> You need something, Your Grace? <</speak>>
<<else>>
<<speak "karlie.neutral">> You need something? <</speak>>
<</if>>
<<include "S1E3: ExYol Karlie Q">><<choose>>
<<if !hasVisited("S1E3: ExYol Karlie Cloak")>>
[[What happened to your cloak?|S1E3: ExYol Karlie Cloak]]
<<elseif setup.hasItem("yolmar-cloak")>>
<<present "yolmar-cloak" [[Here. A new cloak.|S1E3: ExYol Karlie GiveCloak]]>><<set $response to "new">><</present>>
<</if>>
<<if hasVisited("S1E3: WoF Accept") && !hasVisited("S1E3: wings karlie smith discuss")>>
<<decide "a" [[*Discuss the Wings of Fortune's offer.* About your father's smithy...|S1E3: wings karlie smith discuss]]>><</decide>>
<</if>>
<<actions
[[The woods...|S1E3: ExYol Karlie Woods]]
[[The river...|S1E3: ExYol Karlie River]]
[[About Jim...|S1E3: ExYol Karlie Jim]]
[[The Convoy's repair efforts...|S1E3: ExYol Karlie Repairs]]
>>
<<if !setup.questEnded("13-eq") && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<onceLink "The town's absent Viscount..." "S1E3: ExYol Karlie Viscount">><</onceLink>>
<</if>>
<<special "end" [[*Leave her stall.* Farewell.|S1E3: ExYol Trade]]>>
<</choose>><<qSpeak "quincy.tilt">> ...You've torn your cloak. <</qSpeak>>
<<speak "karlie.neutral">> Mmhmm. Caught on a branch. Ripped through the old hide like a dead leaf. Anything else you'd like to notice today, Your Grace? <</speak>>
<<choose>>
<<if setup.hasItem("yolmar-cloak")>>
<<present "yolmar-cloak" [[...Would you like a new one?|S1E3: ExYol Karlie GiveCloak]]>><<set $response to "alt">><</present>>
<<else>>
[[...Would you like a new one?|S1E3: ExYol Karlie Cloak2][$response to "new"]]
<</if>>
[[A silver lining would be nice.|S1E3: ExYol Karlie Cloak2][$response to "nah"]]
[[Mind your manners. I am a Duke, you know.|S1E3: ExYol Karlie Cloak2][$response to "duke"]]
<</choose>><<switch $response>>
<<case "new">>
<<qSpeak "quincy.neutral">> Would you like a new one? <</qSpeak>>
<<speak "karlie.neutral">> *She sighs and shakes her head.* That and a golden sheen. <</speak>>
<<text>>
She has mistaken your offer for something figurative.
<</text>>
<<case "nah">>
<<qSpeak "quincy.think">> A silver lining would be nice. <</qSpeak>>
<<speak "karlie.neutral">> I hear that. <</speak>>
<<text>>
There is little good to be found in either of your situations. But, perhaps it's within your means to change that. For her, at least.
<</text>>
<<case "duke">>
<<qSpeak "quincy.neutral">> You would do well to mind your manners. I am a Duke, you know. <</qSpeak>>
<<speak "karlie.neutral">> I am. <</speak>>
<<text>>
You were afraid of that.
<</text>>
<</switch>>
<<include "S1E3: ExYol Karlie Q">><<if $response == "alt">>
<<qSpeak "quincy.neutral">> Would you like a new one? <</qSpeak>>
<<speak "karlie.neutral">> *She sighs and shakes her head.* That and a golden sheen. <</speak>>
<<text>>
It seems she has mistaken your offer for something hypothetical or figurative. Further clarification is in order.
<</text>>
<</if>>
<<itemShow "yolmar-cloak">>
<<qSpeak "quincy.neutral">> *You extend the cloak towards her.* Here. <</qSpeak>>
<<if $response == "alt">>
<<speak "karlie.confused">> O-oh. You were... you bought... <</speak>>
<<else>>
<<speak "karlie.confused">> You... bought... <</speak>>
<</if>>
<<speak "karlie.confused">> Why? <</speak>>
<<choose "quincy.lookaway">>
[[I've a duty to my people.|S1E3: ExYol Karlie GiveCloak2][$response to "duty"]]
[[That cloak won't do any good come winter.|S1E3: ExYol Karlie GiveCloak2][$response to "winter"]]
[[Does it matter? I am giving it to you.|S1E3: ExYol Karlie GiveCloak2][$response to "matter"]]
<</choose>><<switch $response>>
<<case "duty">>
<<qSpeak "quincy.neutral">> I've a duty to my people. <</qSpeak>>
<<speak "karlie.confused">> I... alright... <</speak>>
<<case "winter">>
<<qSpeak "quincy.neutral">> A cloak with a hole like that won't be any good, come winter. <</qSpeak>>
<<speak "karlie.squint">> I mean-- I know that, but-- <</speak>>
<<case "matter">>
<<qSpeak "quincy.lookaway">> Does it matter? Just take it. <</qSpeak>>
<<speak "karlie.squint">> I mean-- I guess it don't... <</speak>>
<</switch>>
<<text>>
Gingerly, she reaches for the cloak, as though you might wrench it away at a wrong move. Once it is in her hands, she marvels at the quality of the fur and the craftsmanship which turned hide to cloak.
<</text>>
<<speak "karlie.confused">> Thank you, Your Grace. <</speak>>
<<text>>
She speaks with the uncertainty of one learning a foreign tongue. Whatever she feels on the matter, it won't be the cold.
<</text>>
<<itemRemove "yolmar-cloak">>
<<include "S1E3: ExYol Karlie Q">><<set $tempQ.yolmar.karlieSisters to true>>
<<qSpeak "quincy.neutral">> I'd like to know more about Yolmar's woods. <</qSpeak>>
<<speak "karlie.glance">> Not much woods left to speak of. <<if hasVisited("S1E3: ExYol Karlie Viscount")>>Forests like that don't grow up here without help, and there's no help 'round here.<<else>>I'm sure Jim told you about our runaway glove? The woods were never too green after he left.<</if>> <</speak>>
<<qSpeak "quincy.neutral">> <<if hasVisited("S1E3: ExYol Karlie Viscount")>>Still,<<else>>I've heard some of the story, yes. However,<</if>> I'd appreciate <<if setup.hasTrait("cleithro")>>a fellow hunter's perspective<<else>>a hunter's perspective<</if>> on the matter. <</qSpeak>>
<<if setup.hasTrait("cleithro")>>
<<speak "karlie.squint">> "Fellow hunter," huh... *She mutters, bashful.* <sup>Guess I would be the woman to ask...</sup> <</speak>>
<<else>>
<<speak "karlie.glance">> <sup>Guess I would be the girl to ask...</sup> *She mutters, bashful.* <</speak>>
<</if>>
<<text>>
A thin snort passes her nostrils as she collects her thoughts.
<</text>>
<<speak "karlie.neutral">> Well, you can see from my stall it's not so good. <</speak>>
<<speak "karlie.glance">> I feed my three sisters, but they're all little. So there's more squirrels than I got here, but not by much. <</speak>>
<<speak "karlie.neutral">> I can shoot bigger than this, but we just don't get big game down in the valley anymore. We used to get rabbit herds passing through in the warm months, some snowshoes in the cold ones, but... you never see more than a straggler or two these days. <</speak>>
<<text>>
<<if hasVisited("S1E3: Exploration Woods")>>
Having heard the quiet in the woods for yourself, this comes as no surprise.
<<else>>
She paints a dire picture. You're not particularly surprised, given how thin they looked from a distance.
<</if>>
<</text>>
<<qSpeak "quincy.think">> Hypothetically - if the woods were returned to their former health - do you think that they could sustain the town? <</qSpeak>>
<<text>>
Karlie's eyes bulge from the dark sockets of her face. Though you've ample distance from the other stall, she still sees fit to lower her voice when she asks:
<</text>>
<<speak "karlie.surprised">> @@.whisper;You mean... if we got a new glove to fix 'em up with meur?@@ <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<text>>
Warily, she peers around your frame. When she has assured herself that no one eavesdrops, she continues.
<</text>>
<<speak "karlie.neutral">> @@.whisper;They'll throw a fit if they hear you talking like that.@@ <</speak>>
<<qSpeak "quincy.neutral">> @@.whisper;So I've gathered.@@ *You mutter.* @@.whisper;I would appreciate it if you answered the question.@@ <</qSpeak>>
<<speak "karlie.furrow">> @@.whisper;Well, yes - I think the woods could feed us. And personally, I got no problem with the idea of another Viscount in Amalugh's Cradle. I like hunting, and I //hate// starving. But the old folks? Jim?@@ <</speak>>
<<speak "karlie.glance">> @@.whisper;Bunch of ptarmigans keeping white in summer outta pride. Like - they think they can get back at the glove who ditched us by hating him all the way out here. They'd prolly hate a new Viscount just as much for the principle of it all.@@ <</speak>>
<<if !setup.hasItem("yolmar-noblehate") || setup.getItemData("yolmar-noblehate").obtained[0] == "Karlie">>
<<itemAdd "yolmar-noblehate" `{obtained:["Karlie","Yolmar"]}` >>
<<qSpeak "quincy.tilt">> @@.whisper;I see...@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I see... <</qSpeak>>
<</if>>
<<include "S1E3: ExYol Karlie Q">><<qSpeak "quincy.neutral">> How was life by the river, before the Dam's construction? <</qSpeak>>
<<text>>
The corners of the girl's mouth tense, though they refuse to form any expression in particular.
<</text>>
<<speak "karlie.neutral">> Liveable. *She answers dryly.* <</speak>>
<<qSpeak "quincy.surprised">> "Liveable?" *You repeat back, taken aback by her indifference.* <</qSpeak>>
<<speak "karlie.squint">> Yeah? That's all these little outpost towns ever are. <</speak>>
<<speak "karlie.glance">> We didn't build towns in places like these because life's good here. We built towns in places like these 'cause it makes life better somewhere else. It's true for Yolmar, and it's true for every other little stop between the woods down south and the Barrens up north. <</speak>>
<<include "S1E3: ExYol Karlie Q">><<qSpeak "quincy.think">> I understand you are a friend of the boy, "Jim?" <</qSpeak>>
<<speak "karlie.glance">> Mmhmm. We've been dogs in a pack since we were kids. <</speak>>
<<if hasVisited("S1E3: ExYol Towns Jim") || hasVisited("S1E3: ExYol Farmers Jim") || hasVisited("S1E3: ExYol Towns Jim")>>
<<qSpeak "quincy.neutral">> The town seems rather fond of him. <</qSpeak>>
<<speak "karlie.glance">> Of course. *She murmurs, her voice surprisingly soft.* In a little town like this, a boy with no parents is everybody's boy. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> He cares a great deal for this town. <</qSpeak>>
<<speak "karlie.glance">> This town's cared a great deal for him. *She echoes, her voice surprisingly soft.* In a little town like this, a boy with no parents is everybody's boy. <</speak>>
<</if>>
<<speak "karlie.neutral">> To him, Yolmar might as well be his family. It's not... but it's all he's got. <</speak>>
<<include "S1E3: ExYol Karlie Q">><<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> Our repairs to your town are serving you well? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Our repairs to your town... they are serving you well? <</qSpeak>>
<</if>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak")>>
<<speak "karlie.glance">> *She nods, huddling into the thick fur of the cloak you gave her.* ...S'nice not to travel all the way to the springs for water. <</speak>>
<<else>>
<<speak "karlie.glance">> ...S'nice not to travel all the way to the springs for water. *She admits.* <</speak>>
<</if>>
<<include "S1E3: ExYol Karlie Q">><<if hasVisited("S1E3: ExYol Karlie Woods")>>
<<qSpeak "quincy.think">> So... *You begin, uncertain as to how discreetly you should speak.* @@.whisper;You've a different view of the town's absentee Viscount. Perhaps you could tell me--@@ <</qSpeak>>
<<speak "karlie.furrow">> @@.whisper;I never said that!@@ *She rasps.* @@.whisper;I hate him just as much as anybody. I just don't hate him enough to starve for it. Don't you dare think--@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;Look. I'm only trying to learn more about his leaving for context's sake, that is all.@@ <</qSpeak>>
<<text>>
Realizing she is not being accused of anything, <<snout "her shoulders slack" "she lays her coat flat">>, though her brow remains knit and her eyes distrustful.
<</text>>
<<speak "karlie.furrow">> Fine. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I've been told Yolmar had a Viscount, and that he deserted you. <</qSpeak>>
<<speak "karlie.furrow">> Mmhmm. *She grunts affirmatively.* <</speak>>
<<qSpeak "quincy.neutral">> I'm trying to gather information about his leaving. For context's sake. <</qSpeak>>
<<text>>
The girl knits her brow... but she nods.
<</text>>
<</if>>
<<speak "karlie.glance">> If you're lookin' for "context," I don't got much to give. *She admits.* He left six years ago. I was only ten. <</speak>>
<<speak "karlie.neutral">> Far as I remember it, he was always there, right until he wasn't. I'd say you'd be better off asking Ma or Pa, but... <</speak>>
<<text>>
...But "Ma" and "Pa" are no longer among the living.
<</text>>
<<include "S1E3: ExYol Karlie Q">><<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/pasture_fence.png"},
{img:"settle/well.png"}
]`>>
<<location "kagthur" `["Town Well", "Yolmar"]`>>
<<text>>
As you walk past the well, you see a gaggle of women and children fetching water. It's difficult to parse the exact words at a distance, but the gist of it: sentiments of //"so clean"// and //"haven't had a proper wash in ages"// and so forth.
``<<if hasVisited("S1E3: Yolmar Kaitos NoPermiss") || !setup.tone("kaitos")>>Kaitos may be a vexing man to work with<<else>>Perhaps Kaitos is not the finest well digger to ever graduate VRMA<</if>>, but it is plain to see the town is better for his efforts. Even the most mundane of conductors wield a great power.
<</text>>
<<if !hasVisited("S1E3: ExYol Well Lady")>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;Your Grace.@@ <</speak>>
<<text>>
You turn to see a rough-<<snout "faced" "furred">> woman carrying water. She gives a stiff bow in greeting, careful not to lose her bucket.
<</text>>
<<passiveGate 1 `["etiq",10]`>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
Recalling your manners, you return her bow with a firm nod of the head.
<</text>>
<<qSpeak "quincy.neutral">> Ma'am. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;I thank you and His Highness for righting the well. And... repairing our town.@@ <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> Yes...? <</qSpeak>>
<<text>>
She freezes for a moment, her brows pinched. You've been too casual, perhaps, and now she does not know how to proceed.
<</text>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;I... I wish to thank you and His Highness for righting the well.@@ *She grumbles.* @@.on;And... repairing our town.@@ <</speak>>
<</if>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> You needn't thank us. We are here to serve. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You needn't thank us. We're only doing what we must. <</qSpeak>>
<</if>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> *She nods firmly, grasping her bucket hard in her mitts.* @@.on;So. When will the doves fly south?@@ <</speak>>
<<qSpeak "quincy.neutral">> ...Pardon? <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;''How long before the Fifth Convoy takes its leave?''@@ <</speak>>
<<text>>
Her voice is stern. Why does she sound so angry with you?
<</text>>
<<choose>>
[[However long it takes to help Yolmar.|S1E3: ExYol Well Lady][$response to "how"]]
[[I don't know.|S1E3: ExYol Well Lady][$response to "idk"]]
[[Be grateful we're here at all.|S1E3: ExYol Well Lady][$response to "gr8"]]
<</choose>>
<<else>>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@
<</if>><<switch $response>>
<<case "how">>
<<qSpeak "quincy.neutral">> We intend to remain as long as we need to in order to ensure Yolmar's well-being. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> <sup>@@.on;Snowshoes blind to the turn of the season...@@</sup> *The woman shakes her head.* @@.on;I was afraid of that.@@ <</speak>>
<<case "idk">>
<<qSpeak "quincy.lookaway">> I've no better idea than you. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> <sup>@@.on;A warren led by snowshoes...@@</sup> *The woman shakes her head.* @@.on;I was afraid of that.@@ <</speak>>
<<case "gr8">>
<<qSpeak "quincy.neutral">> Be grateful we came at all. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;//Snowshoes blind to the turn of the season!//@@ *The woman exclaims, face twisting.* <</speak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.intense.on;''I thank you and His Highness for righting the well and repairing our town.''@@ *She repeats, same verbiage as before but angrier.* <</speak>>
<</switch>>
<<choose>>
<<if $response == "gr8">>
[[I'm no happier about this than you.|S1E3: ExYol Well Lady2][$response to "unhappy"]]
[[What is your problem? We're helping you.|S1E3: ExYol Well Lady2][$response to "prob"]]
[[You've a strange way of showing thanks...|S1E3: ExYol Well Lady2][$response to "strange"]]
<<else>>
[[We're doing the best we can.|S1E3: ExYol Well Lady2][$response to "best"]]
[[I'm no happier about this than you.|S1E3: ExYol Well Lady2][$response to "unhappy"]]
<</if>>
<</choose>><<switch $response>>
<<case "best">>
<<qSpeak "quincy.lookaway">> ...We are doing the best we can. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;I am aware. And I am most grateful for it, Your Grace.@@ <</speak>>
<<case "unhappy">>
<<qSpeak "quincy.neutral">> I'm no happier about the situation than you. <</qSpeak>>
<<text>>
The woman nods in rapid flicks of the chin. Her face nominally un-creases; your mutual displeasure with the situation at hand has given you common ground.
<</text>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;In the cold of the Long Night, the moose and the hare are brothers at the red font.@@ <</speak>>
<<text>>
It takes you <<if setup.hasTrait("dense")>>more than a<<else>>a brief<</if>> moment to parse that one. She gestures towards some sort of respect between enemies. You are uncertain as to what you've done to be categorized as such, but for the time being you figure it's best to take what paltry understanding you are offered.
<</text>>
<<qSpeak "quincy.neutral">> ...Yes. Metaphorically speaking. <</qSpeak>>
<<case "prob">>
<<qSpeak "quincy.furrow">> Ma'am, we are //helping you.// *You stress.* <</qSpeak>>
<<case "strange">>
<<qSpeak "quincy.furrow">> You've an odd way of showing gratitude. <</qSpeak>>
<</switch>>
<<text>>
<<switch $response>><<case "best">>So she says, but her teeth are grit tight and she acts no less bothered than before.<<case "unhappy">>Her nodding slows. Her mouth squirms into a worrisome expression not unlike that of a tight-lipped dog.<<default>>The woman must understand this; she shrinks back, all of a sudden self-conscious.<</switch>>
<</text>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;It is not your help that is the problem. It is what follows.@@ <</speak>>
<<qSpeak "quincy.eyebrow">> "What follows?" <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;Trouble after trouble.@@ <</speak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;The Barehander follows the dam, the man in the mask follows the Barehander, and your Convoy follows the man in the mask. //Architect knows// what will follow you. And...@@ <</speak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;I don't want little Jim blamed for it when it comes.@@ <</speak>>
<<choose>>
[[I don't understand what you're afraid of.|S1E3: ExYol Well Lady3][$response to "dont"]]
[[What would Jim be blamed for? He's saved your town twice.|S1E3: ExYol Well Lady3][$response to "why"]]
[[That doesn't sound like "trouble after trouble" to me.|S1E3: ExYol Well Lady3][$response to "troubles"]]
<</choose>><<switch $response>>
<<case "dont">>
<<qSpeak "quincy.neutral">> I don't understand what it is that you're afraid of. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;It remains to be seen.@@ <</speak>>
<<qSpeak "quincy.lookaway">> So you don't know...? <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;Goats bring wolves, grain brings mice, fish brings cats. What will your help bring? //That// is what I am afraid of.@@ <</speak>>
<<qSpeak "quincy.eyebrow">> So, banditry, then? If highwaymen are a concern, we can issue a request to the King's Army to have soldiers posted here. <</qSpeak>>
<<text>>
A sigh hisses through the woman's teeth. Your failure to grasp the meaning behind her vague allusions strains her patience.
<</text>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;Robbers perhaps, but perhaps something worse! Your soldiers will do us no good.@@ <</speak>>
<<case "why">>
<<qSpeak "quincy.think">> Blamed? What for? He's saved your town twice over now. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;Whether or not we are //saved// remains to be seen. *She huffs.* Your Convoy //might// save our village... or it might bring about further judgment.@@ <</speak>>
<<qSpeak "quincy.eyebrow">> Judgment? <</qSpeak>>
<<case "troubles">>
<<qSpeak "quincy.eyebrow">> That doesn't sound like "trouble after trouble" to me. Lazarus brought food to Yolmar in its time of need, and now we are here on Crown authority to bring formal aid. If anything, you have been quite fortunate. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;''Stolen'' food.@@ *She stresses.* @@.on;It was stolen food he brought.@@ <</speak>>
<</switch>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;<<if $rumor.faith>>You know well that <</if>>The Architect does not forget a sin! We reveled in the masked man's ill-gotten feast. To run from karma will only bring worse troubles to the valley.@@ <</speak>>
<<text>>
Grumbling a prayer to herself, she uses her free arm to draw an arc. Invoking the holy spire is typically done with both hands, but this is the best she can do with a bucket under her arm. Once she is through with this ritual, she shifts on her heel and turns herself away.
<</text>>
<<if $rumor.faith>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;I know you are a man of the True Dawn, and you walk beside angels... but I fear the future you seek is a false prophecy meant to lead you astray.@@ <</speak>>
<<if $cFlags.quincy.trueDawn != true>>
<<set $cFlags.quincy.trueDawn to true>>
<<text>>
"A man of the True Dawn." She refers to your "faith," as claimed by the //Horse's Mouth.//
``The whole of Vestur thinks you are a follower of the North sect, and yet... This is the first time anyone within that sect has named you as one of their own.
<</text>>
<</if>>
<<qSpeak "quincy.tilt">> ...Oh. Ah. I hear your concern. <</qSpeak>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;. . .@@ <</speak>>
<</if>>
<<speak "northcommoner_f3.neutral" "Grim Woman">> @@.on;...I thank you and His Highness for righting the well and repairing our town.@@ *She says again, her voice strained.* <</speak>>
<<text>>
And then she is off.
<</text>>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<lastLoc "yolmar">>
<<location "kagthur" `["Yolmar", "Kagthur Lordship"]`>>
<<include "S1E3: Elijah SQ Tracker">>
<<include "S1E3: Townfamiliar">>
<<locLinkStub "settle/village_north_1">><<text>>
Yolmar is a small town, but the day is no less busy for its people. Those who do not farm or forage toil in other forms. There is always something to be washed, mended, cooked, cleaned, or repaired, after all.
``Though an air of uncertainty remains, it seems that the Convoy's efforts have sparked some tentative sense of hope amongst the residents. There is a liveliness to the town that wasn't there the day prior.
<</text>><</locLinkStub>>
<<set _sublocations to {
chapel:{link:"S1E3: ExYol Chapel",img:"settle/chapel_rural",text:"Chapel"},
tradehall:{link:"S1E3: ExYol Trade",img:"settle/north_tradinghall_small",text:"Trading Hall"},
townhall:{link:"S1E3: ExYol Hall",img:"land/rubble_foundation",text:"Town Hall Ruins"},
residential:{link:"S1E3: ExYol Towns",img:"village-mid4",text:"Town"},
commons:{link:"S1E3: ExYol HareCommons",img:"settle/shed_rundown",text:"Hare Commons"},
fields:{link:"S1E3: ExYol Fields",img:"land/field_sprout",text:"Fields"},
well:{link:"S1E3: ExYol Well",img:"settle/well",text:"Old Well"},
forge:{link:false,img:"settle/blacksmith_tools",text:"Abandoned Workshop",disabled:true}
}>>
<<if hasVisited("S1E3: IP Win Transition")>>
<<set _sublocations.chapel.disabled to true>>
<</if>>
<<if hasVisited("S1E3: ExYol Well")>>
<<set _sublocations.well.disabled to true>>
<</if>>
<<set _karlieHere to true>>
<<if hasVisited("S1E3: WoF Win Transition") || hasVisited("S1E3: wings karlie forge fail")>>
<<set _karlieHere to false>>
<</if>>
<<set _nalaHere to true>>
<<if hasVisited("S1E3: ExYol Market Nala Return End")>>
<<set _nalaHere to false>>
<</if>>
<<if !_nalaHere && !_karlieHere>>
<<set _sublocations.tradehall.disabled to true>>
<</if>>
<<if setup.flag("58b") && $tempQ.yolmar.hareArg == "dec">>
<<set _sublocations.commons.disabled to true>>
<<elseif hasVisited("S1E3: N Win Transition")>>
<<set _sublocations.commons.disabled to true>>
<</if>>
<<if setup.hasTask("13-eq","start")>>
<<if !setup.hasItem("missingV-farmer")>>
<<set _sublocations["fields"].objective to ["13-eq","start"]>>
<</if>>
<<if !setup.hasItem("missingV-gals")>>
<<set _sublocations["residential"].objective to ["13-eq","start"]>>
<</if>>
<<if !setup.hasItem("missingV-colby")>>
<<set _sublocations["commons"].objective to ["13-eq","start"]>>
<</if>>
<<if !setup.hasItem("missingV-jim")>>
<<set _sublocations["chapel"].objective to ["13-eq","start"]>>
<</if>>
<<if !setup.hasItem("missingV-nala") && _nalaHere>>
<<set _sublocations["tradehall"].objective to ["13-eq","start"]>>
<</if>>
<</if>>
<<if setup.hasTask("13-plait","start")>>
<<set _sublocations["townhall"].objective to ["13-plait","start"]>>
<</if>>
<<if setup.hasTask("13-plait","return")>>
<<set _sublocations["tradehall"].objective to ["13-plait","return"]>>
<</if>>
<<if setup.hasTask("13-eq","missing")>>
<<set _sublocations["townhall"].objective to ["13-eq","missing"]>>
<</if>>
<<if setup.hasTask("13-yolmar-ip","start2")>>
<<set _sublocations["chapel"].objective to ["13-yolmar-ip","start2"]>>
<</if>>
<<if setup.hasTask("13-yolmar-nomads","start2")>>
<<set _sublocations["commons"].objective to ["13-yolmar-nomads","start2"]>>
<</if>>
<<if setup.hasTask("13-yolmar-wof","start2")>>
<<set _sublocations["tradehall"].objective to ["13-yolmar-wof","start2"]>>
<</if>>
<<print setup.locLinks(_sublocations)>>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@<<silently>>
<<set _metAllPeople to true>>
<<if !hasVisited("S1E3: ExYol Chapel")>><<set _metAllPeople to false>><</if>>
<<if !hasVisited("S1E3: ExYol Fields")>><<set _metAllPeople to false>><</if>>
<<if !hasVisited("S1E3: ExYol Market Nala First")>><<set _metAllPeople to false>><</if>>
<<if !hasVisited("S1E3: ExYol Trade Karlie")>><<set _metAllPeople to false>><</if>>
<<if !hasVisited("S1E3: ExYol HareCommons")>><<set _metAllPeople to false>><</if>>
<<if _metAllPeople>>
<<removeTask "13-ppl">>
<</if>>
<</silently>><<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"settle/pasture_fence.png"}
]`>>
<<location "kagthur" `["Hare Commons", "Yolmar"]`>>
<<include "S1E3: Townfamiliar">>
<<set _canApproach to true>>
<<if $tempQ.yolmar.hareFail && !hasVisited("S1E3: tradefix cant arg giveup") && $tempQ.yolmar.hareArg == "dec">>
<<set _canApproach to false>>
<</if>>
<<if !_canApproach>>
<<text>>
From afar, you watch Old Man Colby fawn over Dura and her kit. The idea of disturbing them after your blunder feels too embarrassing to consider, and so you decide not to approach.
``That kit will grow into a handsome young buck. Yolmar should be proud to have him.
<</text>>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@
<<elseif !hasVisited("S1E3: ExYol HareCommons Intro2")>>
<<include "S1E3: ExYol HareCommons Intro">>
<<else>>
<<text>>
Dura's plum pelt shimmers like the night sky against Yolmar's dreary meadows. Wherever she walks, her kit toddles clumsily after, like a velvety little duckling.
``You see the pair first, and the town's taximan second. The old man's <<snout "forehead wrinkles at your approach, his lip curling" "ears flatten at your approach, his hackles twitching">> with preemptive annoyance.
<</text>>
<<speak "colby.neutral">> @@.on;Whaddyou want?@@ <</speak>>
<<include "S1E3: ExYol Colby Q">>
<</if>><<if !hasVisited("S1E3: Yolmar Imani")>>
<<text>>
Post offices are a precious rarity in the North, a liability most postal agencies sneeringly refer to as a "guilder hole," and patrons refer to as "trustworthy as a rake in a maiden store." Your own experiences corroborate this. Harsh Northern winds blow the postal pigeons off course, and jagged mountain peaks chew their tiny bodies as readily as the tundra hares who snatch them from the skies.
``To send a letter in the North by pigeon is ten times as expensive as sending it by ground, and so most commoners simply send theirs by hare taxi. Mail will get to its destination when it gets to its destination, and no sooner.
``Yolmar's commons bear little resemblance to the iron-fenced fortresses seen in the North's cities. In place of Morbre's many caged pastures is a single paddock with an equally single shed. Within the fence, a plum doe shimmers like the night sky against the dreary meadows. Wherever she walks, her kit toddles clumsily after, like a velvety little duckling.
``You see the pair first, and the town's taximan second. The old man's <<snout "forehead wrinkles at your approach, his lip curling" "ears flatten at your approach, his hackles twitching">> with preemptive annoyance.
<</text>>
<<else>>
<<text>>
Dura's plum pelt shimmers like the night sky against Yolmar's dreary meadows. Wherever she walks, her kit toddles clumsily after, like a velvety little duckling.
``You see the pair first, and the town's taximan second. The old man's <<snout "forehead wrinkles at your approach, his lip curling" "ears flatten at your approach, his hackles twitching">> with preemptive annoyance.
<</text>>
<</if>>
<<speak "colby.neutral">> @@.on;Whadd're you doin'? These're ''my'' commons.@@ <</speak>>
<<choose>>
<<if hasVisited("S1E3: Yolmar Imani")>>
[[I wanted to see how your doe was feeling.|S1E3: ExYol HareCommons Intro2][$response to "doe"]]
<</if>>
<<if hasVisited("S1E3: Market fruit salesman Deal")>>
[[Actually, I was looking for you.|S1E3: ExYol HareCommons Intro2][$response to "you"]]
<</if>>
[[Just taking a look around town.|S1E3: ExYol HareCommons Intro2][$response to "look"]]
[[Nothing.|S1E3: ExYol HareCommons Intro2][$response to "nothing"]]
<</choose>><<switch $response>>
<<case "doe">>
<<set $tempQ.yolmar.duraAsk to true>>
<<qSpeak "quincy.neutral">> I wanted to see how Dura and her child were faring. <</qSpeak>>
<<speak "colby.eyeroll">> @@.on;The lady'n her li'l boy're jus'fine, thankya kindly fer yer concern.@@ <</speak>>
<<if hasVisited("S1E3: Yolmar Imani N")>>
<<speak "colby.squint">> <sup>@@.on;An'nothin' else. //Do-nothin' city-boy...//@@</sup> <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> Imani asked me to leave. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Imani asked me to leave...! *You protest.* <</qSpeak>>
<</if>>
<<speak "colby.laugh">> @@.on;An' you //lissened?// Som'man you are!@@ <</speak>>
<<text>>
He lets loose a knee-slapping cackle for reasons unknown to you. You are not alone in your confusion; Dura does not seem to understand his humor either. She gives only a disturbed flick of the ear in response.
<</text>>
<<else>>
<<qSpeak "quincy.neutral">> Pleased to hear it. <</qSpeak>>
<<speak "colby.squint">> @@.on;Hrhgn.@@ <</speak>>
<<text>>
With that, the old man spits a glob of phlegm over the fence. The distance is... impressive. The color, on the other hand, you'd rather not contemplate.
<</text>>
<</if>>
<<case "you">>
<<qSpeak "quincy.lookaway">> Actually, I was hoping to speak with you. <</qSpeak>>
<<speak "colby.eyeroll">> @@.on;Squirrel nuts. Ain't nothin' t'talk 'bout, boy. Dura's all the chatter I need. Don'need no glove-boy clack-clackin' teeth at me atoppa that.@@ <</speak>>
<<speak "colby.laugh">> @@.on;Inn't that right, li'l feller? Yer mama's a yapper, eh?@@ <</speak>>
<<text>>
He shoots an uneven grin at the young buck toddling around. The kit hasn't any idea he's been addressed; he is preoccupied with nibbling his mother's pelt.<<if !hasVisited("S1E3: Yolmar Imani")>> The doe must be "Dura."<</if>>
<</text>>
<<case "look">>
<<qSpeak "quincy.neutral">> I'm only taking a look around town. <</qSpeak>>
<<speak "colby.laugh">> @@.on;<span class='surprise'>Pthahh!!</span>@@ *He wheezes.* @@.on;Hearrat, Dura? Glove's "takin' look 'round town!"@@ <</speak>>
<<text>>
He lets loose a knee-slapping cackle for reasons unknown to you. You are not alone in your confusion; <<if hasVisited("S1E3: Yolmar Imani")>>Dura<<else>>his doe - the aforementioned "Dura" -<</if>> does not seem to understand his humor either. She gives only a disturbed flick of the ear in response.
<</text>>
<<case "nothing">>
<<qSpeak "quincy.neutral">> Nothing in particular. <</qSpeak>>
<<speak "colby.squint">> @@.on;//I can see that.//@@ *He snorts.* @@.on;Real thinker is, why's a glove-boy doin' nothin' //here// an'not nothin' //summ'ere else?// @@ <</speak>>
<<qSpeak "quincy.lookaway">> Well... <</qSpeak>>
<<speak "colby.eyeroll">> @@.on;Save yer words. I get 'nough prattle from Dura.@@ <</speak>>
<<speak "colby.laugh">> @@.on;Inn't that right, li'l feller? Yer mama's a yapper, eh?@@ <</speak>>
<<text>>
He shoots an uneven grin at the young buck toddling around. The kit hasn't any idea he's been addressed; he is preoccupied with nibbling his mother's pelt.<<if !hasVisited("S1E3: Yolmar Imani")>> The doe must be "Dura."<</if>>
<</text>>
<</switch>>
<<include "S1E3: ExYol Colby Q">><<choose>>
<<if hasVisited("S1E3: tradefix canteloupe 3") && $tempQ.yolmar.foodDone != true>>
<<decide "a" [[*Discuss the Nomads' offer.* There's something I must speak with you about.|S1E3: tradefix canteloupe route 1]]>><</decide>>
<<elseif hasVisited("S1E3: tradefix cant arg giveup")>>
<<onceLink "I'd like to apologize for entertaining the idea of taking Dura's kit." "S1E3: ExYol Colby Sorry">><</onceLink>>
<</if>>
<<if $tempQ.yolmar.foodDone != true && !hasVisited("S1E3: tradefix canteloupe route 1")>>
<<if hasVisited("S1E3: Yolmar Imani") && $tempQ.yolmar.duraAsk>>
<<onceLink "So... Dura is alright then, yes?" "S1E3: ExYol Colby Dura">><<set $response to "follow">><</onceLink>>
<<elseif hasVisited("S1E3: Yolmar Imani")>>
<<onceLink "How is Dura doing?" "S1E3: ExYol Colby Dura">><<set $response to "n">><</onceLink>>
<<else>>
<<onceLink "How is your hare faring after the birth?" "S1E3: ExYol Colby Dura">><<set $response to "wasnt">><</onceLink>>
<</if>>
<</if>>
<<actions
[[The woods...|S1E3: ExYol Colby Woods]]
[[The river...|S1E3: ExYol Colby River]]
[[About Jim...|S1E3: ExYol Colby Jim]]
[[The Convoy's repair efforts...|S1E3: ExYol Colby Repairs]]
[[Lazarus's visit to the town...|S1E3: ExYol Colby Lazarus]]
>>
<<if !setup.questEnded("13-eq") && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<onceLink "The town's absent Viscount..." "S1E3: ExYol Colby Viscount">><</onceLink>>
<</if>>
<<special "end" [[*Return to Yolmar.* Farewell.|S1E3: Exploration Yolmar]]>>
<</choose>><<if $response != "wasnt">>
<<text>>
Despite the hard birth, both Dura and her kit<<if $response == "follow">> //do//<</if>> appear bright and well. Of course, animals hide their pain, and so your concern lingers.
<</text>>
<<if $response == "follow">>
<<qSpeak "quincy.lookaway">> So Dura //is// alright, then? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> How is Dura faring? <</qSpeak>>
<</if>>
<<speak "colby.neutral">> @@.on;Happy azza mutt rollin'in'shit, now that the li'l runt's out'n walkin'.@@ <</speak>>
<<else>>
<<text>>
Despite the hard birth, both doe and kit appear bright and well. Of course, animals hide their pain...
<</text>>
<<qSpeak "quincy.think">> Was the birth troublesome? <</qSpeak>>
<<speak "colby.furrow">> @@.on;Whole heap of trouble. If it weren't fer yer lady-man helpin' her through it... hrnghk.@@ <</speak>>
<<qSpeak "quincy.eyebrow">> "Lady-man?" <</qSpeak>>
<<speak "colby.squint">> @@.on;Convoy-girl. The one with <<snout "the hair" "white'n'black">>.@@ <</speak>>
<<qSpeak "quincy.surprised">> Ah. <</qSpeak>>
<<text>>
That's right - you remember now. Yesterday, when the Convoy was dividing its work, Imani said something about assisting in a hare birth. You must have been so occupied with the shoeing that you had forgotten.
<</text>>
<<speak "colby.eyeroll">> @@.on;Thanks t'her, the li'l runt's out'n walkin'. Now mama's happy azza mutt rollin'in'shit.@@ <</speak>>
<</if>>
<<if $tempQ.yolmar.hareFail>>
<<qSpeak "quincy.tilt">> Ah. That is... good. I am happy for them. <</qSpeak>>
<<text>>
<<if setup.hasTrait("shameless")>>An unfamiliar<<else>>The familiar<</if>> feeling of shame washes over you. It disturbs you to think you ever <<if hasVisited("S1E3: tradefix cant arg giveup")>>entertained Stan's proposal<<else>>tried to separate mother and son<</if>>.
<</text>>
<<else>>
<<if setup.hasTrait("shameless") && !hasVisited("S1E3: tradefix canteloupe 3")>>
<<qSpeak "quincy.neutral">> Pleased to hear it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...Ah. Well, I am happy for them. <</qSpeak>>
<</if>>
<</if>>
<<if hasVisited("S1E3: tradefix canteloupe 3")>>
<<text>>
They are happy this way. <<if hasVisited("S1E3: N Accept")>>Must you separate mother and son...?<<else>>How could anyone think to separate them...?<</if>>
<</text>>
<<else>>
<<text>>
"Happy as a mutt rolling in shit," he said? That's... good. <<if setup.hasTrait("shameless")>>Dogs enjoy refuse quite a lot.<<else>>Dogs do enjoy refuse quite a bit...<</if>>
<</text>>
<</if>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.think">> What do you know of Jim? <</qSpeak>>
<<text>>
The old taximan grimaces, as though a sour taste passed his tongue.
<</text>>
<<speak "colby.neutral">> @@.on;S'painful 'nough, seein' this town go to rot wi'thout hearin' the babes squealin' 'bout'it.@@ <</speak>>
<<speak "colby.furrow">> @@.on;Yolmar's finished. Me'in the other old folks're ready fer'it. Anyone who don' like it - who got life left - should leave.@@ <</speak>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.think">> I heard you'd had a hard winter here. <</qSpeak>>
<<speak "colby.eyeroll">> *He scoffs.* @@.on;Got'sum news fer you: birds? Birds got feathers.@@ <</speak>>
<<speak "colby.neutral">> @@.on;All win'ers are hard win'ers past the trees.@@ <</speak>>
<<qSpeak "quincy.neutral">> Even so, you don't usually need the help of a stranger to survive it. <</qSpeak>>
<<speak "colby.neutral">> @@.on;The boy told'ja 'bout that Lazarus's li'l visit.@@ <</speak>>
<<qSpeak "quincy.neutral">> *You nod.* <</qSpeak>>
<<speak "colby.neutral">> @@.on;Well... he came. He went.@@ *He thumbs the brim of his hat.* @@.on;Wish I could tells'ya more, I'd like'ta see that bandit hanged much az'you gloves, I imagine.@@ <</speak>>
<<qSpeak "quincy.eyebrow">> You... want to see him hanged? Did he not save your town? <</qSpeak>>
<<text>>
Old Man Colby coughs out a dry, anguished laugh.
<</text>>
<<speak "colby.eyeroll">> @@.on;When'ya live long as me, ya stop believin' in them hero-types. A good man looks out for his own! Sticks by his people, thick'n thin. A man like //that,// flittin' from place to place playing savior... well, I'd bet'cha he duzz'it 'cause no one back home can stand him.@@ <</speak>>
<<speak "colby.neutral">> @@.on;He's a thief. Ev'ryone knowzzit. Ain't gonna kiss a thief's boots jus' 'cause he ditched his stealables in my open grave.@@ <</speak>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.think">> How are the mended fences serving you? <</qSpeak>>
<<speak "colby.eyeroll">> @@.on;Terrible. Liked 'em how they were.@@ <</speak>>
<<qSpeak "quincy.eyebrow">> ...They were decomposing. <</qSpeak>>
<<speak "colby.furrow">> *He grunts in frustration.* <</speak>>
<<text>>
<<snout "Snorting like a goat in distress" "Flicking his patchy fur like a peeved cat">>, the old man begins to pace.
<</text>>
<<speak "colby.furrow">> @@.on;Ya tore up the rot, now the town'll hav'ta rot all over'gain to get us back'ta where we were rotted at.@@ <</speak>>
<<qSpeak "quincy.lookaway">> You //want// the town to rot? <</qSpeak>>
<<speak "colby.furrow">> @@.intense.on;'Course not!@@ @@.on;Don't be a fool.@@ *He spits.* @@.on;What I want don' change that the town's dyin', an' dead things rot. Can' make a dead body breathe again by puttin' fresh'sskin over ol' bones...@@ <</speak>>
<<qSpeak "quincy.neutral">> A town isn't a live animal. Dwellings can be repaired. <</qSpeak>>
<<speak "colby.furrow">> @@.surprise.on;Pfftheh!@@ @@.on;Tha'ss what'chu think, 'cause yer //not listenin'.// Open yer ears t'what the old wood's tellin' ya. You'll change'jur mind right quick, right quick.@@ <</speak>>
<<text>>
"Open your ears to old wood..." is that a metaphor, or confessed delusion?
``They say there comes a point where a man is too "touched in the head" to reason with. Perhaps this is one of those times.
<</text>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.think">> I'd like to ask you about Yolmar's woods. <</qSpeak>>
<<speak "colby.laugh">> @@.on;Pfheh. Yolmar don' have woods. Yolmar's got a patch'a dead sticks where woods were.@@ <</speak>>
<<if hasVisited("S1E3: Exploration Woods")>>
<<text>>
An ineloquent way of phrasing it, but you'd be hard pressed to disagree with that statement.
<</text>>
<<qSpeak "quincy.lookaway">> Mm. It is bleak. A Viscount would need to toil for months to return life to that forest... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It didn't look so dire from up on the hills... perhaps it simply needs better curation. <</qSpeak>>
<</if>>
<<text>>
Old Man Colby spits in disdain.
<</text>>
<<speak "colby.furrow">> @@.on;You'd best not be thinkin' of bringin'more gloves out here. This town'd would rather join me in the rot than bow'ta another'v Lord Kagthur's li'l white-glove Viscounts.@@ <</speak>>
<<if !setup.hasItem("yolmar-noblehate") || setup.getItemData("yolmar-noblehate").obtained[0] == "Old Man Colby">>
<<qSpeak "quincy.lookaway">> You'd... rather lose your homes than accept another Viscount in your town? <</qSpeak>>
<<speak "colby.furrow">> @@.on;You heard right.@@ <</speak>>
<<qSpeak "quincy.tilt">> Hm... <</qSpeak>>
<<itemAdd "yolmar-noblehate" `{obtained:["Old Man Colby","Yolmar"]}` >>
<<else>>
<<text>>
To choose death over survival sounds like hyperbole to your ears, but you trust the contempt for titled men is real.
<</text>>
<<qSpeak "quincy.lookaway">> I see. <</qSpeak>>
<</if>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.think">> I hear that before the dam, Yolmar relied on the river-- <</qSpeak>>
<<speak "colby.neutral">> @@.on;And now iss'gone.@@ *He finishes curtly.* @@.on;Nothin' to do but rot. So, sit back. Enjoy.@@ <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> *You shake your head.* I've a duty to fulfill. I must do something. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> ...I've a duty to fulfill. I must do something. <</qSpeak>>
<</if>>
<<if hasVisited("S1E3: ExYol Colby Woods")>>
<<speak "colby.eyeroll">> *He bristles at the thought of what that something might be<<snout "" ", hackles raised">>.* @@.on;If yer thinkin'uv fixin' this one with a blue glove, I swear...!@@ <</speak>>
<<qSpeak "quincy.lookaway">> No. *You assure him.* A blue conductor couldn't fix this. <<if setup.hasTrait("dense") && !setup.hasTrait("bluemeur")>>I'm... I'm fairly certain of that.<<else>>Rivers do not work that way. You cannot simply add more water.<</if>> <</qSpeak>>
<<else>>
<<speak "colby.eyeroll">> *Old Man Colby merely shakes his head.* @@.on;//Somethin',// eh? What's "somethin'?" Ya gonn'bring a blue glove out here'n make a new river?@@ <</speak>>
<<qSpeak "quincy.lookaway">> No... a blue conductor couldn't fix this. <<if setup.hasTrait("dense") && !setup.hasTrait("bluemeur")>>I'm... I'm fairly certain of that.<<else>>Rivers do not work that way. You cannot simply add more water.<</if>> <</qSpeak>>
<</if>>
<<speak "colby.furrow">> @@.on;Good.@@ *He snorts.* @@.on;Ain't no savin' that cursed thing, an'don' go thinkin' it wan'syer help either! River hates the touched much's anyone hates the touched.@@ <</speak>>
<<if hasVisited("S1E3: Elijah SQ Ravine")>>
<<qSpeak "quincy.neutral">> Ah. You refer to how the hares spook in the river pass. You needn't worry about that any longer - the cause for the hare's distress has been removed. <</qSpeak>>
<<speak "colby.furrow">> @@.on;Mooseshit. Curses don't "remove." Curse'stay with ya 'til ya die, then the curse rots th'ground after!@@ <</speak>>
<<qSpeak "quincy.eyebrow">> It wasn't a curse. There was a cracked relic-- <</qSpeak>>
<<speak "colby.furrow">> @@.on.intense;Well if ya didn't move a curse, then whatcha doin' tellin' me curse's gone!?@@ *He spits.* @@.on;Snake-mouthed gloveboy.@@ <</speak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> The //river// is... prejudiced? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Pardon. You're saying a //river// begrudges me for being haretouched? <</qSpeak>>
<</if>>
<<speak "colby.neutral">> @@.on;Yessir.@@ *His face grows serious.* @@.on;S'why ya always ride hills instead, if y'know'whas good fer ya.@@ <</speak>>
<</if>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.tilt">> I... I apologize for suggesting Dura give up her kit. <</qSpeak>>
<<speak "colby.furrow">> @@.on;. . .@@ <</speak>>
<<qSpeak "quincy.hat">> It was wrong of me. <</qSpeak>>
<<speak "colby.eyeroll">> @@.on;. . .@@ <</speak>>
<<text>>
Old Man Colby purses his lip in judgment, but he does not dignify you with a real response. The scorn of your fellow touched man feels worse somehow. More terrible still, you know you've earned it.
<</text>>
<<include "S1E3: ExYol Colby Q">><<qSpeak "quincy.neutral">> What do you know about Yolmar's wayward Viscount? <</qSpeak>>
<<speak "colby.furrow">> @@.on;Y'know when a doggy loses all iss'legs, its master keeps feedin' it n' feedin' it even though iss'not fit to live no more'n all it can do is wriggle-wriggle on the floor?@@ <</speak>>
<<qSpeak "quincy.surprised">> What? *You balk.* That's preposterous, no one does that. What are you talking about? <</qSpeak>>
<<speak "colby.furrow">> @@.on;Ol' Viscount Tokhumal thought ''he'' waz'the master and us the dog. Thought we couldn' do it without'im, that we'd all die'n starve. Show's what he knows.@@ <</speak>>
<<choose>>
[[He didn't respect his people.|S1E3: ExYol Colby Viscount2][$response to "respect"]]
[[Yolmar IS starving, though.|S1E3: ExYol Colby Viscount2][$response to "starve"]]
<</choose>><<switch $response>>
<<case "respect">>
<<qSpeak "quincy.think">> Mm. He wasn't a man who honored his title and respected his people. I've heard as much. <</qSpeak>>
<<if setup.hasRep("orthodox")>>
<<qSpeak "quincy.tilt">> What a disgraceful way for a Nobleman to act. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> His story is one that's all too common out here on the frontier... <</qSpeak>>
<</if>>
<<speak "colby.neutral">> @@.on;Hats on rats. We didn'need him. Were doin' jus'fine on our own, 'til your gloves 'cided to take our'riv'r.@@ <</speak>>
<<case "starve">>
<<qSpeak "quincy.eyebrow">> "Shows him" how? Yolmar //is// starving. That's the entire reason the Prince's Convoy was called here to begin with. <</qSpeak>>
<<speak "colby.neutral">> @@.on;Not 'cause he left!@@ *Colby chuckles.* @@.on;Were doin' jus'fine on our own, 'til your gloves 'cided to take our'riv'r.@@ <</speak>>
<</switch>>
<<speak "colby.furrow">> @@.on;He'd leave for days'n'days... then he'd come right back, fluffed up feathers, struttin' about greenin' up the fields, knowin' he was good fer doin' his Nobleness, rain or shine, hail or snow... but jus'fer that one day.@@ <</speak>>
<<speak "colby.eyeroll">> @@.on;//Elysium,// he hated this li'l town and this li'l town jus' hated him right back <span class='lilt'>twice as good!</span> Oh, Yolmar knew how'ta hate back then...@@ *He rasps out a chuckle, sounding almost proud of this.* <</speak>>
<<qSpeak "quincy.lookaway">> ...So he was rarely in town to begin with, then. <</qSpeak>>
<<text>>
<<if hasVisited("S1E3: ExYol Farmers Viscount") || hasVisited("S1E3: ExYol Jim Viscount")>>That would align with what you've been told about the man thus far. <</if>>It's becoming easier and easier to imagine how this Viscount became so abhorred by the people of Yolmar.
<</text>>
<<speak "colby.neutral">> @@.on.singsong;Nope!@@ *His cheerful chirp is like the creak of an unoiled door hinge.* @@.on;If'ya'sk me, //leavin' was the best thing he ever done for us!//@@ <</speak>>
<<speak "colby.neutral">> @@.on;Took us a good while'ta drive off that white-gloved rat! An' if 'nother glove ever comes here, we'll have him out in half that time!@@ <</speak>>
<<qSpeak "quincy.tilt">> Hm. <</qSpeak>>
<<if setup.hasItem("missingV-record")>>
<<text>>
Knowing how long Viscount Tokhumal had been titled makes the situation all the bleaker. This is not the trite tale of a seedy frontier Viscount titled one year and gone the next - the animosity between this Noble and his people had been ongoing for //nearly two decades// before their Viscount decided enough was enough and left.
``It makes one wonder what the final straw might've been.
<</text>>
<<else>>
<<text>>
It sounds as though the animosity between this Noble and his people had been ongoing for some time before their Viscount decided enough was enough and left.
``It makes one wonder what the final straw might've been.
<</text>>
<</if>>
<<itemAdd "missingV-colby">>
<<include "S1E3: Elijah SQ Tracker">>
<<include "S1E3: ExYol Colby Q">><<if hasVisited("S1E3: IP Win")>>
<<if hasVisited("S1E3: market path jimstay")>>
<<set $tempQ.yolmar.vibes to 1>>
<<else>>
<<set $tempQ.yolmar.vibes to 0 >>
<</if>>
<<elseif hasVisited("S1E3: Nomad Win") && $tempQ.yolmar.hareArg != "dec">>
<<set $tempQ.yolmar.vibes to 3>>
<<elseif hasVisited("S1E3: WoF Win") && $tempQ.yolmar.karliePay == "name">>
<<set $tempQ.yolmar.vibes to 3>>
<<elseif hasVisited("S1E3: WoF Win") && $tempQ.yolmar.karliePay == "good" >>
<<set $tempQ.yolmar.vibes to 3>>
<<else>>
<<set $tempQ.yolmar.vibes to 2>>
<</if>>
<<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"camp-generic.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Camp","Cradle Hills"]`>>
<<timebreak "night">>
<<text>>
A tin of quickly-cooling soup is pressed into your hands upon your return. The faintest whiff of animal fat reaches your nostrils, and suddenly you can think of nothing else. The broth is watery and the chunks unrecognizable on your tongue, but you drink it down as though it were the finest stew you had ever tasted. Engrossed, you have only enough sense to utter an //"it's fine, let her be"// when a guardsman interrogates Pegasus for her intrusion. Your defense of the merchant is reflexive, and more for your sake than hers. Bickering over supper always ruins your appetite.
``It is only when your tin is empty and your hunger satiated that you begin to recall where you are and why. Taking stock of your fellow Convoymen, you find <<if $tempQ.yolmar.vibes <=1>>creased brows and questions barely held back behind taut mouths<<else>>curiosity on their faces and questions restlessly waiting their moment<</if>>.
``<<if $tempQ.yolmar.vibes <=1>>There is unease in the air of camp, one which has hardly even registered in your mind when your Convoy Prince comes trudging toward you with clenched fists, Imani trailing close behind. The campfire flickers a fierce orange in the reflection upon his spectacles.<<else>>Lucas is, unsurprisingly, the first in line to seek answers. <<if $tempQ.yolmar.vibes >= 3>>His eyes gleam with interest at his approach,<<else>>The light of the campfire gleams off his spectacles as he nears,<</if>> and Imani follows not far behind.<</if>>
<</text>>
<<if $tempQ.yolmar.vibes <=1>>
<<speak "lucas.bigmad">> @@.intense;What happened!?@@ *It is more an accusation than a question.* <</speak>>
<<text>>
You await further clarification but none is offered. The two merely watch, expectant.
<</text>>
<<qSpeak "quincy.tilt">> I... secured aid for Yolmar as asked. <</qSpeak>>
<<text>>
No response. They merely trade worrisome looks amongst themselves.
<</text>>
<<qSpeak "quincy.lookaway">> Did something... //else// happen? <</qSpeak>>
<<speak "imani.tilt">> We don't know. Nobody in town will speak with us. <</speak>>
<<text>>
Her words are less pointed than Lucas's, but you suspect you are to blame either way. After all, you have <<if hasVisited("S1E3: market path jimstay")>>ousted a young boy from his home and <</if>>invited a rival sect into the town. You understood it would be an unpopular move, but perhaps you've underestimated how much so.
``Your eyes drift to Kaitos, <<if !setup.tone("kaitos")>>but he offers nothing in your defense. Instead, he chimes -<<else>>but he has nothing to offer in your defense aside from a sympathetic shrug of the shoulders as he hides himself in his soup.<</if>>
<</text>>
<<if !setup.tone("kaitos")>>
<<speak "kaitos.idle">> <sup>@@.lilt;Wasn't me.@@</sup> <</speak>>
<<text>>
- and returns to his soup. He feels no responsibility for the matter.
<</text>>
<</if>>
@@.next;[[Setting aside your spoon, you recount your dealings.|S1E3: Reconvene 2 Bad]]@@
<<elseif $tempQ.yolmar.vibes >= 3>>
<<speak "lucas.pleased">> Well? <</speak>>
<<qSpeak "quincy.neutral">> It is done. Yolmar will eat for the next three months, at least. <</qSpeak>>
<<text>>
The din that comes in reply surprises you. A mixture of polite applause and clinking cups rises from the Convoymen. You cannot recall the last time such a thing was honored to you in earnest rather than in mockery or at the behest of social pressures. All you can think to do is tip the brim of your hat over your face, for whatever expression you're making now is surely unfit for the situation.
<</text>>
<<speak "lucas.smug">> And there we have it, men! *He says, his chest puffed and his face prideful.* From the man himself! <</speak>>
<<speak "kaitos.surprised">> You knew? *He sounds as bewildered as you - though he adapts to the mood quickly when a dinged mug of wine is placed in his open hand.* <</speak>>
<<if hasVisited("S1E3: WoF Win")>>
<<speak "imani.smirk">> It was the young girl, "Karlie." I saw her leave the Trading Hall with a big smile on her face. <</speak>>
<<speak "dangelo.laugh">> Yeah! When I got back from the woods, I saw her grinning like someone gave her a hundred guilders! Said she sold her pop's workshop to a different Duke Barghur for about that much. <</speak>>
<<speak "lucas.smirk">> And, well, for what other reason would //you// buy such a thing? <</speak>>
<<else>>
<<speak "imani.smirk">> Colby told me everything: your dealings with the nomads, and your thought for his aging doe and <<if $tempQ.yolmar.hareArg == "etiq" || $tempQ.yolmar.hareArg == "mp">>the future of her son<<else>>her burdens<</if>>. <</speak>>
<<speak "imani.bow">> Told me we were free to use his commons, and that he would be returning to his work as soon as Dura was well. Ah, the wonders of a proper Northern deal! <</speak>>
<</if>>
<<text>>
And now it is your turn to have the wine pushed upon you. You did not ask your brother to pour you a mug, but you find yourself grateful nevertheless.
<</text>>
<<speak "dangelo.silly">> Well! You did it without screwin' up! How's it feel, Mr. Right? <</speak>>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "insight">>
<<toneGain "lucas">>
<<toneGain "lucas">>
<<toneGain "dangelo">>
<<toneGain "dangelo">>
<<toneGain "dangelo" "mettle">>
<<toneGain "elijah">>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<toneGain "vicky">>
<<toneGain "kaitos" "insight">>
<<choose>>
[[Good.|S1E3: Reconvene 2 Good][$response to "gud"]]
[[I have some worries...|S1E3: Reconvene 2 Good][$response to "regret"]]
<</choose>>
<<else>>
<<speak "lucas.glasses">> Well? <</speak>>
<<qSpeak "quincy.neutral">> It is done. Yolmar will eat for the next three months, at least. <</qSpeak>>
<<speak "imani.bow">> That is of great relief to hear. <</speak>>
<<if $tempQ.yolmar.tone == "panic">>
<<speak "lucas.smug">> //See?// Didn't I tell you that you would make a fine Right Hand? <</speak>>
<<else>>
<<speak "lucas.smug">> It's of no relief to me. I knew he'd make a fine Right Hand; Yolmar was never at risk in his charge. <</speak>>
<</if>>
<<speak "dangelo.laugh">> Good work, Quincy! <</speak>>
<<text>>
D'Angelo awards you with a slap on the back. It does not feel like you have done "good work." It simply feels like work<<if hasVisited("S1E3: wings karlie force sales") || $tempQ.yolmar.hareArg == "dec">> - and not especially //clean// work, either<</if>>.
<</text>>
<<speak "dangelo.silly">> So how'd it go? Run into any troubles on your first day making big boy choices? <</speak>>
<<speak "lucas.weary">> Yes, do tell! It's been itching my mind the whole day, not knowing what you were up to! <</speak>>
<<if !$tempQ.yolmar.friends>>
<<text>>
//A discomfort which could have been easily avoided if he had stuck with his own plans,// you think to yourself.
<</text>>
<</if>>
<<choose>>
[[Good.|S1E3: Reconvene 2 Mid][$response to "gud"]]
[[I have some worries...|S1E3: Reconvene 2 Mid][$response to "regret"]]
<</choose>>
<</if>><<if $response == "regret">>
<<qSpeak "quincy.lookaway">> ...I don't know. It wasn't as clean as I'd have liked. <</qSpeak>>
<<include "S1E3: Reconvene FriendChunk">>
<<if hasVisited("S1E3: WoF Win")>>
<<if hasVisited("S1E3: wings karlie force sales")>>
<<qSpeak "quincy.tilt">> Er... <</qSpeak>>
<<text>>
<<if setup.hasTrait("guilty")>>Your triumph is undeserved. Ill-gotten. You are a man rotten down to his boots.<<else>>It's difficult to feel any sort of triumph when you threatened a child to achieve it.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> ...I don't think I like the man I become when I'm left on my own. *You summarize.* <</qSpeak>>
<<qSpeak "quincy.tilt">> And-- the Wings of Fortune -<<if !hasVisited("S1E3: ExYol Hall Contract")>> the guild who took the contract -<</if>> they see this town as an investment. When the contract is through, they will remain here. And that Karlie girl... they wanted her forge, and I negotiated its purchase. The workshop that was once her family's livelihood now belongs to a Southern trade guild. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I don't know. The Wings of Fortune<<if !hasVisited("S1E3: ExYol Hall Contract")>> - the guild who took the contract<</if>> - they see this town as an investment. When that contract is through, they will remain here... *You shake your head.* And, as per the agreement, I had to purchase Yolmar's forge on their behalf. That Karlie girl... it was her family's livelihood, at one point. And now, because of me, it belongs to a Southern trade guild. <</qSpeak>>
<</if>>
<<if $bond != "imani">>
<<speak "lucas.glance">> Well.. <</speak>>
<</if>>
<<speak "imani.think">> Every trade has its terms, Quintrell. With every gain, a loss. We cannot say for certain that the guild will be trouble down the line, but at least we can trust that the people of Yolmar won't go hungry. <</speak>>
<<speak "imani.tilt">> It is a shame for Karlie. I know the grief she must feel. But... <</speak>>
<<speak "lucas.weary">> We all saw the state of her father's workshop. It hadn't been anyone's livelihood in a long time. <</speak>>
<<speak "imani.lookaway">> Yes. I doubt she could have restored it on her own. <</speak>>
<<if hasVisited("S1E3: wings karlie apprentice")>>
<<qSpeak "quincy.lookaway">> But she always wanted to. *You sigh.* But, I suppose at the very least she will learn her father's trade in earnest... <</qSpeak>>
<<speak "lucas.neutral">> You secured her an apprenticeship? <</speak>>
<<qSpeak "quincy.neutral">> Yes. It was the pay she requested, and the Wings were amenable to the idea. <</qSpeak>>
<<speak "lucas.smug">> Well, that's good then! I don't know why you're being so dour about it. <</speak>>
<</if>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak2")>>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "intent">>
<<friend "imani">>
<<speak "imani.bow">> The tundra is a land of give and take. <<if !hasVisited("S1E3: wings karlie apprentice")>>From where I stand, you<<else>>You<</if>> have given this girl far more than what has been taken from her. <</speak>>
<<qSpeak "quincy.lookaway">> Imani... <</qSpeak>>
<<speak "imani.smirk">> I saw her in that new cloak, Quintrell. You have been generous. Allow yourself to admit it. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.tilt">> Taking a young kit from his mother... it wasn't right of me. He had hardly even known her a full day. He is to be taken to a surrogate, yes, but I cannot shake the feeling that I've stolen something from him that cannot be replaced. <</qSpeak>>
<<speak "lucas.glance">> That is... troubling. *He estimates, unable to grasp the depths of your misdeed.* <</speak>>
<<qSpeak "quincy.lookaway">> And the old man... *You had never given him a real choice in the matter.* <</qSpeak>>
<<speak "imani.neutral">> Dura gave her kit willingly. You are no thief, relieving her of a child she hadn't the will to raise herself. Her son will be raised by a willing doe, and a whole clan's worth of hares to watch over him. <</speak>>
<</if>>
<<text>>
A bemused scoff rises from behind you. D'Angelo wears a look of gentle disbelief and scratches his armpit.
<</text>>
<<if hasVisited("S1E3: wings karlie apprentice")>>
<<speak "dangelo.silly">> Yeah, c'mon man, don't be so hard on yourself. You're killin' the air! Sit back and enjoy your win, dummy. <</speak>>
<<else>>
<<speak "dangelo.silly">> Aw, c'mon, don't be so hard on yourself, Quin. You're killin' the air! Sit back and enjoy your win, dummy. <</speak>>
<</if>>
<<text>>
He offers you a swig of his flask. You take the drink, and do your best to comply.
<</text>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak2")>>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "intent">>
<<friend "imani">>
<<speak "imani.bow">> Your brother is right, Quintrell. The tundra is a land of give and take. You have given the town much, and so it is inevitable something of Yolmar's must be lost in return. <</speak>>
<<qSpeak "quincy.lookaway">> Imani... <</qSpeak>>
<<speak "imani.smirk">> I saw Karlie's new cloak, Quintrell. You have been generous. Allow yourself to admit it. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.think">> It went... well. I suppose. I set out to do it, and now it is done. *There is satisfaction in that, at least.* <</qSpeak>>
<<include "S1E3: Reconvene FriendChunk">>
<<if $bond != "imani">>
<<speak "lucas.pleased">> So! Who won the privilege of our contract in the end? <</speak>>
<<else>>
<<speak "imani.think">> <<if hasVisited("S1E3: ExYol Hall Contract")>>Which bargain did you take in the end?<<else>>So, who have you employed?<</if>> <</speak>>
<</if>>
<<if hasVisited("S1E3: WoF Win")>>
<<qSpeak "quincy.neutral">> The Wings of Fortune.<<if !hasVisited("S1E3: ExYol Hall Contract")>> A Southern Guild.<</if>> They were willing to do the work, so long as they were provided a place to do business in town. The Karlie girl was willing to sell them her family's old forge<<if hasVisited("S1E3: wings karlie apprentice")>>, provided that she was allowed to apprentice under one of their experts.<<elseif hasVisited("S1E3: wings karlie force sales")>>. With some delegation. *To put it gently.*<<else>>.<</if>> <</qSpeak>>
<<if hasVisited("S1E3: wings karlie apprentice")>>
<<speak "imani.bow">> A lovely solution. Even if the forge is no longer hers, she will carry the legacy of her family's work. <</speak>>
<<speak "lucas.smug">> I very much agree! <</speak>>
<<else>>
<<speak "imani.bow">> I see. So she parted ways with her family's legacy so that the town might live on. A beautiful gesture. <</speak>>
<<if hasVisited("S1E3: wings karlie force sales")>>
<<qSpeak "quincy.lookaway">> <<if setup.hasTrait("guilty")>>...Beautiful.<<else>>Er. Yes. Beautiful.<</if>> <<if setup.hasRep("earnest")>>*You cannot bring yourself to correct her.*<<else>>*You doubt she'd feel the same way if she knew the details.*<</if>> <</qSpeak>>
<</if>>
<<speak "lucas.smug">> I agree! <</speak>>
<</if>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak2")>>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "intent">>
<<friend "imani">>
<<speak "imani.neutral">> I presume that new cloak of hers was also your doing? <</speak>>
<<if hasVisited("S1E3: wings karlie force sales")>>
<<qSpeak "quincy.lookaway">> Er... yes... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<</if>>
<<speak "imani.smirk">> *With a wistful glint in her eye, she smiles.* I thought so. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> I was able to <<if hasVisited("S1E3: ExYol Hall Contract Nomad")>>arrange something with the nomads<<else>>arrange a deal with the nomads of the area<</if>>.<<if !hasVisited("S1E3: ExYol Hall Contract Nomad")>> Their aid, for Dura's child.<</if>> <</qSpeak>>
<<if hasVisited("S1E3: ExYol Hall Contract Nomad")>>
<<speak "imani.think">> So Dura permitted you to take her son... <</speak>>
<<else>>
<<speak "imani.surprised">> And Dura //allowed this?// <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> She had no qualms with the arrangement. She is aging... I think her mothering days are behind her. <</qSpeak>>
<<speak "imani.neutral">> I see. <</speak>>
<<if hasVisited("S1E3: ExYol Hall Contract Nomad")>>
<<speak "lucas.flustered">> I suppose it was... for the best, then. *His continued discomfort with the idea is evident in how his voice wavers<<snout "" " and his ears cringe back">>.* <</speak>>
<<qSpeak "quincy.neutral">> He'll be raised by a surrogate, who lost her own kit. *You assure him.* He will be well-cared for. <</qSpeak>>
<<else>>
<<speak "lucas.weary">> Pardon me, I feel like I am missing something. Dura is... an animal? //Please// assure me Dura is //an animal.// <</speak>>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<qSpeak "quincy.lookaway">> Dura is the doe who gave birth yesterday. <</qSpeak>>
<<speak "lucas.surprised">> @@.surprise;Oh!@@ *He yips.* Right. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> The taximan's hare. <</qSpeak>>
<<speak "lucas.surprised">> @@.surprise;Oh!@@ *He yips.* I see. <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> The kit will be raised by a surrogate, who lost her own child. He will be... well-cared for. <</qSpeak>>
<</if>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak2")>>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "intent">>
<<friend "imani">>
<<speak "imani.bow">> The tundra is a land of give and take. You have given the town much, and so it is inevitable something of Yolmar's must be lost in return. <</speak>>
<<qSpeak "quincy.lookaway">> Imani... <</qSpeak>>
<<speak "imani.smirk">> I saw Karlie's new cloak, Quintrell. You have been generous. You are allowed to admit that. <</speak>>
<</if>>
<</if>>
<<speak "dangelo.neutral">> Sounds like everything went according to plan! Cheers to that, eh? <</speak>>
<<text>>
He offers you a swig of his flask. "According to plan" feels like an overstatement, but you take the drink nevertheless.
<</text>>
<</if>>
<<speak "imani.bow">> Yes. And with the fear of hunger behind us, we are ready to face challenges anew. <</speak>>
<<speak "dangelo.neutral">> @@.singsong;Pfft!@@ So dramatic, Nini. It's just fixing a bridge. We've all hammered a few boards before. <</speak>>
<<speak "dangelo.think">> Or, most of us have. <</speak>>
<<speak "lucas.smug">> She isn't talking about the bridge repairs, you fool. She speaks of what comes after! <</speak>>
<<speak "imani.smirk">> Indeed! I speak of //the path ahead.// The road we shall walk to //Yolmar's future!// <</speak>>
<<text>>
Your brow furrows. The sourness of the wine lingers on your tongue and <<snout "wrinkles your nose" "scrunches your snout">>. There has been no official discussion on "what comes after" - not one //you// have been present for. You've no idea what your "paths" might be. Yet, her words imply one has been chosen already.
<</text>>
@@.next;[[What does she know that you do not?|S1E3: Reconvene Bottleneck]]@@<<if $response == "regret">>
<<text>>
Imani and Lucas perch beside you at the campfire. On reflex, your head turns to <<if setup.bond == "imani">>your right where Imani<<else>>your left where Lucas<</if>> has taken seat.
<</text>>
<<if setup.bond == "imani">>
<<speak "imani.neutral">> *She offers a small tilt of the head which you have always understood to be an invitation to speak.* <</speak>>
<<elseif setup.bond == "lucas">>
<<speak "lucas.pleased">> Well? Speak. I'm your counsel as much as you are mine. <</speak>>
<<text>>
He places a hand on your shoulder, a gesture he does not spare often due to his distaste for touch. <<if $tempQ.yolmar.friends>>It's a small thing, but it does ease some of your regret<<else>>Despite the ways in which he has vexed you lately, you find it easing some of your regret<</if>>.
<</text>>
<<else>>
<<speak "lucas.pleased">> Well? Speak. I'm your counsel as much as you are mine. *He briefly reaches for your shoulder, only to lose his confidence and retract his hand at the last moment.* <</speak>>
<<speak "imani.neutral">> *On your right, Imani offers a small tilt of the head which you have always understood to be an invitation to speak.* <</speak>>
<<text>>
Neither of them are especially well-suited to provide reassurance. But, you know that they mean well.
<</text>>
<</if>>
<<else>>
<<text>>
Imani and Lucas perch beside you at the campfire. On reflex, your head turns to <<if setup.bond == "imani">>your right where Imani<<else>>your left where Lucas<</if>> has taken seat.
<</text>>
<<if passage() == "S1E3: Reconvene 2 Good">>
<<speak "lucas.smirk">> And you have earned a toast in your name. *He clinks the tin of his cup against yours.* <</speak>>
<<speak "imani.laugh">> Indeed he has! <</speak>>
<<if setup.bond == "imani">>
<<text>>
Imani's smile is relaxed and well-assured. You've seen this smile of hers before, in small flickers between diligent patience and simmering frustration. It's the same one she wears when you remember your proper form, or make a clean shot of a distant target. It seems that you've managed to prove yourself once again.
<</text>>
<<elseif setup.bond == "lucas">>
<<text>>
The Prince's cheer recalls the evening at the Hoof and Antler back in Diadem. It's good to see him in high spirits<<if !$tempQ.yolmar.friends>>, even if you've good reason to be angry with him still<</if>>... but you'd best make sure he doesn't indulge like he did then.
<</text>>
<</if>>
<<else>>
<</if>>
<</if>><<if $response == "regret">>
<<qSpeak "quincy.lookaway">> ...I don't know. It wasn't as clean as I'd have liked. <</qSpeak>>
<<include "S1E3: Reconvene FriendChunk">>
<<if hasVisited("S1E3: WoF Win")>>
<<if hasVisited("S1E3: wings karlie force sales")>>
<<qSpeak "quincy.tilt">> Er... <</qSpeak>>
<<text>>
<<if setup.hasTrait("guilty")>>Your celebration is undeserved. Ill-gotten. You are a man rotten down to his boots.<<else>>It's difficult to celebrate your victory when you threatened a child to achieve it.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> ...I don't think I like the man I become when I'm left on my own. *You summarize.* <</qSpeak>>
<<qSpeak "quincy.tilt">> And-- the Wings of Fortune, this town is but an investment to them. When the contract is through, they will remain here. And Karlie... <</qSpeak>>
<<speak "imani.think">> Every deal has its terms, Quintrell. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> I don't know. The Wings of Fortune see this town as an investment. When their contract is through, they will remain here... *You shake your head.* And Karlie. She gave her family's livelihood for this. <</qSpeak>>
<</if>>
<<speak "imani.neutral">> Every trade has its terms, Quintrell. With every gain, a loss. We cannot say for certain that the guild will be trouble down the line, but we can trust that the people of Yolmar won't go hungry. <</speak>>
<<speak "imani.bow">> And Karlie - she and her sisters will find their way. You've given them the means to do so. <</speak>>
<<speak "lucas.neutral">> Yes. I trust you did the best you could. <</speak>>
<<if hasVisited("S1E3: wings karlie force sales")>>
<<qSpeak "quincy.tilt">> *You <<if setup.hasRep("earnest")>>shake your head<<else>>nod<</if>>, knowing you did not.* <</qSpeak>>
<</if>>
<<else>>
<<qSpeak "quincy.tilt">> Taking a young kit from his mother... it wasn't right of me. He had hardly even known her a full day. He is to be taken to a surrogate, yes, but I cannot shake the feeling that I've stolen from him something that cannot be replaced. <</qSpeak>>
<<speak "lucas.glance">> That is... troubling. *He estimates, unable to grasp the depths of your misdeed.* <</speak>>
<<speak "imani.neutral">> Dura gave him willingly. You are no thief. You relieved her of a child she hadn't the will to raise herself. Her son will be raised by a willing doe, and a whole clan's worth of hares to watch over him. <</speak>>
<</if>>
<<text>>
A bemused scoff rises from behind you. D'Angelo wears a look of gentle disbelief and scratches his armpit.
<</text>>
<<speak "dangelo.silly">> Aw, c'mon, don't be so hard on yourself, Quin. You're killin' the air! Sit back and enjoy your victory, dummy. <</speak>>
<<text>>
You do your best to comply.
<</text>>
<<else>>
<<qSpeak "quincy.pleased">> I set out to do it, and now it is done. *There is satisfaction in that.* <</qSpeak>>
<<include "S1E3: Reconvene FriendChunk">>
<</if>>
@@.next;[[You enjoy your wine.|S1E3: Reconvene 3 Good]]@@<<text>>
Having satisfied all curiosities about your day's work, you make a comfortable retreat into the shadows. The air about camp fills with pleasant murmurs and a modest helping of good-humored laughter. Having spoken enough for the day, you are content to listen rather than participate.
<</text>>
<<if hasVisited("S1E3: WoF Win")>>
<<speak "lucas.thinking">> ...I do hope that the taximan will resume his service soon. I've some letters I need to get out. <</speak>>
<<speak "kaitos.pleased">> Pigeons, man. Like - right over there, in that tent! <</speak>>
<<speak "lucas.weary">> These are not //Convoy// letters. They're personal, to the Society! I doubt you'd like me to send //fifty.// <</speak>>
<<speak "kaitos.thinkinghard">> Ooh. Yeah, no. Don't. No... <</speak>>
<<if $tempQ.yolmar.hareFail && $tempQ.yolmar.hareArg == "dec">>
<<speak "imani.think">> ...I'm not certain. I tried to speak with him earlier, but he was in no mood for company... <</speak>>
<<else>>
<<speak "imani.neutral">> ...The kit is finding his legs quickly. He'll be ready to run soon enough... <</speak>>
<</if>>
<<else>>
<<speak "lucas.weary">> Thank Architect the taximan will be resuming his service soon. I've so many letters that need sending! <</speak>>
<<speak "kaitos.pleased">> You know we got pigeons, right? Convoy pigeons, for letters? <</speak>>
<<speak "lucas.weary">> But these are not //Convoy// letters! They're personal, to the Society! Sending out fifty letters on only a few birds...! Urgh. <</speak>>
<<speak "kaitos.thinkinghard">> Oof. Yeah, no. Bad idea... <</speak>>
<</if>>
<<speak "elijah.confused">> You know, you and your brother aren't so different. <</speak>>
<<speak "lucas.eyeroll">> Silence, Elijah! Not another word on this topic! <</speak>>
<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.karlieMad>>
<<speak "dangelo.yeesh">> ...You seen that Karlie girl walking around? Never seen a little girl with a face so grumpy. <</speak>>
<<speak "imani.smirk">> That can't be so, Your Grace. What about me, when I was her age? <</speak>>
<<speak "dangelo.laugh">> @@.lilt;Heh!@@ You got me there... <</speak>>
<</if>>
<<speak "pegasus.baby.smile">> ...You mean you've @@.surprise;NEVER@@ had eel before!? You haven't @@.singsong;LIVED@@ until you've gulped it down grilled and sauced on a bed of plantains! <</speak>>
<<speak "vicky.think">> Wait... this is one of them things where we're using normal words in place of dirty ones, right? "Euphemism," or whatever? <</speak>>
<<speak "pegasus.baby.unsmile">> ...Huh? No, we're talking about food! I wouldn't talk about such things in front of my boy! <</speak>>
<<speak "vicky.unimpressed">> So... you actually eat eels on bananas. That's a real Southern food? <</speak>>
<<speak "pegasis.unsmile">> Of course it's real...! <</speak>>
<<if hasVisited("S1E3: Elijah SQ Ravine")>>
<<speak "dangelo.unsure">> ...Hey, 'Lijah, where'd you get off to? The guys said they couldn't find you. <</speak>>
<<speak "elijah.bashful">> Oh! Duke Quintrell and I were on an investigation! <</speak>>
<<speak "dangelo.think">> Whuh? An investigation? <</speak>>
<<speak "elijah.smile">> Yes! *He does not elaborate any further.* <</speak>>
<</if>>
<<timebreak "night">>
<<text>>
By the time the wine has dwindled to the bottom of your cup, <<if $response == "regret">>you have stared into the fire long enough that you've made peace with your choices. At least - for the time being<<else>>you have settled into a peaceful lounge by the fire<</if>>. Your eyes settle on the not-too-distant figures of Imani and the Prince. They walk side-by-side, embroiled in a discussion you cannot hear over the crackle of wood. They look a bit comical next to each other: the prince with his small frame<<snout "" ", flopped ears,">> and Midland heels, and Imani with her tall height<<snout "" ", wild coat,">> and frontier-worn garb. It seems that they're getting along well. Well, and... more quickly than you had expected.
``Lucas says something to Imani, and they both grin. After this, she steps away from their talk and begins making her way over to the campfire. A few paces away from where you sit, she pivots on her heel so that she might face as many of the Convoymen in camp as she can.
<</text>>
<<speak "imani.bow">> @@.big;Another good day's work!@@ *Her voice draws the attention of everyone near.* We have earned tonight's leisure through grit, dedication, and hard work! <</speak>>
<<speak "imani.neutral">> Today, we have fed Yolmar! Toiled for it! Tomorrow, our Guard-Captain tells me that we will join together to rebuild the bridge. And so, that leaves one last matter untended. <</speak>>
<<speak "imani.smirk">> We must discuss //the path ahead.// The road we shall walk to //Yolmar's future!// <</speak>>
<<text>>
For the second night in a row, she rallies for a solution. Though many of the circumstances which made the discussion unpalatable then are present still, the reception she receives is entirely different. The same Convoy which answered her call with bleary-eyed reluctance now looks to her with keen interest. It seems that everyone is in agreement: the time is right for this discussion. And, once again, you find yourself bearing the burden of being an outlier.
``You are tired. You were looking forward to sleeping. <<if setup.hasRep("ambition")>>The Convoy hasn't had an opportunity to assess its options. <</if>>You've no idea what your "paths" might be. Yet, her words imply one has been chosen already.
<</text>>
@@.next;[[What does she know that you do not?|S1E3: Reconvene Bottleneck]]@@<<text>>
You detail your day's struggle: the struggle of choice; your deal with Isadore's Path; your negotiations with Jim for his late auntie's chapel...
<</text>>
<<qSpeak "quincy.think">> ...And so - Isadore's Path will set up in the old chapel and provide their dedicated aid to the town for three months. Afterwards, they will continue to offer charity to those who seek it. <</qSpeak>>
<<text>>
The expressions upon your companions' faces shift, though not necessarily for the better. Confusion turns to realization, and worry to judgment. You suspect the Convoy Prince and his Man of the Third Estate are not the only ones who disapprove, either.
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> I've secured permanent aid to Yolmar. *You restate.* The Holy Church will provide for this town for all its days. Surely, that is a good thing? <</qSpeak>>
<<text>>
Alas, the benefits of your choice are of little interest to anyone.
<</text>>
<</if>>
<<if $tempQ.yolmar.vibes == 0>>
<<speak "imani.tilt">> The boy's lost so much already. Now he must lose his home, too? <</speak>>
<<speak "elijah.frown">> And his place of prayer... <</speak>>
<<speak "elijah.neutralserious">> Your Grace, surely you know better than to meddle with a town's relationship with The Architect? <</speak>>
<<speak "lucas.annoyed">> @@.surprise;Ugh!@@ Forget your foolish god for a moment! <</speak>>
<<speak "lucas.stressed">> The entire reason the Convoy has come to Yolmar is because of Jim! Because he called for someone - //anyone// - to aid his town! <</speak>>
<<speak "lucas.bigmad">> @@.intense;You've-- you've betrayed our entire reason for coming here!@@ <</speak>>
<<else>>
<<speak "elijah.neutralserious">> Your Grace, surely you know better than to meddle with a town's relationship with The Architect? <</speak>>
<<speak "lucas.glance">> As much as I loathe to agree with Elijah... this does not sit well with me. <</speak>>
<<speak "imani.lookaway">> No. However one feels about faith, it is not right to take it by force. <</speak>>
<</if>>
<<if hasVisited("S1E3: ExYol Hall Contract IP")>>
<<speak "lucas.eyeroll">> We warned you against this exact choice! <</speak>>
<<speak "imani.tilt">> Was there truly no better option? <</speak>>
<<else>>
<<speak "imani.tilt">> I don't understand... was there truly no better option? <</speak>>
<</if>>
<<if !hasVisited("S1E3: Market fruit salesman Deal") && !hasVisited("S1E3: Market Wings")>>
<<text>>
Perhaps there were. You cannot say for certain either way; you didn't investigate them.
<</text>>
<</if>>
<<choose>>
<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>>
[[It was the only option.|S1E3: Reconvene 2 Bad 2][$response to "onlyT"]]
<<else>>
<<if $tempQ.yolmar.forgeFail | $tempQ.yolmar.hareFail>>
[[It was not my first choice.|S1E3: Reconvene 2 Bad 2][$response to "notFirst"]]
<</if>>
<<if !hasVisited("S1E3: Market fruit salesman Deal") && !hasVisited("S1E3: Market Wings")>>
<<gate `["dec",99999]` [[It was the only option.|S1E3: Reconvene 2 Bad 2]]>><<set $response to "onlyF">><</gate>>
<<else>>
<<gate `["dec",1]` [[It was the only option.|S1E3: Reconvene 2 Bad 2]]>><<set $response to "onlyF">><</gate>>
<</if>>
<</if>>
[[I chose what was best for Yolmar.|S1E3: Reconvene 2 Bad 2][$response to "best"]]
[[I did my job, nothing more.|S1E3: Reconvene 2 Bad 2][$response to "job"]]
<</choose>><<qSpeak "quincy.tilt">> I sought help from the nomads, but their terms could not be met! They wanted Dura's kit. <<if hasVisited("S1E3: tradefix canteloupe route try")>>The old man agreed to the deal, but Dura herself would not.<<else>>The old man refused to negotiate.<</if>> <</qSpeak>>
<<if hasVisited("S1E3: tradefix canteloupe route try")>>
<<qSpeak "quincy.lookaway">> She nearly took my finger when I tried! <</qSpeak>>
<<speak "lucas.flustered">> *A strange and fearful gurgle comes from his throat. A flicker of sympathy for your digit almost lost, you estimate.* <</speak>>
<<elseif hasVisited("tradefix cant arg giveup")>>
<<qSpeak "quincy.lookaway">> He loves Dura. I couldn't do that to another <<if setup.hasTrait("shameless")>>touched<<else>>cursed<</if>> man - and I couldn't take a child from his mother. <</qSpeak>>
<<if $tempQ.yolmar.vibes == 0>>
<<speak "lucas.bigmad">> But you //could// chase an ''actual child'' from his home!? <</speak>>
<<qSpeak "quincy.furrow">> He agreed to surrender the chapel. A day old kit can agree to nothing. <</qSpeak>>
<</if>>
<<else>>
<<qSpeak "quincy.lookaway">> He - he couldn't be reasoned with. <<if $tempQ.yolmar.hareArg == "dec">>*Or lied to, for that matter.*<</if>> <</qSpeak>>
<</if>><<qSpeak "quincy.lookaway">> <<if $response == "onlyT">>And then... t<<else>>T<</if>><<if hasVisited("S1E3: ExYol Hall Contract Wing")>>he Wings of fortune were willing to do business, but - the forge. Karlie would not part with it.<<else>>here was a Southern guild willing to due business, but - they wanted the old forge as part of the deal. The one belonging to the Karlie girl's family. She would not part with it.<</if>> <</qSpeak>>
<<if hasVisited("S1E3: wings karlie smith discuss giveup")>>
<<qSpeak "quincy.tilt">> I could not ask her to forfeit her family's only asset. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> She was furious that I even suggested such a thing. <</qSpeak>>
<</if>><<switch $response>>
<<case "onlyT">>
<<idealTracker "earnest">>
<<toneLoss "lucas">>
<<toneLoss "imani">>
<<toneLoss "elijah">>
<<toneGain "dangelo" "mettle">>
<<toneGain "dangelo" "mettle">>
<<text>>
A sigh escapes you which you hadn't realized you were holding. You find the day's ordeals reflected in its length and weariness.
<</text>>
<<qSpeak "quincy.hat">> I did all that I could, I swear it. <</qSpeak>>
<<include "S1E3: Reconvene NomadFail Stub">>
<<include "S1E3: Reconvene WOFFail Stub">>
<<qSpeak "quincy.harrowed">> I rode to and from Yolmar all day, and in the end, there was no choice left aside from Isadore's Path...! <</qSpeak>>
<<speak "lucas.weary">> @@.intense;But...!@@ *He grasps for reasonable fault so that he might continue on, but he cannot seem to find it.* <</speak>>
<<set _leadIn to "You look to your scrutinous companions. To your surprise, you find that your explanation has granted you a rare pittance of mercy. The tension in the air eases some, and faces soften.">>
<<set _concl to "notbad">>
<<case "onlyF">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<if $cFlags.imani.symbol>>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<</if>>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "elijah" "intent">>
<<toneLoss "dangelo" "mettle">>
<<if !hasVisited("S1E3: Market fruit salesman Deal") && !hasVisited("S1E3: Market Wings")>>
<<idealTracker "cunning">>
<</if>>
<<qSpeak "quincy.lookaway">> Isadore's Path was Yolmar's only choice. <</qSpeak>>
<<if !hasVisited("S1E3: Market fruit salesman Deal") && !hasVisited("S1E3: Market Wings")>>
<<set _concl to "girlsAreFighting">>
<<text>>
Or rather, it was the only choice you had cared to investigate. Given the reverend's promises, you saw no need to bother. You were asked to fulfill a need, and Isadore's Path met all criteria. As far as you are concerned:
<</text>>
<<qSpeak "quincy.tilt">> There was no one else. <</qSpeak>>
<<skillGateFixed>>
<<cFlag "quincy" "lie">>
<<cFlag "lucas" "lie">>
<<speak "lucas.scowl">> ...I don't believe you. <</speak>>
<<speak "lucas.eyeroll">> You were offering a Crown contract! Yet, somehow your ''only'' choice is to offer it to a group of //missionaries?// Not even //merchants?// <</speak>>
<<speak "imani.furrow">> Do you think us fools? <</speak>>
<<set _quincyAlone to true>>
<<if !$tempQ.yolmar.friends && $bond != "lucas" && $bond != "imani">>
<<qSpeak "quincy.furrow">> You left me alone because you'd rather dig for old papers <<if setup.hasRep("orthodox")>>than follow orders<<else>>than do our work<</if>>. Do you feel like fools? <</qSpeak>>
<<speak "lucas.bigmad">> @@.intense;Only for having trusted you not to make a mess of a simple task!@@ <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> Neither of you were there. You left me to my work. You've no right to complain about how it is done. <</qSpeak>>
<<speak "lucas.bigmad">> @@.intense;I am Convoy Prince! I have every right to complain about what is done on my behalf!@@ <</speak>>
<</if>>
<<else>>
<<set _concl to "notbad">>
<<text>>
Or rather - it was the only choice you could deem reasonable enough to pursue.
<</text>>
<<qSpeak "quincy.tilt">> Every prospect had some caveat - some unreasonable demand. Isadore's Path was simply the best among bad options. We're doing business in the North. There was never going to be a perfect choice. <</qSpeak>>
<<qSpeak "quincy.lookaway">> We only have a year, and in that year only have so much time in each town. We have to be open to... imperfect solutions. <</qSpeak>>
<<skillGate>>
<<speak "lucas.weary">> @@.intense;But...!@@ *He grasps for some reasonable objection so that he might continue on, but he does not find it.* <</speak>>
<<set _leadIn to "You look to your scrutinous companions. There must have been truth enough in your claim to sway them. The tension in the air eases, and faces soften.">>
<</if>>
<<case "notFirst">>
<<toneLoss "lucas">>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneGain "elijah" "intent">>
<<toneGain "dangelo" "mettle">>
<<qSpeak "quincy.lookaway">> There were others. A Holy Church mission was not my first choice. <</qSpeak>>
<<if $tempQ.yolmar.forgeFail>>
<<include "S1E3: Reconvene WOFFail Stub">>
<<else>>
<<include "S1E3: Reconvene NomadFail Stub">>
<</if>>
<<speak "lucas.stressed">> And that was it? You had no other options? <<if $tempQ.yolmar.forgeFail && hasVisited("S1E3: ExYol Hall Contract Nomad")>>What happened to the nomads!?<<elseif $tempQ.yolmar.hareFail && hasVisited("S1E3: ExYol Hall Contract Wing")>>What happened to that guild you mentioned!?<</if>> <</speak>>
<<if $tempQ.yolmar.forgeFail && hasVisited("S1E3: ExYol Hall Contract Nomad")>>
<<set _wasTold to true>><<elseif $tempQ.yolmar.hareFail && hasVisited("S1E3: ExYol Hall Contract Wing")>><<set _wasTold to true>><</if>>
<<set _didTry to true>>
<<if _wasTold>>
<<qSpeak "quincy.tilt">> I couldn't meet their demands. *You stress.* And the decision could not wait long. <</qSpeak>>
<<elseif hasVisited("S1E3: Market fruit salesman Deal")&& $tempQ.yolmar.forgeFail>>
<<qSpeak "quincy.tilt">> There was another candidate for the contract, but their demands were too high. <</qSpeak>>
<<elseif hasVisited("S1E3: Market Wings") && $tempQ.yolmar.hareFail>>
<<qSpeak "quincy.tilt">> There was another candidate for the contract, but their demands were too high. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> A decision had to be made today, Lucas. There simply wasn't time. <</qSpeak>>
<<set _didTry to false>>
<</if>>
<<if _didTry>>
<<speak "lucas.scowl">> @@.intense;But...!@@ *He grasps for reasonable fault so that he might continue on, but he cannot seem to find it.* <</speak>>
<<set _leadIn to "You look to your scrutinous companions. To your surprise, you find that your explanation has granted you a rare pittance of mercy. The tension in the air eases some, and faces soften.">>
<<set _concl to "notbad">>
<<else>>
<<speak "lucas.annoyed">> "Wasn't time?" There is always time to be thorough! <</speak>>
<<qSpeak "quincy.tilt">> I-- <</qSpeak>>
<<speak "lucas.eyeroll">> I'd say <<if $tempQ.yolmar.vibes == 0>>keeping a roof over a young boy's head<<else>>keeping in the town's good graces<</if>> is worth your time, Quintrell!<<if $tempQ.yolmar.vibes != 0>> I've no more care for the church than you, but //we are acting on behalf of the Tri-Kingdom!//<</if>> <</speak>>
<<set _concl to "lucasOnly">>
<</if>>
<<case "best" "job">>
<<toneLoss "lucas">>
<<toneLoss "imani">>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneGain "elijah" "intent">>
<<toneGain "elijah" "intent">>
<<toneGain "dangelo" "mettle">>
<<text>>
There is an assumption coloring this conversation: that you <<if setup.hasTrait("dense")>>, ever the fool, bumbled to<<else>>must have come to<</if>> this conclusion <<if setup.hasRep("apathy")>>through negligence<<else>>by mistake<</if>>. It is hard not to take offense, given that they had no qualms with <<if !$tempQ.yolmar.friends>>abandoning<<else>>leaving<</if>> the day's most pressing task in your hands.
<</text>>
<<if $response == "best">>
<<qSpeak "quincy.furrow">> Isadore's Path //was// Yolmar's best option. *You assert, shoulders tensing.* <</qSpeak>>
<<qSpeak "quincy.think">> We sought to purchase only three months of aid. What if Yolmar needs more than that? <<if setup.hasTrait("dense")>>The men who would do this for coin would leave as soon as that coin was gone. The men who would do it for their god won't.<<else>>Say what you will about the church, but they've the means to feed the town and they come with their own incentives to do it.<</if>> <</qSpeak>>
<<speak "imani.furrow">> <<if setup.hasTrait("dense")>>"Do it for their god!"<<else>>"Incentives!"<</if>> *She scoffs in disgust.* This town doesn't need The Architect - it is Cerostian already! <</speak>>
<<speak "lucas.annoyed">> <<if $tempQ.yolmar.vibes == 0>>And now a child is without a roof over his head! How can we ask the people to trust us when we do this to those who have asked our help?!<<else>>We act on behalf of the Tri-Kingdom! //How can we ask the Northern people to trust us when abandon their faith to the hands of a Midland sect!?//<</if>> <</speak>>
<<else>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.furrow">> I've done my job. I was told to find aid, and I've found it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I've done my job. I was told to find aid, and I've found it. *You shake your head.* Is that not what I was supposed to do? <</qSpeak>>
<</if>>
<<speak "lucas.annoyed">> There is a job "done," and there is a job done //well.// <<if $tempQ.yolmar.vibes == 0>>A child is without a roof over his head! How can we ask the people to trust us when we do this to those who have asked our help?!<<else>>We act on behalf of the Tri-Kingdom! //How can we ask the people to trust us when we meddle with their faith on behalf of a Midland sect!?//<</if>> <</speak>>
<<speak "imani.furrow">> Have you any idea the impression we make? We have brought the persecution the North sect fears! <</speak>>
<</if>>
<<set _quincyAlone to true>>
<<if !$tempQ.yolmar.friends && $bond != "lucas" && $bond != "imani">>
<<qSpeak "quincy.furrow">> The two of you left me alone because you'd rather dig for old papers <<if setup.hasRep("orthodox")>>than follow orders<<else>>than do our work<</if>>. I did exactly as I was supposed to. <</qSpeak>>
<<speak "lucas.bigmad">> @@.yell;You did no such thing!@@ <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> Neither of you were there. You left me to my work. You've no right to complain about how it is done. <</qSpeak>>
<<speak "lucas.bigmad">> @@.yell;I am Convoy Prince! I have every right to complain about what is done on my behalf!@@ <</speak>>
<</if>>
<<set _concl to "girlsAreFighting">>
<</switch>>
<<switch _concl>>
<<case "notbad">>
<<text>>
<<print _leadIn>>
``Neither Victoria nor your brother have said much of anything since your return to camp. And so, they slipped quietly into the background, trading sips from a flask without so much as a scornful look in your direction. You only recall their presence when D'Angelo sees fit to call off your interrogation.
<</text>>
<<speak "dangelo.yeesh">> Alright, I think that's enough. The man was told to make a decision, and he says he made that decision best he could. I think we oughta trust him on that. <</speak>>
<<case "lucasOnly">>
<<text>>
Neither Victoria nor your brother have said much of anything since your return to camp. If either of them have judgments against your choice, neither were in a hurry to share. And so, they slipped quietly into the background, trading sips from a flask without so much as a scornful look in your direction. You only recall that they are present at all when D'Angelo sees fit to intervene.
<</text>>
<<speak "dangelo.neutralserious">> That's enough, Glasses. <</speak>>
<<text>>
He rises from his seat. Lucas offers a threatening jab of the finger in reply, though he seems to think better of following through with whatever that jab implies. He closes his mouth and throws himself into a seat instead.
<</text>>
<<if _quincyAlone>>
<<speak "dangelo.eyeroll">> Quincy's right, you know. He was there; you weren't. //You// put him in this place. Now you gotta trust his judgment. That's how it works. <</speak>>
<<speak "dangelo.silly">> If you don't like that, tough. Should've asked your "Gamgam" if he'd be a pain or not before you made him Right Hand. <</speak>>
<<else>>
<<speak "dangelo.eyeroll">> Quincy was there, and you were not. You trusted him to handle this contract alone, so it's only fair you trust him when he says he did his best, too. <</speak>>
<<speak "dangelo.silly">> I mean - you made him your Right Hand! //C'mon!// <</speak>>
<</if>>
<<case "girlsAreFighting">>
<<text>>
Neither Victoria nor your brother have said much of anything since your return to camp. If either of them had judgments against your choice, neither of them were in a hurry to share. And so, they slipped quietly into the background, trading sips from a flask without so much as a scornful look in your direction. You only recall that they are present at all when D'Angelo sees fit to rise from his seat and quell the fighting.
<</text>>
<<speak "dangelo.grumpy">> @@.yell;''HEY. STAND DOWN.''@@ <</speak>>
<<text>>
Lucas drops to a seat with a roll of his eyes. Imani stays where she is, eyes fixed on D'Angelo as he places himself between the three of you.
<</text>>
<<if _quincyAlone>>
<<speak "dangelo.neutralserious">> Quincy's right, you know. He was there; you two weren't. //You guys// put him in this place. Now you gotta trust his judgment. That's how it works. <</speak>>
<<else>>
<<speak "dangelo.neutralserious">> Quincy was there, and you two were not. You guys trusted him to handle this contract alone, so it's only fair you trust him when he says he did his best, too. <</speak>>
<</if>>
<</switch>>
<<speak "dangelo.unsure">> <<if $tempQ.yolmar.vibes == 0>>He's made a mess for the chapel kid, I get that. But the kid's got friends. The town getting fed's what matters here.<<else>>Yolmar's a starving town. I think getting 'em all fed matters here.<</if>> <</speak>>
<<speak "dangelo.think">> //So some stubborn missionaries will fight with some stubborn frontier folk about how you draw the ring around the holy spire!// That's not life and death. Now hunger? ''That's'' life and death. <</speak>>
<<speak "dangelo.disappointed">> <<if $response == "onlyF" && _concl == "notbad">>It's like he said: d<<else>>D<</if>>oing a good thing doesn't always feel good. Doesn't always make people grateful. It's not always //clean.// <</speak>>
<<speak "vicky.unimpressed">> @@.singsong;Damn!@@ *Victoria exclaims, scratching <<snout "her scalp" "behind an ear">> with the open mouth of their traded flask.* Don't we know that, Angie. <</speak>>
<<text>>
Victoria chuckles. It is disconcerting in length and thoroughly mirthless in character.
``A moment passes where nothing is said. <<if _concl == "notbad">>You have escaped full blame, but an air discontentment remains, even if you are no longer its target.<<else>>Whatever merit there might be to D'Angelo's defense, it does not shift the blame from your shoulders. It is plain to hear in their curt huffs and sighs of frustration.<</if>>
<</text>>
<<if _concl == "notbad">>
<<speak "imani.tilt">> What is done is done... *Her voice is reticent.* We will make it up to Yolmar in time. <</speak>>
<<else>>
<<speak "imani.furrow">> What is done is done. *Her voice is embittered.* We will make it up to Yolmar in time. <</speak>>
<</if>>
<<speak "imani.bow">> We must focus on the road ahead. And thank Amalugh we've a clear path. <</speak>>
<<text>>
Your brow furrows. There has been no official discussion on "the road ahead," not one //you// have been present for. The Convoy must repair the bridge, that much is known, but whatever lies beyond that is anything but clear to you.
<</text>>
@@.next;[[What does she know that you do not?|S1E3: Reconvene Bottleneck]]@@<<if $tempQ.yolmar.vibes <= 1>>
<<set _sMood to false>>
<<elseif $tempQ.yolmar.vibes >= 3>>
<<set _sMood to true>>
<<else>>
<<set _sMood to null>>
<</if>>
<<switch _sMood>>
<<case false>>
<<text>>
You are reluctant to speak again so soon, given the mood of the evening, but worry is a compelling force.
<</text>>
<<default>>
<<text>>
A terrible suspicion falls over you.
<</text>>
<</switch>>
<<if $bond == "imani">>
<<qSpeak "quincy.lookaway">> Imani... What do you mean? <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> ...What do you mean? <</qSpeak>>
<</if>>
<<if _sMood>>
<<text>>
Your brother gives a chuckle. As usual, the implications are clear to everyone but you. Thankfully, your brother is always willing to fill you in on what you've missed.<<if setup.hasTrait("dispersal")>> More or less.<</if>>
<</text>>
<<speak "dangelo.laugh">> @@.singsong;Pfft!@@ Getting a new Viscount titled out here to keep the farms and the woods going! What else? <</speak>>
<<qSpeak "quincy.lookaway">> Ah. <</qSpeak>>
<<text>>
That is... a reasonable conclusion to draw. And yet, your doubts linger... and Lucas is all too happy to confirm them with a chuckle of his own.
<</text>>
<<speak "lucas.smug">> @@.lilt;Ahah!@@ No. Miss Khatar and I have //a better idea.// <</speak>>
<<speak "dangelo.unsure">> *Your brother, who hadn't any suspicions a moment prior, can only respond with a small honk of confusion.* Uh... huh? <</speak>>
<<else>>
<<text>>
You are not the only one caught unawares; D'Angelo is quick to echo your question.
<</text>>
<<speak "dangelo.think">> Yeah, um... What ''do'' you mean? <</speak>>
<<if _sMood == false>>
<<speak "lucas.neutral">> We've found a way to help Yolmar. <</speak>>
<<else>>
<<speak "lucas.smug">> It means we've found a way to help Yolmar. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Yes, but... //how// do you mean? <</qSpeak>>
<</if>>
<<text>>
Imani does not respond to the prying right away; <<if _sMood == false>>she takes a deep breath to compose herself first. Whatever she means to say, she must think it important not to say in anger. She chooses her words carefully.<<else>>she pauses to reflect upon it first and choose her words carefully. With the smallest tinge of a smile, she tells you:<</if>>
<</text>>
<<speak "imani.think">> While Mr. Andimeur and I were examining the documents we recovered in our efforts, we came across an aged list of town ordinances. It was quite old, and very peculiar. Nothing anyone alive either follows or enforces as law now. <</speak>>
<<speak "dangelo.unsure">> But... What's that got to do with Yolmar's future? Or... Whatever? <</speak>>
<<speak "imani.bow">> Patience. I will get to my point in time. <</speak>>
<<speak "imani.neutral">> So, as we beheld this document, this trove of forgotten edicts about ownership of fenced pastures and which punishment befits which crime, we wondered what the town might look like, were each law enforced... <</speak>>
<<speak "lucas.smirk">> Which, in turn, had me reminiscing on my studies under Mr. Beiric, and the times where such forgotten laws find new and unexpected relevance.
``It made me wonder: //what hides in the forgotten depths of Convoy law?// <</speak>>
<<text>>
The Prince pulls the old, ailing tome from his overcoat - the one he had shown you the night prior when you <<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>were trying to devise the<<else>>devised your<</if>> original plan. He handles it gently, regarding it with fondness rather than frustration as he thumbs through its battered pages.
<</text>>
<<speak "lucas.thinking">> After the lustration, I was given this //dreadfully// dated summary of the Convoy's jurisdiction. As a manual for a Prince in the year <<print $dateTracker.year>>, it borders on useless: pages upon pages of dry prattle about when a bastard might be considered a "real Noble," the fate of Noble widows upon the deaths of their titled husbands, and other such nonsense irrelevant in our modern day. <</speak>>
<<speak "lucas.smirk">> But this conversation with Miss Khatar got me curious! What ancient nonsense within might prove of use? What power might they have //forgotten to rescind// before entrusting me with it? <</speak>>
<<text>>
With a small "ah" of satisfaction, he finds what he is looking for. He turns the pages outward and taps a passage with his index finger.
<</text>>
<<speak "lucas.smug">> *With his whole chest, he announces:* @@.lilt;''Prince Louis's declaration of inimical structures!''@@ <</speak>>
<<text>>
He smiles, and you cannot know why; the page is too distant to read. You presume no one aside from Imani knows why either, until you hear Victoria groan in anguish.
<</text>>
<<speak "vicky.unimpressed">> Oh, angel piss. I told you, nobody'd know what that means! <</speak>>
<<speak "elijah.confused">> But... //you// know what it means, Miss Wylvire...? <</speak>>
<<speak "vicky.indifferent">> Yeah. Told them it was stupid, but they wouldn't hear it. The two of 'em are just too smart to be stupid, or whatever. <</speak>>
<<speak "dangelo.smilestress">> So, Vick, what ''does'' it mean? <</speak>>
<<speak "lucas.smug">> It means-- <</speak>>
<<speak "vicky.indifferent">> It ''means'' they wanna solve this ''the Barehander way.'' <</speak>>
<<text>>
The opposition is immediate. Even Kaitos, who clearly hadn't been listening prior, is jarred from the peace of his <<if _sMood>>wine<<else>>recline<</if>>.
<</text>>
<<speak "dangelo.surprised">> @@.yell;WHAT?!@@ <</speak>>
<<speak "elijah.nervous">> @@.intense;PARDON?@@ <</speak>>
<<speak "kaitos.frighten">> @@.intense;Wait, //what?//@@ <</speak>>
<<text>>
The Prince has no patience for their shock and distaste. He buries his face in his palm and clicks his tongue in exasperation.
<</text>>
<<speak "lucas.annoyed">> <sup>Victoria... I //told you// not to phrase it that way... now look what you've done.</sup> <</speak>>
<<speak "imani.neutral">> Lazarus violates the law in protest. What we propose is a //legal// act. <</speak>>
<<speak "lucas.eyeroll">> Yes. Allow me the decency of //explaining myself// before you go dismissing a perfectly fine idea! <</speak>>
<<text>>
The four of you hold your tongues as well as your breath. You can tell by the looks of appallment on D'Angelo and Elijah's faces that they are opposed to the Prince's idea, whatever it may be. But you - //you// are still deciding how it is you feel.
<</text>>
<<speak "lucas.annoyed">> During the Great Famine, the hungry would pillage food wherever it was found. Fearing for their own hoard of grain, Noblemen constructed personal forts and walls without regard for how it affected the life of the common man. <</speak>>
<<speak "lucas.eyeroll">> Roads were blocked, trade routes cut - it made an already terrible situation even worse. <</speak>>
<<speak "lucas.smirk">> Prince Louis petitioned his father for the right to demolish structures he deemed //inimical// - those which //impeded the good life of the common man.// <</speak>>
<<speak "lucas.glance">> In 1544, he was granted this right. *He sighs.* What I am saying is: I suggest nothing criminal. //This is entirely within my authority as Convoy Prince.// I need only pen a few letters! <</speak>>
<<speak "lucas.glasses">> Yolmar would have its river back. In demolishing the Barrens dam, we have the rare opportunity to quite literally //undo an injustice// inflicted upon this town! <</speak>>
<<choose "quincy.surprised">>
[[What of the consequences?|S1E3: Reconvene Bottleneck2][$response to "cons"]]
[[...That might just work.|S1E3: Reconvene Bottleneck2][$response to "work"]]
[[Lucas, are you mad!?|S1E3: Reconvene Bottleneck2][$response to "mad"]]
<</choose>><<if $tempQ.yolmar.vibes <= 1>>
<<set _sMood to false>>
<<elseif $tempQ.yolmar.vibes >= 3>>
<<set _sMood to true>>
<<else>>
<<set _sMood to null>>
<</if>>
<<if $response == "work">>
<<toneLoss "dangelo">>
<<toneLoss "dangelo">>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneLoss "kaitos">>
<<toneGain "vicky">>
<<toneGain "vicky" "fun">>
<<toneGain "vicky" "fun">>
<<toneGain "imani">>
<<toneGain "imani" "insight">>
<<toneGain "lucas">>
<<toneGain "lucas">>
<<else>>
<<toneGain "dangelo">>
<<toneGain "elijah">>
<<toneGain "kaitos">>
<<toneLoss "imani">>
<<toneLoss "imani" "insight">>
<<toneLoss "lucas">>
<</if>>
<<set $tempQ.yolmar.tempSolution to "viscount">>
<<switch $response>>
<<case "cons">>
<<qSpeak "quincy.surprised">> But the ramifications of such an act-- would that not make an enemy of every Noble with a stake in the dam?! <</qSpeak>>
<<case "work">>
<<set $tempQ.yolmar.tempSolution to "dam">>
<<qSpeak "quincy.think">> That... that just might work. <</qSpeak>>
<<case "mad">>
<<qSpeak "quincy.furrow">> //Lucas, are you mad?!// We cannot simply go setting fire to our problems! <</qSpeak>>
<<speak "lucas.scowl">> On the contrary, Quintrell! In this case, we quite literally //can.// <</speak>>
<<qSpeak "quincy.furrow">> Every Nobleman with a stake in that dam would be //furious!// <</qSpeak>>
<</switch>>
<<if $response == "work">>
<<speak "dangelo.harrowed">> @@.surprise;"WORK?"@@``@@.intense;Quince, what the Hell are you talking about!?@@ <</speak>>
<<speak "dangelo.grumpy">> You can't be serious! There's a perfectly good solution right here - a sane one! You can't seriously mean to throw that away for Princey's crazy whim! <</speak>>
<<else>>
<<speak "lucas.eyeroll">> And so what? Any ''real'' change we bring will bring enemies as well. If we want to make a difference, we cannot shake in fear of what Midland mine owners, or Lord Kagthur, or even our fathers might think! <</speak>>
<<speak "lucas.scowl">> <<if setup.hasRep("orthodox")>>Open your eyes, Quintrell. Every<<else>>You know as well as I do that every<</if>> man has two choices, and two choices only: either he angers the keepers of the status quo, or he does nothing at all! <</speak>>
<<if _sMood == false>>
<<speak "lucas.bigmad">> And I think you've done more than your fair share of //nothing// today as it stands! @@.intense;We owe this to the people of Yolmar!@@ <</speak>>
<<else>>
<<speak "lucas.devastated">> We've a chance to make things right - in a real way! Can't you see that? <</speak>>
<</if>>
<<speak "dangelo.smilenervous">> Luke, you're talking mad. There's a perfectly good solution right here - a sane one! <</speak>>
<</if>>
<<speak "dangelo.smilestress">> All we need to do is get a new Viscount titled and get those woods and fields green again! That's what a Convoy's always done, make Nobles //Noble!// @@.stutter;There's-- there's no need to do something stupid! It'll piss off every Noble in Vestur!@@ <</speak>>
<<speak "elijah.nervous">> @@.stutter;Please, Your Highness - there are better ways--!@@ <</speak>>
<<speak "lucas.scowl">> I disagree. To title a Viscount only solves a problem no one has asked us to solve. Nobody in this town gives a damn about how green the woods are. They want their river back! <</speak>>
<<speak "lucas.pleased">> And //I// say we give it to them. It's within our ability! <</speak>>
<<text>>
<<if $response == "work">>Desperate, D'Angelo lurches forward and grasps you by the shoulders, pleading for your reconsideration.<<else>>His negotiations with the Prince have failed, and so D'Angelo turns towards you. Lurching forward, he grasps you by the shoulders and pleads for a measured response.<</if>> Of course, before you can so much as breathe a word, a torrent of opinions follow. They drown out any of your own you might've had.
``<<if _sMood>>How the mood of the evening has gone so dreadfully wrong so quickly escapes you. Moments earlier, everyone was in a lovely mood and drinking over a job well done. Perhaps it is for the best you've no room to speak; you don't trust yourself to make the right choice twice in one day.<<elseif _sMood == false>>Perhaps it is for the best. You can't imagine you'd choose right by anyone's measure.<<else>>Perhaps it is for the best. You doubt there is anything you could say that would appease them now.<</if>>
<</text>>
<<speak "dangelo.harrowed">> Quin, <<if $response == "work">>you CAN'T<<else>>don't let him do this<</if>>. <<if $response == "mad">>@@.surprise;You gotta talk some sense into him!@@<<else>>This is mad, man. @@.intense;Mad!@@<</if>> <</speak>>
<<speak "elijah.think">> I must agree. Demolishing a Lord's dam sets a terrible precedent for the Convoy! <</speak>>
<<speak "imani.bow">> Well I //disagree.// If we were to bring down the dam, it would send the message that the Fifth Convoy is serious about undoing Noble harms. That the Prince and his Right won't hold Noble coin over common life! <</speak>>
<<speak "vicky.unimpressed">> Seems messy to me. <</speak>>
<<speak "pegasus.baby.concern">> <sup>Wait, are they fighting over there?</sup> <</speak>>
<<speak "kaitos.glance">> Um-- <</speak>>
<<speak "convoyGuard1.neutral" "Convoy Guard">> <sup>Ma'am, you really shouldn't eavesdrop!</sup> <</speak>>
<<speak "lucas.scowl">> @@.intense;Dire circumstance calls for dire solution!@@ This is no time for half measures, or cowardice! <</speak>>
<<text>>
It's noise.
``You cannot hear your own thoughts over this noise.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> <sup>Stop.</sup> *You plead.* <sup>Everyone... stop.</sup> <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> <sup>Stop.</sup> *You plead.* <sup>Everyone... stop.</sup> <</qSpeak>>
<</if>>
<<text>>
Your voice feels weak. No one hears you.
<</text>>
@@.next;[[You have to try harder.|S1E3: Reconvene Bottleneck3]]@@<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> @@.big;I order you to stop.@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> @@.big;I order you to stop.@@ <</qSpeak>>
<</if>>
<<text>>
And then... silence.
``For once, your invocation of authority accomplishes something. Or perhaps raising your voice has simply shocked them into silence. Either way, D'Angelo releases your shoulders and draws back to his seat. Lucas's hands tighten to fists. The attention shifts away from open argument and returns to you.
<</text>>
<<qSpeak "quincy.furrow">> I am Right Hand. *You remind them.* The decision is ultimately mine. <</qSpeak>>
<<text>>
A series of nods and mumbled acknowledgements follow. The only one amongst your companions to speak clearly is Imani. Stern-faced as ever, she asks:
<</text>>
<<speak "imani.neutral">> Well then. What do you decide, Quintrell? <</speak>>
<<text>>
It's spoken as though it were a challenge. <<if $bond == "imani" || setup.hasTrait("dispersal")>><<if $tempQ.yolmar.vibes >= 1>>As though you are adversaries.<<else>>You don't know what you've done to be taken as an adversary.<</if>> It hurts.<<else>>You've no idea why.<</if>>
``But, you would be a fool to commit without further consideration or thought - to commit to a plan which, once made, cannot be undone. Even a man like you has the sense to hesitate before a cliff's edge.
<</text>>
<<qSpeak "quincy.lookaway">> I need to... to think. Then, I will consult with my Convoy Prince and come to a... to a formal conclusion. <</qSpeak>>
<<text>>
Setting aside <<if $tempQ.yolmar.vibes >= 3>>your empty mug<<else>>the remains of your supper<</if>>, you get to your feet and trudge off with no destination in particular.
<</text>>
@@.next;[[Continue.|S1E3: Reconvene Endcard]]@@<<addTask "13-yolmar" "fate">>
@@.next;[[Continue.|S1E3: Bridge Portion]]@@<<locationBoardSetup `[
{img:"object/book_quill.png"},
{img:"settle/north_tradinghall.png"},
{img:"barrels.png"}
]`>>
<<location "kagthur" `["Back Corner","Trading Hall"]`>>
<<silently>>
<<addParty "kaitos">>
<</silently>>
<<text>>
Having finished with his own duties, Kaitos Asenath waits for you outside Gharkan's Trading Hall with a cumbersome rucksack slung over his shoulder and a look of boredom upon his face. Together, you part the hall's thinning crowd and squeeze behind the stalls. As you approach Kaitos Tjensifu with the workshop deed in hand, the guild prospector offers you a satisfied smile<<snout "" " and a pleasant wag of the tail">>.
<</text>>
<<speak "tjensifu.smile">> And what is this you have here? <</speak>>
<<qSpeak "quincy.neutral">> The deed for a disused forge. <</qSpeak>>
<<speak "tjensifu.neutral">> Excellent. <</speak>>
<<if hasVisited("S1E3: wings karlie apprentice")>>
<<qSpeak "quincy.think">> Although... It comes with a caveat of my own. <</qSpeak>>
<<speak "tjensifu.sad">> A caveat, Your Grace? <</speak>>
<<qSpeak "quincy.neutral">> The smith who takes it must also take an apprentice. <</qSpeak>>
<</if>>
@@.next;[[Continue.|S1E3: WoF Win2]]@@<<timebreak "sunset">>
<<text>>
You tell Tjensifu of the forge: its condition, and of the deal you made to procure it. <<if hasVisited("S1E3: wings karlie apprentice")>>The idea of Karlie's apprenticeship does not bother him any; //"she'll be the blacksmith's trouble, not mine,"// he reasons. Over all, he<<else>>He<</if>> is quite pleased with your work. The workshop will need repairs, of course, but the Wings of Fortune are used to working with assets which others would not. "It takes a merchant's eyes to look beyond what needs to be done and see what could be."
``The Fifth Convoy's scribe is still acquainting himself with drawing Crown contracts. Every few words he writes must be compared with his reference books and scrutinized by Tjensifu, who prefers to draw such documents himself. The two Katioses have little patience for one another, and each suspects the other of fourberie. But, for all their bickering, the final document is quite clear: the Wings of Fortune's merchants will bring food aid to Yolmar for the next three months following the bridge's repair.
``There is a rush in signing the document. <<if setup.hasRep("ambition")>>//This// is your first binding decision as Right Hand - your first taste of the power you'd imagined when you first confronted your role in Diadem Castle's gardens.<<else>>The thrill of using your unwanted authority is not unlike the thrill of evading death: empowering, but not an experience you are eager to repeat.<</if>>
<</text>>
@@.next;[[The only thing left now is your seal, to make it official.|S1E3: Trade Arc End]]@@<<locationBoardSetup `[
{img:"object/fruit.png"},
{img:"settle/north_tradinghall.png"},
{img:"barrels.png"}
]`>>
<<location "kagthur" `["Fruit Stall","Trading Hall"]`>>
<<silently>>
<<addParty "kaitos">>
<</silently>>
<<text>>
Having finished with his own duties, Kaitos waits for you outside Gharkan's Trading Hall with a cumbersome rucksack slung over his shoulder and a look of boredom upon his face. This look quickly turns to surprise when he sees the little buck trotting on a lead at your side. Together, you part the hall's thinning crowd and make your way towards the nomad's stall. As you approach Stan with the kit, he peers from beneath the brim of his hat with great interest.
<</text>>
<<speak "stan.neutral">> *For the first time, he speaks first when he catches sight of you.* @@.on;Ah. A healthy buck. Now, we may talk business.@@ <</speak>>
@@.next;[[Continue.|S1E3: N Win2]]@@<<timebreak "sunset">>
<<text>>
Aside from the kit, Stan's demands are few. The Swiftjay clan desires coin and safe passage through Kagthur. Although clans live in every province, the legality of "pagan practices" are uneven across the North. The Kagthur Lordship's laws on the matter are few, but attitudes have changed before. He does not want his people caught between their safety and their word.
``The Fifth Convoy's scribe is still acquainting himself with drawing Crown contracts. Every few words he writes must be compared with his reference books. And, because you deal with a clan rather than a guild or business, wording must be altered here and there to reflect that. Even so, the resulting document is quite clear: the Swiftjays will bring food aid to Yolmar for the next three months following the bridge's repair.
``There is a rush in signing the document. <<if setup.hasRep("ambition")>>//This// is your first binding decision as Right Hand - your first taste of the power you'd imagined when you first confronted your role in Diadem Castle's gardens.<<else>>The thrill of using your unwanted authority is not unlike the thrill of evading death: empowering, but not an experience you are eager to repeat.<</if>>
<</text>>
@@.next;[[The only thing left now is your seal, to make it official.|S1E3: Trade Arc End]]@@<<locationBoardSetup `[
{img:"object/bell_hand.png"},
{img:"settle/north_tradinghall.png"},
{img:"land/hills_taiga.png"}
]`>>
<<location "kagthur" `["Front Door","Trading Hall"]`>>
<<silently>>
<<addParty "kaitos">>
<</silently>>
<<text>>
Having finished with his own duties, Kaitos Asenath waits for you outside Gharkan's Trading Hall with a cumbersome rucksack slung over his shoulder and a look of boredom upon his face. Seeing the key clutched in hand, he cocks a brow as you make your way towards the reverend and his collection dish.
<</text>>
<<speak "reverendHoly.neutral">> Oh? And what is this? <</speak>>
<<qSpeak "quincy.lookaway">> The key to Yolmar's chapel. <</qSpeak>>
<<speak "reverendHoly.happy">> @@.singsong;Ah, wonderful!@@ Bless you, Your Grace! <</speak>>
@@.next;[[Continue.|S1E3: IP Win2]]@@<<timebreak "sunset">>
<<text>>
The reverend's delight is clear. He gives many thanks to many saints, and more to your Noble blood than yourself.
``The Fifth Convoy's scribe is still acquainting himself with drawing Crown contracts, and now he must write a strange, bespoke church document which is a contract in everything but name, upon an unsteady wooden bench the reverend claims to be a table. Every few words must be compared with his reference books, then heavily altered to reflect your "pledge of donation" and the Path's "charity." Even so, the resulting document is mercifully clear: Isadore's Path will bring food aid to Yolmar for the next three months following the bridge's repair, and provide food and shelter for the poor thereafter.
``<<if hasVisited("S1E3: path jim final")>>For all the trouble you've been through, t<<else>>T<</if>>here is a rush in <<if hasVisited("S1E3: path jim final")>>finally <</if>>signing the document. <<if setup.hasRep("ambition")>>//This// is your first binding decision as Right Hand - your first taste of the power you'd imagined when you first confronted your role in Diadem Castle's gardens.<<else>>The thrill of using your unwanted authority is not unlike the thrill of evading death: empowering, but not an experience you are eager to repeat.<</if>>
<</text>>
@@.next;[[The only thing left now is your seal, to make it official.|S1E3: Trade Arc End]]@@<<if hasVisited("S1E3: N Win")>>
<<set _whichGuy to "Stan">>
<<elseif hasVisited("S1E3: IP Win")>>
<<set _whichGuy to "the reverend">>
<<else>>
<<set _whichGuy to "Tjensifu">>
<</if>>
<<text>>
You stop to regard your official //Convoy seal// as Kaitos and _whichGuy prepare the wax for your stamping. It must be either new or well-kept: it is solid, polished, and - unlike Imani's - the symbol is perfectly legible. <<if setup.hasRep("ambition")>>Its weight feels satisfying in your hand.<<else>>Such a pretty thing was never meant for your hand.<</if>>
``As the wax drops upon the page, and you move to press the Convoy's emblem into it, a hoarse bellow <<switch _whichGuy>><<case "the reverend">>erupts from within the Trading Hall and nearly causes the reverend to drop the candle upon your newly drawn "contract."<<case "Tjensifu">>tears through the Trading Hall and nearly causes Tjensifu to spill his inkwell over your newly drawn contract.<<case "Stan">>tears through the Trading Hall and frightens the kit, nearly sending your newly drawn contract fluttering off the counter.<</switch>>
<</text>>
<<speak "pegasus.baby.neutral">> @@.yell;ONE ''GENUINE'' SELUSSA SLIPPER, GOLD-HEELED! PEFECT FOR A ONE-LEGGED LASS OF TASTE! ''TEN GUILDERS!''@@ <</speak>>
<<text>>
<<switch _whichGuy>><<case "the reverend">>With a weary shake of the head, the reverend groans a pained plea:<<case "Tjensifu">>This is the last straw. Tjensifu's patient smile and Southern pleasantries fail.<<case "Stan">>At once, Stan's mask of stoicism breaks. Slamming his fist against the wood, he growls:<</switch>>
<</text>>
<<switch _whichGuy>>
<<case "the reverend">>
<<speak "reverendHoly.frown">> Pardon. I've one more request. <</speak>>
<<qSpeak "quincy.furrow">> *Irritated, you huff:* What more could you ask of us? <</qSpeak>>
<<speak "reverendHoly.frown">> I'd be most grateful if you encouraged that lass to //move along.// Elysium, a man couldn't hear The Architect over her //barking.// <</speak>>
<<case "Tjensifu">>
<<speak "tjensifu.annoyedsmile">> Ah, a thousand apologies, friend, but I've one more condition to add. <</speak>>
<<speak "kaitos.disgruntled">> Quit with the conditions, man, you've already conditioned the Hell outta this thing! *He waves a hand over the contract.* <</speak>>
<<speak "tjensifu.smile">> Oh, it's nothing so serious, I assure you! <</speak>>
<<speak "tjensifu.annoyedsmile">> I'd just... appreciate it if you encouraged that woman to //move along.// I've been enduring her noise since I got here. <</speak>>
<<case "Stan">>
<<speak "stan.angry">> @@.intense;''Wait.''@@ I've @@.intense;one more@@ condition. <</speak>>
<<qSpeak "quincy.furrow">> The contract has been drawn-- <</qSpeak>>
<<speak "stan.angry">> If my clan is to be bound to this valley for a whole season, that ''thing'' must go. <</speak>>
<</switch>>
<<text>>
<<switch _whichGuy>><<case "Tjensifu">>The guild prospector gestures towards Pegasus's stall.<<case "Stan">>The nomad points a disdainful finger at Pegasus's stall.<<case "the reverend">>The reverend gestures inside, towards Pegasus's Stall.<</switch>> The wax is cooling fast, and you wish to be done with this - so you agree.
<</text>>
<<qSpeak "quincy.lookaway">> Very well. *You sigh.* <</qSpeak>>
<<text>>
You slam the seal into the wax with such force that you hear the thud of the wood beneath it.
<</text>>
<<img 3 "3_stamp.png" "The final document, stamped with the Convoy's seal." `["modeNeutral"]`>>
@@.next;[[Continue.|S1E3: Trade Arc End2]]@@<<locationBoardSetup `[
{img:"place/pegasuspieces.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/trunk.png"}
]`>>
<<location "kagthur" `["Pegasus Pieces","Trading Hall"]`>>
<<text>>
The din from Pegasus's stall never ceases. Nearing it on purpose is like willing your ungloved hand to touch a flame.
<</text>>
<<speak "pegasus.baby.smile">> @@.singsong;Hellooo again@@, valued patron! What would you like from @@.lilt;Pegasus's Pieces@@ today? <</speak>>
<<text>>
There is no tactful way to say it, at least no way you can imagine at present. You let the words fall as they may.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You are to relocate immediately. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You are to relocate immediately. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.neutral">> @@.singsong;Alrighty!@@ <</speak>>
<<text>>
With a cheerful and tuneless hum, she begins to pack away her things and fold up her stall at an alarming pace. Her cooperation should set you at ease, but you have faced enough caveats today that you know better than to expect anything to go smoothly. And so, you haven't it in you to feel surprised when she says:
<</text>>
<<speak "pegasus.baby.neutral">> Wow, a humble merchant like me, traveling with the Fifth Convoy! @@.singsong;What an honor!@@ <</speak>>
<<speak "pegasus.baby.smile">> @@.lilt;So, where're we going?@@``I was planning on heading eastways to Tebenka - Midland wares sell like sweet potatoes out in Bronvull! But Bronvull Nobles will always be Noble in Bronvull. I never been a lady who ignores opportunity when she comes @@.singsong;sailin'!@@ <</speak>>
<<text>>
How in Elysium did she interpret your statement as an invitation?
<</text>>
<<choose "quincy.lookaway">>
[[We have work to do. I don't care where you go.|S1E3: Trade Pegasus Expl][$response to "care"]]
[[We're headed that way. I... suppose you could come.|S1E3: Trade Pegasus Expl][$response to "could"]]
[[You're not coming with us.|S1E3: Trade Pegasus Expl][$response to "not"]]
<</choose>>
<<passiveGate 1 `["dec",1]`>><<text>>
As the Southerner packs, the slew of thanks continues without so much as a breath spared between them. Every bit of rubbish and pole of her stall fit so neatly into such small saddlebags it's hard to believe she isn't a nomad<<if hasVisited("S1E3: N Win")>> herself<</if>>. Her infant bats at <<snout "the springy coils of her hair" "the springy fur on her flopping ear">> all the while, babbling.
<</text>>
<<switch $response>>
<<case "could">>
<<qSpeak "quincy.tilt">> We're headed north, then east. I... suppose you could come...? <</qSpeak>>
<<speak "pegasus.baby.neutral">> @@.lilt;Well ain't that luck!@@ An entourage to take Pegasus's Pieces eastward! <</speak>>
<<speak "pegasus.baby.smile">> Oh, thank you so much, sir! You've made me a very happy woman! I won't forget your kindness, Your Grace, sir! <</speak>>
<<text>>
With that, she finishes her packing and shoulders past you, humming all the while.
<</text>>
<<if $cFlags.kaitos.threats >= 1>>
<<if hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.surprised">> Woah. *He blinks, scratching his head.* That was nice of you. <</speak>>
<<speak "kaitos.stare">> Gotta say... I don't really get you, man. <</speak>>
<<else>>
<<speak "kaitos.stare">> *He blinks, scratching his head.* ...I don't really get you, man. <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> No. You do not. <</qSpeak>>
<<else>>
<<speak "kaitos.look">> That was nice of you. <</speak>>
<<qSpeak "quincy.lookaway">> ...I suppose. <</qSpeak>>
<</if>>
<<case "care">>
<<qSpeak "quincy.neutral">> //We// have a duty to the Tri-Kingdom. I don't particularly care where //you// go. <</qSpeak>>
<<speak "pegasus.baby.smile">> Well, if it's all the same to you, guess I'm @@.singsong;travelin' with the Prince's Convoy!@@ <</speak>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<qSpeak "quincy.eyebrow">> I never said-- <</qSpeak>>
<<speak "kaitos.pleased">> @@.singsong;Gold!@@ *Kaitos interrupts, offering her a reassuring smile.* We're camping up in the hills a little east - can't miss it. <</speak>>
<<speak "pegasus.baby.smile">> @@.lilt;Wonderful, wonderful!@@ I'll go load up the old hinny! <</speak>>
<<text>>
With that, she finishes her packing and shoulders past you, humming all the while. Bristling with irritation, you turn to Kaitos to reprimand him. He looks back at you with the same fawnlike look of wide-eyed innocence.
<</text>>
<<speak "kaitos.look">> <sup>Just making good on our deal.</sup> *He says, fondling the silk of his cloak.* <</speak>>
<<skillGate 1>>
<<text>>
This is not ignorance. He is absolutely, without a doubt, acting out of spite.
<</text>>
<<else>>
<<include "S1E3: Gharkan Pegasus Come Stub">>
<</if>>
<<case "not">>
<<qSpeak "quincy.eyebrow">> I didn't say you were to come with us, just that you were to leave. <</qSpeak>>
<<text>>
Her rummaging slows to a stop. With <<snout "a pouted lip" "pinned ears">> and a flurry of confused blinks, she places a hand to her jaw and thumbs her chin thoughtlessly.
<</text>>
<<speak "pegasus.baby.frown">> Golly, well now you're just sendin' mixed messages! <</speak>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<qSpeak "quincy.eyebrow">> How so? I thought myself rather clea-- <</qSpeak>>
<<speak "kaitos.pleased">> Yeah, he's like that, don't worry. *Kaitos interrupts, offering her a reassuring smile.* We're camping up in the hills a little east - can't miss it. <</speak>>
<<speak "pegasus.smile">> @@.lilt;I see, I see!@@ Well, I'll go load up the old hinny, then! <</speak>>
<<text>>
With that, she finishes her packing and shoulders past you, humming all the while. Bristling with irritation, you turn to Kaitos to reprimand him. He looks back at you with the same fawnlike look of wide-eyed innocence.
<</text>>
<<speak "kaitos.look">> <sup>Just making good on our deal.</sup> *He says, fondling the silk of his cloak.* <</speak>>
<<skillGate 1>>
<<text>>
This is not ignorance. He is absolutely, without a doubt, acting out of spite.
<</text>>
<<else>>
<<qSpeak "quincy.eyebrow">> How so? I thought myself rather clear. <</qSpeak>>
<<include "S1E3: Gharkan Pegasus Come Stub">>
<</if>>
<</switch>>
@@.next;[[Head back to camp.|S1E3: Gharkan Arc Endcard]]@@<<text>>
With a shake of the head and a shrug of his shoulder, Kaitos offers his own thoughts on your newest unwanted "Convoyman."
<</text>>
<<speak "kaitos.thinking">> //C'mon,// man. Just let'er along. <</speak>>
<<speak "kaitos.look">> We told the <<if hasVisited("S1E3: WoF Win")>>guild-guy<<elseif hasVisited("S1E3: N Win")>>grapes-guy<<else>>church-man<</if>> we'd get her to go, and she's gotta go //somewhere.// Not like we can just... get rid of her. 'Sides, wouldn't hurt to have another set of saddlebags with us, yeah? Sure would help us get all these cheeses back to camp. Y'know, for the-- the Yolmar. <</speak>>
<<if $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.smile">> I know you don't //always// gotta always be a prick. Only <<if setup.tone("kaitos")>>most times<<else>>sometimes<</if>>. <</speak>>
<<qSpeak "quincy.furrow">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<<text>>
It seems that the ideas of "moving the merchant" and "adopting the merchant" have become inseparable. All you've the energy to do is shake your head and allow it.
<</text>><<if hasVisited("S1E3: WoF Win")>>
<<if hasVisited("S1E3: wings karlie apprentice")>>
<<endQuest "13-yolmar-wof" "b">>
<<else>>
<<endQuest "13-yolmar-wof" "a">>
<</if>>
<<elseif hasVisited("S1E3: N Win")>>
<<endQuest "13-yolmar-nomads" "a">>
<<elseif hasVisited("S1E3: IP Win")>>
<<if $tempQ.yolmar.hareFail && $tempQ.yolmar.forgeFail>>
<<endQuest "13-yolmar-ip" "b">>
<<else>>
<<endQuest "13-yolmar-ip" "a">>
<</if>>
<</if>>
<<silently>>
<<if !hasVisited("S1E3: WoF Win")>>
<<run delete $objectives["13-yolmar-wof"]>>
<</if>>
<<if !hasVisited("S1E3: N Win") && setup.questResult("13-yolmar-nomads") != "b">>
<<run delete $objectives["13-yolmar-nomads"]>>
<</if>>
<<if !hasVisited("S1E3: IP Win")>>
<<run delete $objectives["13-yolmar-ip"]>>
<</if>>
<<clearStoryTasks>>
<</silently>>
<<if setup.questResult("13-eq") == false>>
<<endQuest "13-eq" "c">>
<</if>>
<<include "S1E3: Remove EQ Items">>
<<if setup.hasTask("13-plait", "return")>>
<<endQuest "13-plait" "c">>
<</if>>
@@.next;[[Continue.|S1E3: Reconvene 1]]@@<<set $tempQ.gharkan to {}>>
<<locationBoardSetup `[
{img:"land/hills_taiga.png",text:"The land pitches and falls in miniature mimick of the looming mountains. There is little flat ground to be had, and so Gharkan has excavated its own, digging dwellings and footpaths into the earth itself."},
{img:"place/yolmar_dryriver.png",text:"Bridges stretch from hilltop to hilltop across the remains of the Ketdei, the river reduced to a dry scar bisecting the town."},
{img:"settle/cabin_mountain.png",text:"And yet, Gharkan is untouched by the haze of hopelessness that chokes Yolmar. The sister-town ambles onward without its river like a three-legged dog, undaunted."}
]`>>
<<location "kagthur" `["Gharkan","Amalugh's Cradle"]`>>
<<displayTask "13-yolmar" "feed">>
<<locationDesc>>
<<processTxt>>
A short ride southwest of the broken bridge and nestled at the valley's edge is Yolmar's sister town of Gharkan.
<</processTxt>>
<<locationDetails>>
<<processTxt>>
The narrow pathways are hardly wide enough for two men to squeeze past each other, much less for hare or horse to make way. At the base of the first ascent, a long set of hitching posts stand at the ready, accompanied by a similarly generous hare commons.
``Poor $licorice will simply have to endure the nosy young doe who trots after her, absolutely desperate to inspect her mouth.
``As you close the commons gate, you spy a familiar horse among the shifting legs and flicking tails at the hitching post: the seal brown hindquarters of "Bumbo." <<if hasVisited("S1E3: Yolmar Kaitos NoPermiss")>>You heave so irked a sigh that $licorice feels the need to pad over to the commons' perimeter. You will have to keep an eye out for the delinquent scribe.<<else>>Kaitos himself must be nearby.<</if>>
<</processTxt>>
<</locationDesc>>
<<if hasVisited("S1E3: Yolmar Kaitos NoPermiss")>>
@@.next;[[Continue.|S1E3: Gharkan Arrive No K]]@@
<<else>>
@@.next;[[Continue.|S1E3: Gharkan Arrive]]@@
<</if>><<text>>
As you wind your way around the hill on the narrow ledge, you feel like a draft horse lumbering its way through a narrow Diadem Mane Quarter street. The locals have no qualms with ducking beneath your arms and turning to the side to squeeze by, but it makes you feel out of place and oversized for the tight bridges and walkways.
``Your first order of business is to go to the trading hall, wherever that might be. Climbing the first hill you saw to get a better vantage seemed a wise course of action. As you step off another of the swaying rope-and-board affairs onto the blessedly level ground, a door swings open and blocks the width of the path.
``And, from out the threshold, steps Kaitos.
<</text>>
<<speak "kaitos.smile" >> S'fine. Thanks anyway. *He calls to the person inside.* <</speak>>
<<text>>
The scribe shuts the door with one foot and turns to head back down the path, but in two short steps he's within a foot of your face. He lets out a pitchy yip and stumbles backward, grabbing the bridge post for balance.
<</text>>
<<qSpeak "quincy.furrow" >> Asenath. <</qSpeak>>
<<speak "kaitos.frighten" >> @@.stutter;Weh-wuh - what'cha doing here?@@ <</speak>>
<<qSpeak "quincy.furrow" >> What am //I// doing here? *You balk.* That's the question I should be asking you. <</qSpeak>>
<<speak "kaitos.sulk">> //Asking 'round 'bout my uncle!// Obviously. <</speak>>
<<choose "quincy.furrow">>
[[I don't recall giving you permission to go off on your own.|S1E3: Gharkan NoK 2][$response to "permiss"]]
[[After I forbade it.|S1E3: Gharkan NoK 2][$response to "forbade"]]
<</choose>><<switch $response>>
<<case "permiss">>
<<qSpeak "quincy.furrow" >> I don't recall giving you permission to wander off on your own. <</qSpeak>>
<<speak "kaitos.thinking" >> Me neither... <</speak>>
<<speak "kaitos.stare" >> Wait. It's 'cause you didn't. <</speak>>
<<text>>
He blinks slowly at you, like a fawn that hasn't learned to fear the hunter's barrel.
<</text>>
<<case "forbade">>
<<qSpeak "quincy.furrow" >> ...Which you decided to do even //after// I specifically forbade wandering? <</qSpeak>>
<<speak "kaitos.stare" >> Nuh-huh. No you didn't. You forbade me asking around //Yolmar.// <</speak>>
<<speak "kaitos.smug" >> So I took my search somewhere else. <</speak>>
<<text>>
His grin belies a sense of self-satisfaction over this invented technicality.
<</text>>
<</switch>>
<<choose "quincy.furrow">>
<<check `["phys",10]` [[*Intimidate.* I do not tolerate insubordination.|S1E3: Gharkan NoK 3]]>><<set $response to "intimidate">><</check>>
<<if $response == "permiss">>
[[You have an obligation to the Convoy. You cannot go out on your own whenever you please.|S1E3: Gharkan NoK 3][$response to "cannot"]]
<<else>>
[[Technicalities. You still disobeyed an order.|S1E3: Gharkan NoK 3][$response to "disobey"]]
<</if>>
[[Never mind. We have more pressing matters to attend to.|S1E3: Gharkan NoK 3][$response to "press"]]
<</choose>><<switch $response>>
<<case "intimidate">>
<<cFlag "kaitos" "threats">>
<<enemy "kaitos">>
<<text>>
You reach out and grab the front of his travel cloak. He yelps again, writhing like a cat by the scruff against the fistful of silk and wool in your grip. <<if setup.checkPass()>>You hold fast.<<else>>And like a squirming cat, he is surprisingly difficult to keep a hold of.<</if>>
<</text>>
<<qSpeak "quincy.furrow" >> I do not tolerate insubordination. Am I clear? <</qSpeak>>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<skillCheck>>
<<if setup.checkPass()>>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<set $tempQ.gharkan.kScare to true>>
<<text>>
Realizing he cannot twist himself free, he instead goes slack like a dead fish<<snout "." ", ears pinned back and hidden among his dreads.">>
<</text>>
<<speak "kaitos.doleful" >> *He has no further cheek. The scribe quails beneath your gaze and nods mutely.* <</speak>>
<<qSpeak "quincy.neutral" >> Good. <</qSpeak>>
<<text>>
You release him; he staggers backward. Kaitos fixes his cloak, a new crease in his brow and, you hope, new motive to obey Convoy orders.
<</text>>
<<else>>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<text>>
Try as you may to keep hold of his cloak, the silk of its outer layer does not cooperate with the silken unicorn hide of your gloves. Kaitos manages to twist in just the right way to wrench himself from your grasp. You reach for him again, but the scribe is too nimble. He raises one eyebrow and pouts, shuffling out of arm's reach.
<</text>>
<</if>>
<<case "cannot">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.furrow" >> You are in the Convoy's employ. You cannot go out on your own without express permission. <</qSpeak>>
<<speak "kaitos.stare" >> S'dumb. <</speak>>
<<qSpeak "quincy.neutral" >> No, it is not. Everyone being accounted for is necessary for proper organization. <</qSpeak>>
<<speak "kaitos.scoff" >> //Pshh. C'mon.// Nobody needed me in camp all morning taking count of like... Lucas's special silver quills, or whatever. Scribe'sre only needed when they're needed. <</speak>>
<<qSpeak "quincy.furrow" >> *You tilt your head up. The sun hangs directly overhead.* It's not morning anymore, Asenath. <</qSpeak>>
<<speak "kaitos.thinking" >> *He does as well, raising his eyebrows as if the existence of time as a concept is a new revelation.* Oh. <</speak>>
<<text>>
You sigh.
<</text>>
<<case "disobey">>
<<qSpeak "quincy.furrow" >> Technicalities. You knew the intent of the order, and disobeyed it regardless. <</qSpeak>>
<<speak "kaitos.smug" >> I've got an idea. Luke's a law-man. How 'bout we put a pin in this and ask him later who's right? <</speak>>
<<text>>
You sigh.
<</text>>
<<case "press">>
<<text>>
You could waste the rest of your day quibbling on this hill with Kaitos - a prospect you both are too busy for and have zero interest in. You let the argument lapse.
<</text>>
<</switch>>
<<if $response != "intimidate">>
<<qSpeak "quincy.neutral" >> <<if $response == "disobey">>Fine.<<else>>Never mind.<</if>> We have more pressing matters to attend to. <</qSpeak>>
<<speak "kaitos.smile" >> We do? 'Thought you came out special just for me. Like... you missed me. <</speak>>
<<qSpeak "quincy.furrow" >> ''No.''<</qSpeak>>
<<else>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral" >> Now that we have come to an understanding, there is Convoy business to attend to. You will follow orders and accompany me. <</qSpeak>>
<<speak "kaitos.look" >> *He nods again.* <</speak>>
<<else>>
<<speak "kaitos.scoff" >> Sheesh, //got it//. <</speak>>
<<speak "kaitos.stare" >> Didja come out here just to bother me or what? <</speak>>
<<qSpeak "quincy.furrow" >> No. I am here on //Convoy business.// <</qSpeak>>
<<speak "kaitos.glance" >> *His cocked eyebrow turns from one of annoyance to one of interest.* What Convoy business? <</speak>>
<</if>>
<</if>>
<<if $response == "intimidate" && setup.checkPass()>>
<<text>>
It seems you have his cooperation for the time being.
<</text>>
<<else>>
<<text>>
He will need a briefing.
<</text>>
<</if>>
<<if $response != "intimidate">>
<<toneLoss "kaitos">>
<</if>>
@@.next;[[Continue.|S1E3: Gharkan Trading Hall Arrive]]@@<<text>>
In fact, the scribe seems to be waiting for you on one of the bridges. He sits on the planks with each arm looped through the rope suspension, his long legs dangling idly as he sucks at a fruit in one hand.
<</text>>
<<speak "kaitos.smile" >> Oh, hey. Was wondering when you'd get here. <</speak>>
<<speak "quincy.think" >> Is that a mango? <</speak>>
<<speak "kaitos.pleased" >> Uh-huh. Stern guy at the trading hall's got 'em. <</speak>>
<<text>>
The North is a long way for a mango to travel - especially one so fresh it could have been plucked from the tree yesterday. Some nomad, somewhere, must have happened across a lucky font.
``Kaitos pulls himself to his feet by the ropes.
<</text>>
<<speak "kaitos.glance" >> Asked around a bit about my uncle while I was waiting for you... haven't had much luck. <</speak>>
<<choose>>
[[I'm sorry to hear that.|S1E3: Gharkan Arrive 2][$response to "sorry"]]
[[It's unlikely he's been here.|S1E3: Gharkan Arrive 2][$response to "unlikely"]]
[[I don't know what you expected.|S1E3: Gharkan Arrive 2][$response to "dont"]]
<</choose>><<switch $response>>
<<case "sorry">>
<<toneGain "kaitos">>
<<qSpeak "quincy.neutral" >> Sorry to hear that. <</qSpeak>>
<<speak "kaitos.look" >> S'fine. *He sighs.* Just what I gotta do. <</speak>>
<<case "unlikely">>
<<toneGain "kaitos" "insight">>
<<qSpeak "quincy.lookaway" >> This would be a strange route for him to travel, you know. <</qSpeak>>
<<speak "kaitos.thinking" >> Strange guy, strange route. It'd make more sense than you'd think. <</speak>>
<<qSpeak "quincy.eyebrow" >> I'll have to take your word for it. <</qSpeak>>
<<case "dont">>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral" >> I don't know what you were expecting, picking a random town out on the frontier. <</qSpeak>>
<<speak "kaitos.stare" >> *He hasn't anything to say in his defense, so he simply <<snout "purses his lips" "flicks his whiskers">> and shrugs.* <</speak>>
<</switch>>
<<include "S1E3: Gharkan Trading Hall Arrive">><<if hasVisited("S1E3: Gharkan Arrive No K")>>
<<timebreak "day">>
<</if>>
<<text>>
As the two of you crest the hill, a trading hall creeps into view. It must be unmissable from the top of any hill in town: it is the only decorated building in Gharkan. The entrance is framed with red spruce, at the top of which a carved hare prances, carrying a sprig of tundra peppers. The wooden beast oversees the steady stream of customers flowing in and out of the doorway.
``...More customers than you'd expect for a town of this size.
<</text>>
<<if hasVisited("S1E3: Gharkan Arrive No K")>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.glance" >> . . . <</speak>>
<<text>>
The scribe has sulked through your entire summary. He hasn't made a single sound or motion of acknowledgement.
<</text>>
<<qSpeak "quincy.neutral" >> Asenath. Your expertise is required. <</qSpeak>>
<<speak "kaitos.sulk" >> I heard. I'll look 'round, figure out our options. <</speak>>
<<text>>
He swings around to enter the trading hall, only to cringe when you interject:
<</text>>
<<qSpeak "quincy.neutral" >> Wait. I'm accompanying you. <</qSpeak>>
<<speak "kaitos.glance" >> Why? <</speak>>
<<qSpeak "quincy.neutral" >> I am not letting you alone so soon, given your penchant to stray. <</qSpeak>>
<<speak "kaitos.sulk" >> 'Kay. <</speak>>
<<else>>
<<speak "kaitos.neutral" >> I'm pretty familiar with merchant contracts. Could help you find the right man. <</speak>>
<<qSpeak "quincy.furrow" >> I am aware. That is why this task was <b>supposed to be your job.</b> <</qSpeak>>
<<speak "kaitos.thinking" >> Oh... right. <</speak>>
<<speak "kaitos.neutralserious" >> I'll go have a look. See what our options are. Not too familiar with Northern-operated merchant guilds... but business is business. <</speak>>
<<text>>
He pivots on one foot, hands shoved in his trouser pockets, and sets off toward the trading hall. You trail after him.
<</text>>
<<speak "kaitos.stare" >> Um... you don't really need to come along. <</speak>>
<<qSpeak "quincy.neutral" >> I am not letting you alone so soon, given your penchant to stray. <</qSpeak>>
<<speak "kaitos.stare" >> ...'Kay. If you wanna. <</speak>>
<</if>>
<<else>>
<<speak "kaitos.neutral" >> Well, guess'll take a gander. See who's doing business. <</speak>>
<<text>>
He tosses his mango pit over his shoulder and rubs the juice on his gloves off on his trousers. The unicorn hide remains orange.
<</text>>
<<speak "kaitos.idle" >> To be honest, dunno much about which guilds operate up here. But everyone in Vestur speaks guilder, so... *He shrugs.* <</speak>>
<</if>>
<<include "S1E3: Church Bottleneck">><<text>>
The pair of you head in the direction of the market door. You are slowed before you can pass beneath the eaves. A soft cooing sound - which you had assumed to be the flock of doves passing overhead - intensifies. As it does, it takes on the nasal quality of man blowing into an instrument. Not the sound of an animal, but the gurgle of a dove-flute. And sure to be attached to a dove-flute is a church-man seeking to extract guilders from the passersby.
``Kaitos stops in his tracks and, as if trained, fishes a gold guilder coin from the pocket of his breeches.
<</text>>
<<speak "reverendHoly.neutral" >> Alms? Alms for your fellow Northernmen? <</speak>>
<<text>>
You are resigned to follow the scribe as he shoulders his way through the crowd. He parts them like grass with his tall frame, until finally he can stretch his arm far enough to drop his coin into a brass dish held in a reverend's outstretched hand.
``He turns to move on, but is instead held captive by the convention of accepting gratitude:
<</text>>
<<speak "reverendHoly.happy" >> The Architect smiles on the benevolence of your service - in both pledge and charity. <</speak>>
<<speak "reverendHoly.neutral">> And we of Isadore's Path thank you as well, Your Glove. Your guilder will help to spread the light of the Architect here in the North, //where his rays do not penetrate so deeply.// <</speak>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.stare" >> *His lips twitch, and a soft snort escapes his nose.* <</speak>>
<<else>>
<<speak "kaitos.smile" >> *His lips twitch, and a soft snort escapes his nose.* <</speak>>
<</if>>
<<speak "kaitos.neutralserious" >> *Then, he rearranges his face into one of complete neutrality.* Sure. 'Welcome. <</speak>>
<<text>>
The name "Isadore's Path" evokes nothing. But by the name, it's safe to assume this is Holy Cerostian initiative, if the man's white-and-silver robes weren't telling enough. The North sect, ever reclusive, seldom dabbles in street proselytization... and when they do, they do not //smile// about it.
``The plate is conspicuously empty. Only a few pennies sit around the gold guilder coin Kaitos deposited.
<</text>>
<<speak "reverendHoly.happy" >> If Your Glove so desires, I would be happy to confer my blessings. <</speak>>
<<speak "kaitos.glance" >> *He glances about the crowd and holds up his hands.* S'alright. I'm a Cetolist. <</speak>>
<<speak "reverendHoly.neutral" >> And what of your friend? *His eyes drift to you, glistening wetly in the low light of the market.* He is a Northern man. Alms for your people, Your Glove? <</speak>>
<<choose>>
<<buy 1 [[*Make a donation.*|S1E3: Church Bottleneck2]]>><</buy>>
<<link "@@.talk-action;You've no interest in funding the Church.@@ No." "S1E3: Church Bottleneck2">><<set $response to "nodonate">><</link>>
<</choose>><<if $response == "nodonate">>
<<set $tempQ.gharkan.donate to false>>
<<qSpeak "quincy.neutral" >> Not today. <</qSpeak>>
<<speak "reverendHoly.frown" >> I see. *The warmth in his voice vanishes, like a hot iron submerged in water.* Architect keep you well, Your Glove. <</speak>>
<<else>>
<<if $cFlags.kaitos.threats == undefined>>
<<toneGain "kaitos">>
<</if>>
<<set $tempQ.gharkan.donate to true>>
<<g>>
<<text>>
You fish in one of your overcoat pockets for some small coins, and come up with a handful of quarter-guilders. They make a metallic ring as they drop into the plate. The reverend beams.
<</text>>
<<speak "reverendHoly.happy" >> Your kindness will go feed the hungry and find the lost, Your Glove. <</speak>>
<<qSpeak "quincy.lookaway" >> Mm. <</qSpeak>>
<</if>>
<<text>>
Kaitos swings one long leg around and begins to lope away from the reverend, hands shoved irreverently in his pockets. Once again, you follow.
<</text>>
@@.next;[[Enter the trading hall.|S1E3: Gharkan Trading Hall First Entry]]@@<<locationBoardSetup `[
{img:"object/north_cloak.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/trade_peppers.png"}
]`>>
<<location "kagthur" `["Trading Hall","Gharkan"]`>>
<<text>>
Gharkan is by no stretch of the imagination a large town. Yet you find yourself in its modest trading hall pressed shoulder-to-shoulder with more browsers than the mountainside dwellings possibly could accommodate.
``In hindsight, the long line of hitched horses and handful of hares frolicking about the commons makes sense. As you edge your way through the crowd, you garner scoffs and grumbles, as if your large statures were the result of some purposeful inconsideration.
<</text>>
<<qSpeak "quincy.lookaway" >> *Eventually, you find an alcove where you may stand unharassed between a pair of stalls.* Is there some festival day I am not aware of? <</qSpeak>>
<<speak "kaitos.idle" >> My atlas said Gharkan's a "new business district of note." Thought it was a misprint. Guess not. <</speak>>
<<qSpeak "quincy.neutral" >> W-- <</qSpeak>>
<<speak "pegasus.baby.smile" "Pushy Southerner" `["shadow"]` >> @@.yell; UNBELIEVABLE SELECTION! GENUINE SOUTHERN SPICES! EXPERIENCE FLAVORS YOU CAN'T FIND EVEN IN WANDER FOOD! @@<</speak>>
<<text>>
Kaitos jumps; you reflexively pull the brim of your hat over your ears. The sudden explosion of this woman's voice is so shrill that a parrot's screaming at close distance might be easier on the ear.
``A few of the others wince... but most browsers simply hiss their teeth or tut. The commoner manning one of the stalls you and Kaitos are taking refuge between grumbles a small expletive beneath his breath. This has clearly been going on for some time. You scan for the source of the horrid voice.
<</text>>
<<img 3 "3_pegaintro.png" "The insufferably loud Southern woman calls to prospective customers." >>
<<speak "pegasus.baby.smile" "Pushy Southerner" >> @@.yell; SAY ''"I ADORE YOU"'' IN A WAY WORDS NEVER COULD! BEAUTIFUL PEWTER NECKLACES WITH <span class='singsong'>A GOLD-PLATED PENDANT - ALL THE SPARKLE, FRACTION THE COST!</span> ''THREE'' GUILDER!@@ <</speak>>
<<text>>
Clad in bright blues and with scandalously bare shoulders, this woman is a Southerner. She has claimed the centermost spot for her slanting, teetering booth. There is nowhere in the cramped hall to escape her. Not only does she shout, but she stands on top of her stall to wave her wares in the air; a flaking gold pendant shaped like a hawk dangles at the end of a dull chain clenched in her fist. A baby sits in the sling on her back, reaching for it with thoughtless, glassy eyes.
<</text>>
<<speak "kaitos.idle" >> *He tuts.* Hard tactics. <</speak>>
<<speak "pegasus.baby.smile" "Pushy Southerner" >> @@.yell;''BEAT'' THE DRY AIR! ''BANISH'' A YEAR'S WORTH OF ASHY SKIN WITH A YEAR'S WORTH OF SKIN CREAM! SPECIAL SALE - ''ONLY FOUR GUILDERS'' IF YOU BUY IN THE NEXT TEN MINUTES!@@ <</speak>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.stare" >> Bad form. Can't move tat with that approach. <</speak>>
<<else>>
<<speak "kaitos.stare" >> Sales're like... courting. Gotta leave the customers wanting to know more. Alluring-like. <</speak>>
<<qSpeak "quincy.neutral" >> ...Is it like courting? <</qSpeak>>
<<speak "kaitos.thinkinghard" >> Yeah. Well, kind of. Sort of. <</speak>>
<<speak "kaitos.stare" >> Anyway - bad form. Can't move tat with that approach. <</speak>>
<</if>>
<<text>>
But as Kaitos shakes his head, a cupped fist extends from the thronging crowd and drops three guilders into the merchant's outstretched hand. She hefts a small, oily barrel into their expecting arms in return.
``Kaitos blinks.
<</text>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.stare" >> Whatever. I'll go have a look-see 'round. See who looks like they know enough guys to feed a whole town or whatever. You ask around yourself. Or don't. *He gives a signature shrug.* <</speak>>
<<else>>
<<speak "kaitos.thinkinghard" >> Huh... maybe it works different for ladies. <</speak>>
<<speak "kaitos.neutral" >> Whatever. I'll go have a look-see 'round. See who looks like they know enough guys to feed a whole town or whatever. You ask around yourself. Or don't. *He gives a signature shrug.* <</speak>>
<</if>>
<<if hasVisited("S1E3: Gharkan Arrive No K") || hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>
<<qSpeak "quincy.furrow" >> And why exactly must this involve going off on your own? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> And why can't I come with you? <</qSpeak>>
<</if>>
<<speak "kaitos.idle" >> Easier. Like - one Southern glove asking around for deals is just another Tuesday. But add in a Northern one and you start to look like a Convoy - and well, a Convoy can pay better than the one guy. Gives them ideas. Better to keep quiet 'til we know the land, who we're dealing with. <</speak>>
<<speak "kaitos.stare">> Y'get me? <</speak>>
<<text>>
You incline your head. You are not sure what "ideas" he speaks of, but the concept is sound: he is an insider to this world, and you are not.
``Seeing that <<if hasVisited("S1E3: Gharkan Arrive No K") || hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>you have no further protests<<else>>you have no further questions<</if>>, the Viscount lopes off into the crowd. <<if hasVisited("S1E3: Gharkan Arrive No K") || hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>You allow him -- at his height, he is as conspicuous anywhere in the trading hall as the shouting merchant is. There is little chance of sudden disappearances.<</if>>
<</text>>
@@.next;[[Peruse the stalls.|S1E3: Gharkan Trading Hall]]@@<<text>>
The stalls and the noise grows tiresome. With some searching, you find an unused corner in which to wedge yourself and indulge in some reading. <<if hasVisited("S1E3: Gharkan Arrive No K") || hasVisited("PREP: Camp Kaitos - Naktoga Guilty")>>Occasionally, you stand to be sure Asenath has not availed himself of another opportunity escape, but his <<snout "dreaded head continues" "flopped ears continue">> to float atop the crowd.<</if>>
<</text>>
@@.next;[[Continue.|S1E3: Gharkan Trading Wait 2]]@@<<timebreak "day">>
<<text>>
You manage the better part of a chapter before the reds and maroons of Kaitos's cloak float into the edge of your vision. Folding back the corner of your current page, you lean in close to the scribe.
<</text>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.glance">> Hey. <</speak>>
<<else>>
<<speak "kaitos.neutral" >> Hey. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> *You drop your voice to not be overheard.* @@.whisper;Did you find any contract prospects?@@ <</qSpeak>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.neutralserious" >> @@.whisper;Yeah, you got choices.@@ <</speak>>
<<else>>
<<speak "kaitos.smile" >> @@.whisper;Uh-huh.@@ *He raises three fingers.* @@.whisper;We got choices.@@ <</speak>>
<</if>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.stare" >> @@.whisper;There's a guild, a mission, and a nomad.@@ <</speak>>
<<speak "kaitos.thinkinghard" >> @@.whisper;<sup>Nomad//s//...?</sup>@@ <</speak>>
<<speak "kaitos.neutralserious" >> *Straightening, he clarifies:* @@.whisper;Group of nomads. So: Wings of Fortune, Isadore's Path, and one nomads-group.@@ <</speak>>
<<else>>
<<speak "kaitos.pleased" >> @@.whisper;We got a guild, a mission, and one, uh, nomad.@@ <</speak>>
<<qSpeak "quincy.neutral" >> @@.whisper;//One// nomad...?@@ <</qSpeak>>
<<speak "kaitos.idle" >> @@.whisper;One guy in a group. One group'a nomads.@@ <</speak>>
<<speak "kaitos.neutralserious" >> *Straightening, he clarifies:* @@.whisper;So: Wings of Fortune, Isadore's Path, and one nomads-group.@@ <</speak>>
<</if>>
<<text>>
"Isadore's Path" was the name given by the reverend on the way in. It stands to reason that "the Wings of Fortune" is the identity of the guild from Kaitos's minimalist raffle.
<</text>>
<<passiveGate 1 `["hare",13]`>>
<<choose>>
[[Tell me about Wings of Fortune.|S1E3: Gharkan Trading Wait 3][$response to "fort"]]
[[Tell me about Isadore's Path.|S1E3: Gharkan Trading Wait 3][$response to "isa"]]
[[Tell me about the nomadic traders.|S1E3: Gharkan Trading Wait 3][$response to "nomads"]]
<</choose>><<if !hasVisited("S1E3: Gharkan Trading Wait 4")>>
<<qSpeak "quincy.neutral" >> @@.whisper;Tell me what you know about Isadore's Path.@@ <</qSpeak>>
<<speak "kaitos.stare" >> @@.whisper;We passed one on the way in, 'member?@@ *He jerks his thumb over his shoulder.* @@.whisper;One of those old efforts to spread word of The Architect up North.@@ <</speak>>
<<if $cFlags.kaitos.threats == undefined>>
<<speak "kaitos.smile" >> @@.whisper;Penetrating rays 'n all that.@@ <</speak>>
<</if>>
<<speak "kaitos.thinkinghard">> @@.whisper;I don't think they're really wanted around here. Not really sure why they stick around...@@ <</speak>>
<<else>>
<<speak "kaitos.stare" >> 'Course, they're Holy Cerostians, so. They go all Midland on you. All preachy 'n such. <</speak>>
<<speak "kaitos.glance" >> They got means and they got people, but... I think //they// wanna be helping out here more than anyone else //wants// their help out here. You follow? <</speak>>
<</if>><<if !hasVisited("S1E3: Gharkan Trading Wait 4")>>
<<qSpeak "quincy.neutral" >> @@.whisper;What do you know about these nomads?@@ <</qSpeak>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.glance" >> @@.whisper;Not much. They're from further up there, yeah?@@ *He points up.* <</speak>>
<<speak "kaitos.neutralserious" >> @@.whisper;But they got a lotta food with them. Like, //a lot// a lot. And not just like, moose hooves or whatever. ''Real'' fruit.@@ <</speak>>
<<else>>
<<speak "kaitos.idle" >> @@.whisper;Not much. They're from further up there, yeah?@@ *He points up.* <</speak>>
<<speak "kaitos.surprised" >> @@.whisper;But they got a lotta food with them. Like, //a lot// a lot.@@ <</speak>>
<<speak "kaitos.look" >> @@.whisper;And not just like, moose hooves or whatever. ''Real'' fruit.@@ <</speak>>
<</if>>
<<if !hasVisited("S1E3: Gharkan Arrive No K")>>
<<speak "kaitos.look" >> @@.whisper;S'where I got the mango.@@ *He scratches his head.* @@.whisper;Might go back for another...@@ <</speak>>
<<elseif $tempQ.gharkan.kScare == undefined>>
<<speak "kaitos.look" >> @@.whisper;Honestly, got real hungry just looking...@@ <</speak>>
<</if>>
<<else>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.glance" >> Dunno much about dealing with nomads. Not exactly big buyers of Southern rum, yeah? But I always heard they can cut a good deal if they feel like it. <</speak>>
<<speak "kaitos.stare" >> Hesitant to make long commitments. //Unconventional// terms. But when they do business, they do it good and cheap. 'Least that's what they say in the South. I think the guy with the can'alopes's the only one of 'em actually here right now, though... no idea if he's someone who can deal for his clan. <</speak>>
<<else>>
<<speak "kaitos.idle" >> Dunno much about dealing with nomads. Not exactly big buyers of Southern rum, yeah? But I always heard they can cut a good deal if they feel like it. <</speak>>
<<speak "kaitos.stare" >> Hesitant to make long commitments. //Unconventional// terms. But when they do business, they do it good and cheap. 'Least that's what they say in the South. <</speak>>
<<speak "kaitos.neutral" >> I think the guy with the can'alopes's the only one of 'em actually here right now, though... no idea if he's someone who can deal for his clan. <</speak>>
<</if>>
<</if>><<if !hasVisited("S1E3: Gharkan Trading Wait 4")>>
<<qSpeak "quincy.neutral" >> @@.whisper;Do you know anything about these "Wings of Fortune" people?@@ <</qSpeak>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.stare" >> @@.whisper;Yeah. Southern guild.@@ *He holds his hand apart.* @@.whisper;Not a big fish, but like, a middle fish.@@ *He brings them minutely closer together. You did not require the visual.* <</speak>>
<<speak "kaitos.neutralserious" >> @@.whisper;Can't compete with guilds backed by a Southern Lord. So they gotta spread thin - y'know, like up here - and take risks where Southern Lords aren't.@@ <</speak>>
<<else>>
<<speak "kaitos.idle" >> @@.whisper;Yeah. Southern guild.@@ *He holds his hand apart.* @@.whisper;Not a big fish, but like, a middle fish.@@ *He brings them minutely closer together. You did not require the visual.* <</speak>>
<<speak "kaitos.neutral" >> @@.whisper;Can't compete with guilds backed by a Southern Lord. So they gotta spread thin - y'know, like up here - and take risks where there's no Southern Lords to worry 'bout'.@@ <</speak>>
<</if>>
<<else>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.neutralserious" >> Wings're Southern. Not big, just mid-sized, so they set up where the bigger guilds don't. In the South, that's islands. Midland, it's the east coast. North... well, suppose it's here. *He shrugs.* One of their guys's set up somewhere in the back of the market. <</speak>>
<<speak "kaitos.thinkinghard" >> They're known for making bets, so I think we got a chance. 'Course, it'll take some talking to convince 'em there's something to win betting on a dead little frontier town. <</speak>>
<<else>>
<<speak "kaitos.idle" >> Wings're Southern. Not big, just mid-sized, so they set up where the bigger guilds don't. <</speak>>
<<speak "kaitos.glance" >> In the South, that's islands. Midland, it's the east coast. North... well, suppose it's here. *He shrugs.* One of their guys's set up somewhere in the back of the market. <</speak>>
<<speak "kaitos.thinking" >> They're known for making bets, so I think we got a chance. 'Course, it'll take some talking to convince 'em there's something to win betting on a dead little frontier town. <</speak>>
<</if>>
<</if>><<set $tempQ.gharkan.first to $response>>
<<switch $response>>
<<case "fort">>
<<include "S1E3: Gharkan Trading Stub Wings">>
<<case "isa">>
<<include "S1E3: Gharkan Trading Stub Isa">>
<<case "nomads">>
<<include "S1E3: Gharkan Trading Stub Nomads">>
<</switch>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
Among the patter of a dozen conversations in the hall, you catch the whisper of a stranger. The voice lodges itself in your ears.
<</text>>
<<else>>
<<text>>
Your attempts to focus on the scribe's explanations are undermined by the background patter of a dozen parallel exchanges. Try as you might to ignore them, tendrils of conversation keep catching your ear.
<</text>>
<</if>>
<<switch $response>>
<<case "fort">>
<<speak "pegasus.baby.neutral" "Hushed Voice" `["shadow"]` >> <sup>@@.whisper;Well they COULD compete! They just don't have the you-know-whats for it!@@</sup> <</speak>>
<<case "isa">>
<<speak "pegasus.baby.neutral" "Hushed Voice" `["shadow"]` >> <sup>@@.whisper; 'Cause nothing's better than tapping into a new market! @@</sup> <</speak>>
<<case "nomads">>
<<speak "pegasus.baby.neutral" "Hushed Voice" `["shadow"]` >> @@.whisper; Oh, they've got more than <span class='lilt'>juicy mangoes</span> over there. @@ <</speak>>
<</switch>>
<<if setup.gatePass(1)>>
<<text>>
Someone is eavesdropping. And is foolish enough to //offer commentary// while doing so.
<</text>>
<<speak "kaitos.neutral" >> @@.whisper;Also --@@ <</speak>>
<<qSpeak "quincy.furrow" >> Quiet. <</qSpeak>>
<<if $tempQ.gharkan.kScare>>
<<speak "kaitos.stare" >> Uh..? <</speak>>
<<else>>
<<speak "kaitos.stare" >> Okay...? <</speak>>
<</if>>
<<text>>
Frowning, you turn and scan the crowd for this interloper.
<</text>>
<<else>>
<<text>>
You share your head, as though that might reset your senses.
<</text>>
<<qSpeak "quincy.neutral" >> We might want to discuss this elsewhere. This hall is too noisy. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> I keep overhearing some woman's conversation. <</qSpeak>>
<<speak "kaitos.stare" >> Huh. Strange. <</speak>>
<<speak "pegasus.baby.neutral" "Hushed Voice" `["shadow"]` >> <sup>@@.whisper;Very strange!@@</sup> <</speak>>
<<text>>
That one was perhaps a little //too// clear. You turn your head and search for the source, brow furrowed. And it cannot be only you - Kaitos now bobs his head like a bird, scanning the crowd.
<</text>>
<</if>>
<<if hasVisited("S1E3: Gharkan Pegasus First")>>
<<speak "pegasus.baby.neutral" >> @@.lilt;Hello again!@@ <</speak>>
<<else>>
<<speak "pegasus.baby.neutral" "Pushy Southerner" >> @@.lilt;Hello!@@ <</speak>>
<</if>>
<<text>>
It is none other than that
<<if hasVisited("S1E3: Gharkan Pegasus First")>>"Pegasus's Pieces" woman, with her goggling infant.<<else>>screaming Southerner from earlier.<</if>> She has seemingly abandoned her stall in favor of standing behind you with a peach in her hand. The infant stares you down as it slowly advances a paste of already-chewed peach into its mouth, intermittently spitting it back out into its hand so that it might experience the mash all over again. Its mother's gaze is no less unsettling.
<</text>>
<<if setup.gatePass(1)>><<set _quincyface to "quincy.furrow">><<else>><<set _quincyface to "quincy.surprised">><</if>>
<<choose _quincyface>>
[[...Have you been there the whole time?|S1E3: Gharkan Trading Wait 4][$response to "have"]]
[[Don't you know it's rude to eavesdrop?|S1E3: Gharkan Trading Wait 4][$response to "dont"]]
[[Begone. This doesn't concern you.|S1E3: Gharkan Trading Wait 4][$response to "gone"]]
<</choose>><<if hasVisited("S1E3: Gharkan Pegasus First")>>
<<set _pegaName to "Pegasus">>
<<else>>
<<set _pegaName to "Pushy Southerner">>
<</if>>
<<switch $response>>
<<case "have">>
<<qSpeak "quincy.lookaway" >> ...Have you been standing here this whole time? <</qSpeak>>
<<speak "pegasus.baby.smile" _pegaName >> Long enough that I've learned how to properly bathe a hare! I'll remember not to stand in striking range while cleaning their ears! <</speak>>
<<speak "pegasus.baby.neutral" _pegaName >> But don't you worry none! Ol' Pegasus wasn't prowling about for no reason! <</speak>>
<<case "dont">>
<<qSpeak "quincy.furrow" >> It's rude to eavesdrop. <</qSpeak>>
<<speak "pegasus.baby.smile" _pegaName >> Sure is! As are a lot of things that make good business! Tall-n-Southern there would agree with me! Wouldn't he? <</speak>>
<<speak "kaitos.neutral" >> I- <</speak>>
<<speak "pegasus.baby.smile" _pegaName >> <b>See?!</b> *She pats his arm, which he retracts back beneath his poncho.* <</speak>>
<<case "gone">>
<<qSpeak "quincy.furrow" >> Begone. Our matters don't concern you. <</qSpeak>>
<<speak "pegasus.baby.neutral" _pegaName >> Oh, but it does, my friend! <</speak>>
<</switch>>
<<speak "pegasus.baby.neutral" >> Now,<<if hasVisited("S1E3: Gharkan Pegasus First")>> as you're well aware,<</if>> my claim to fame is being @@.singsong;Pegasus Asteros@@ of @@.surprise;Pegasus Pieces!@@ But lo, I am a woman of many talents. I am //also// @@.intense;Pegasus Asteros@@ of @@.lilt;Asteros Advice.@@ <</speak>>
<<speak "pegasus.baby.smile">> @@.singsong;When professional decisions are being made, it helps to consult a Peg-fessional!@@ <</speak>>
<<text>>
"Peg" sounds little, if anything, like "pro."
<</text>>
<<speak "pegasus.baby.concern" >> You fellas are dealing with a lot of money! With it comes treading the treacherous waters of @@.intense;financial risk.@@ Allow me to be your woodsman, guiding you to the haven of sound investment. <</speak>>
<<speak "pegasus.baby.smile" >> Again. You want the help of a @@.lilt;Peg-fessional!@@ <</speak>>
<<text>>
Her infant is done chewing its peach paste. It flings the mash from sticky fingers, and it lands on the hat of a passing man with a muffled, moist slap.
<</text>>
<<choose "quincy.lookaway">>
[[I suppose that follows.|S1E3: Gharkan Trading Wait PegaReply][$response to "follow"]]
[[What are your credentials?|S1E3: Gharkan Trading Wait PegaReply][$response to "cred"]]
[[I'm not paying for the advice of some random charlatan.|S1E3: Gharkan Trading Wait PegaReply][$response to "charl"]]
<</choose>><<switch $response>>
<<case "follow">>
<<qSpeak "quincy.think" >> I suppose that makes s-- <</qSpeak>>
<<text>>
It mustn't register to the strange Southerner that you're //agreeing// to the idea, for she waves her index finger in front of your face and cuts you off.
<</text>>
<<case "cred">>
<<qSpeak "quincy.eyebrow" >> What experience do you h--<</qSpeak>>
<<text>>
She cuts you off, waggling her index finger in front of your face.
<</text>>
<<case "charl">>
<<qSpeak "quincy.furrow" >> I am not paying for the advice of some market charla-- <</qSpeak>>
<<text>>
But your contempt simply slides off her like water off a seal's fur.
<</text>>
<</switch>>
<<speak "pegasus.baby.neutral" >> @@.intense;Ah-bup-bup!@@ No need to decide now. You're a thoughtful man who //clearly// needs time to turn over his options. Here, take a card and have a think on it. <</speak>>
<<text>>
She hands you a small scrap of parchment paper, which looks to have been scored by a knife into the approximate shape of a rectangle. Above the words "Asteros Advice" is a drawing of a horse with... what looks to be disturbing //hands// coming out of its hindquarters--
<</text>>
<<speak "kaitos.surprised" >> Oh, wait. Those're wings. <</speak>>
<<text>>
...disturbingly //hand-like wings// coming out of its hindquarters. One ear is absurdly large, with the words //"here to lend an ear!"// written in small letters next to it.
<</text>>
<<itemAdd "asteroscard">>
<<speak "pegasus.baby.wink" >> You know where to find me, should you need me. <</speak>>
<<text>>
She gives a theatrical bow, causing her child to burble in delight at being pitched forward, and then departs. You and Kaitos watch her go... only to sit back down at her stall and hang a small wooden plaque beneath the topboard of her stall, reading //"Asteros Advice is now open."//
<</text>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>><<else>>
<<speak "kaitos.thinkinghard" >> *He says, while looking down at the card you were given:* ...S'not a very good horse. <</speak>>
<<qSpeak "quincy.eyebrow" >> No. <</qSpeak>>
<</if>>
<<qSpeak "quincy.lookaway" >> Uh. What was that you were saying, Asenath? <</qSpeak>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.scoff" >> *He exhales loudly.* <</speak>>
<<else>>
<<speak "kaitos.thinkinghard" >> Oh yeah... right... <</speak>>
<</if>>
@@.next;[[Continue.|S1E3: Gharkan Trading Explain]]@@<<switch $tempQ.gharkan.first>>
<<case "fort">>
<<speak "kaitos.neutralserious" >> So, like I was saying: Wings of Fortune're our guild option. <</speak>>
<<include "S1E3: Gharkan Trading Stub Wings">>
<<speak "kaitos.thinking" >> If we don't wanna do business with the guild... we could try bargaining with them nomads. <</speak>>
<<include "S1E3: Gharkan Trading Stub Nomads">>
<<speak "kaitos.idle" >> And if nomads don't wanna, then, well... guess Isadore's Path might do us a charity... <</speak>>
<<include "S1E3: Gharkan Trading Stub Isa">>
<<case "isa">>
<<speak "kaitos.glance" >> So, like I was saying: the guy outside with the bird flute? Reverend for Isadore's Path? S'not a guild, but might help anyway. <</speak>>
<<include "S1E3: Gharkan Trading Stub Isa">>
<<speak "kaitos.look" >> It's //an// option we got, but they're not really merchants... y'know? Not like the Wings of Fortune. <</speak>>
<<include "S1E3: Gharkan Trading Stub Wings">>
<<speak "kaitos.stare" >> Then there's also the nomads... <</speak>>
<<include "S1E3: Gharkan Trading Stub Nomads">>
<<case "nomads">>
<<speak "kaitos.stare" >> So, like I was saying: we might be able to do business with the nomads. <</speak>>
<<include "S1E3: Gharkan Trading Stub Nomads">>
<<speak "kaitos.thinkinghard" >> We also have the Wings of Fortune as our guild option. <</speak>>
<<include "S1E3: Gharkan Trading Stub Wings">>
<<speak "kaitos.glance" >> And if Wings don't wanna, then, well... guess Isadore's Path might do us a charity... <</speak>>
<<include "S1E3: Gharkan Trading Stub Isa">>
<</switch>>
<<speak "kaitos.look" >> S'About all I got. <</speak>>
<<choose>>
[[Thank you.|S1E3: Gharkan Trading Explain2][$response to "thanks"]]
[[...But which one is the best choice?|S1E3: Gharkan Trading Explain2][$response to "best"]]
[[That's all? It's not much to go on.|S1E3: Gharkan Trading Explain2][$response to "not"]]
<</choose>><<if $response == "thanks">>
<<qSpeak "quincy.neutral" >> Thank you. <</qSpeak>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.scoff" >> Mm. <</speak>>
<<else>>
<<toneGain "kaitos">>
<<speak "kaitos.glance" >> *He shrugs.* Doin' what I can... <</speak>>
<</if>>
<<qSpeak "quincy.think" >> It's left entirely up to me to decide, then. <</qSpeak>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.idle" >> @@.lilt;Mm-hmm.@@ <</speak>>
<<else>>
<<speak "kaitos.glance" >> 'Fraid so, man. <</speak>>
<</if>>
<<elseif $response == "best">>
<<toneLoss "kaitos" "insight">>
<<text>>
He's presented three choices, but you feel no more equipped to make a decision.
<</text>>
<<qSpeak "quincy.think" >> And which of these three is the most prudent choice? <</qSpeak>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<text>>
The Southerner's face scrunches as though you've asked something obscene of him.
<</text>>
<<speak "kaitos.disgruntled" >> I dunno; you're the Right Hand. <</speak>>
<<speak "kaitos.scoff" >> Figure it out. <</speak>>
<<else>>
<<text>>
He merely offers a listless shrug.
<</text>>
<<speak "kaitos.stare" >> I'unno. You're the Right Hand. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> Yes, but you're a Southerner and the Convoy's scribe. Surely you have advice? <</qSpeak>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<text>>
He merely shrugs in reply.
<</text>>
<<speak "kaitos.stare" >> Maybe, but choosing? S'bove my pay, Duke Handy. <</speak>>
<<else>>
<<text>>
He only shakes his head, dreads bouncing. He holds out his hands with palms upturned, as if to show you he hasn't anything more to offer.
<</text>>
<<speak "kaitos.glance" >> I mean, yeah, maybe. But choosing? S'bove my pay. <</speak>>
<</if>>
<<else>>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.eyebrow" >> That's all you've been able to glean? That's not much to go on. <</qSpeak>>
<<if $tempQ.gharkan.kScare || $cFlags.kaitos.threats >= 1>>
<<toneLoss "kaitos">>
<<speak "kaitos.scoff" >> @@.lilt;"Not much to go on."@@ <</speak>>
<<speak "kaitos.stare" >> D'like to see //you// do a better job in half an hour. <</speak>>
<<else>>
<<speak "kaitos.stare" >> *He shrugs.* S'what I could get in half an hour. <</speak>>
<</if>>
<<qSpeak "quincy.furrow" >> It seems I must do everything myself, then. <</qSpeak>>
<<speak "kaitos.idle" >> I mean, //yeah//. S'your job. <</speak>>
<</if>>
<<if hasVisited("S1E3: Gharkan Arrive No K")>>
<<speak "kaitos.look" >> Look, I got my own work here. //Official Convoy business.// <</speak>>
<<qSpeak "quincy.eyebrow" >> //Official Convoy business?// Really. <</qSpeak>>
<<speak "kaitos.scoff" >> S'what I said. Gotta get some food and other stuff, take it back to Yolmar. Luke said yesterday hungry people need food, and so I should get the food tomorrow, and now it's tomorrow. <</speak>>
<<speak "kaitos.stare" >> S'kinda one of the reasons I came? <</speak>>
<<if hasVisited("S1E3: Yolmar Interlude Contract")>>
<<text>>
Come to think of it, Lucas //had// mentioned something of the sort last night. Perhaps he had already given Kaitos the order? But...
<</text>>
<<qSpeak "quincy.eyebrow" >> If that were the case, then why did you say you came to look for your uncle? <</qSpeak>>
<<speak "kaitos.stare" >> 'Cause I did. Guy can have two reasons. <</speak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> You said you came to look for your uncle. <</qSpeak>>
<<speak "kaitos.stare" >> Guy can have two reasons. <</speak>>
<</if>>
<<elseif hasVisited("S1E3: Yolmar Interlude Contract")>>
<<speak "kaitos.look" >> Look, I'm s'pposed to come back with supplies for a whole village, remember? So... I should do that scribe thing and get supplied. And you should do your Right Hand thing and decide stuff. Yeah? <</speak>>
<<qSpeak "quincy.lookaway" >> Ah. Right. <</qSpeak>>
<</if>>
<<text>>
It appears you are on your own.
<</text>>
@@.next;[[Continue.|S1E3: Gharkan StartEnd]]@@<<addTask "13-yolmar-nomads" "start">>
<<addTask "13-yolmar-wof" "start">>
<<addTask "13-yolmar-ip" "start">>
<<addCodex "pegasus">>
<<addCodex "nomads">>
<<addCodex "storytellers">>
<<addCodex "snowshoe">>
@@.next;[[Continue.|S1E3: Gharkan Trading Hall]]@@<<locationBoardSetup `[
{img:"object/fruit.png"},
{img:"settle/north_tradinghall.png"},
{img:"barrels.png"}
]`>>
<<location "kagthur" `["Fruit Stall","Trading Hall"]`>>
<<text>>
Amidst the buzz of commerce, one stall carries out its transactions in near silence. Unassuming in its display, the wares speak for themselves: a trove of shining red cherries, melons of all shapes and sizes, grapes green and violet, and many more fruits out of place and season on the spring tundra. In the Midland, one might find such variety in a bowl on a Nobleman's dining table, imported and assembled for the viewing pleasure of his guests, but here on the frontier, such variety is only found at green fonts.
``The man behind the stall is a nomad. If the wander food he sold did not tell you already, the make of his cloak and hat would. After a long winter of cold, wrinkly fall apples, Gharkan starves for fresh fruit, and he hardly charges for the pleasure. The old woman in front of you beams as she exchanges a few paltry coins for a basket of peaches.
``The nomadic clans of the North have a reputation for being tight-lipped. This man is no exception. He has hardly said a word since you became aware of him, and though his eyes linger on your gloves he greets you with the same taciturn nod as he does all the rest.
<</text>>
<<speak "stan.neutral" "Nomad Trader">> @@.on;. . .@@ <</speak>>
<<qSpeak "quincy.think">> Hm. Only two guilders for that many grapes? <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader">> @@.on;For them.@@ *He points his chin towards the crowd.* @@.on;For gloves, six.@@ <</speak>>
<<qSpeak "quincy.surprised">> Six? <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader">> @@.on;Six.@@ <</speak>>
<<include "S1E3: cg options">><<locationBoardSetup `[
{img:"object/fruit.png"},
{img:"settle/north_tradinghall.png"},
{img:"barrels.png"}
]`>>
<<location "kagthur" `["Fruit Stall","Trading Hall"]`>>
<<speak "stan.neutral" "Nomad Trader">> @@.on;. . .@@ <</speak>>
<<text>>
Amidst the buzz of commerce, one stall carries out its transactions in near silence. Unassuming in its display, the wares speak for themselves: a trove of shining red cherries, melons of all shapes and sizes, grapes green and violet, and many more fruits out of place and season on the spring tundra. In the Midland, one might find such variety in a bowl on a Nobleman's dining table, imported and assembled for the viewing pleasure of his guests, but here on the frontier, such variety is only found at green fonts.
<</text>>
<<include "S1E3: cg options">><<shop `[{id:"yolmar-cherries",text:"A bunch of sweet cherries. Usually, this variety only grows further south... it's strange to see them fresh and uncandied.",cost:1,pass:"S1E3: cg Cherries"},{image:{
url:"peach.png"},name:"Peach",text:"In the North, peaches don't ripen until well into the summer without the help of meur. These look as though they were picked in peak season."},{image:{
url:"cantaloupe.png"},name:"Cantaloupe",text:"You don't care how good it allegedly tastes. You have no desire to carry a huge melon across the tundra."},{image:{
url:"pineapple.png"},name:"Pineapple",text:"That looks even more terrible to carry around than the cantaloupe."},{image:{
url:"pear.png"},name:"Pear",text:"You find that pears are just barely tolerable when eaten hard and green. These are completely ripe."},{id:"yolmar-grapes",text:"A massive cluster of deep purple grapes. They remind you of those that grow in the Andimeur Sovereignty.",cost:6,pass:"S1E3: cg Grapes"}]`>><</shop>>
<<choose>>
<<actions
[[Why charge me more?|S1E3: market canteloupe expense]]
[[Did you pass the town of Yolmar on your way in?|S1E3: market canteloupe yolmar]]
[[Does your clan have a lot of access to wander food?|S1E3: market canteloupe wander]]>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</choose>><<qSpeak "quincy.furrow">> Why charge me triple cost? <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader" >> @@.on;You want fruit. Others <b>need</b> fruit. If you do not wish to pay, do not buy.@@ <</speak>>
<<include "S1E3: cg options">><<text>>
Not only does the man sell a bounty, but he sells it cheap. This must be a time of excess for his people.
<</text>>
<<qSpeak "quincy.neutral">> Your clan must have access to a lot of wander food. <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader" >> @@.on;While Amalugh watches.@@ <</speak>>
<<include "S1E3: cg options">><<qSpeak "quincy.neutral">> Did you happen to pass by the town of Yolmar on your way in? <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader">> *He gives a silent nod of the head.* <</speak>>
<<qSpeak "quincy.eyebrow">> You didn't stop...? <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader">> @@.on;Ruvi will not stop for a font which has borne its last fruit.@@ <</speak>>
<<qSpeak "quincy.think">> "Ruvi"... your hare, I presume? <</qSpeak>>
<<speak "stan.neutral" "Nomad Trader">> *He nods again.* <</speak>>
<<include "S1E3: cg options">><<if hasVisited("S1E3: Market fruit salesman Deal")>>
<<set _stanName to "Stan">>
<<else>>
<<set _stanName to "Nomad Trader">>
<</if>>
<<qSpeak "quincy.neutral">> *You extend the six guilders...* <</qSpeak>>
<<speak "stan.neutral" _stanName>> *...and he passes you an unwieldy bunch of grapes in response.* <</speak>>
<<g>>
<<itemAdd "yolmar-grapes">>
<<if hasVisited("S1E3: Market fruit salesman Deal")>>
<<include "S1E3: cg deal options">>
<<else>>
<<include "S1E3: cg options">>
<</if>><<if hasVisited("S1E3: Market fruit salesman Deal")>>
<<set _stanName to "Stan">>
<<else>>
<<set _stanName to "Nomad Trader">>
<</if>>
<<qSpeak "quincy.neutral">> *Wordlessly, you hand him the cost of the cherries...* <</qSpeak>>
<<speak "stan.neutral" _stanName>> *...and he hands you the fruit in turn.* <</speak>>
<<g>>
<<itemAdd "yolmar-cherries">>
<<if hasVisited("S1E3: Market fruit salesman Deal")>>
<<include "S1E3: cg deal options">>
<<else>>
<<include "S1E3: cg options">>
<</if>><<shop `[{id:"yolmar-cherries",text:"A bunch of sweet cherries. This variety usually only grows further south... it's strange to see them fresh and uncandied.",cost:1,pass:"S1E3: cg Cherries"},{image:{
url:"peach.png"},name:"Peach",text:"In the North, peaches don't ripen until well into the summer without the help of meur. These look as though they were picked in peak season."},{image:{
url:"cantaloupe.png"},name:"Cantaloupe",text:"You don't care how good it allegedly tastes. You have no desire to carry a huge melon across the tundra."},{image:{
url:"pineapple.png"},name:"Pineapple",text:"That looks even more terrible to carry around than the cantaloupe."},{image:{
url:"pear.png"},name:"Pear",text:"You find that pears are just barely tolerable when eaten unripe. These are completely ripe."},{id:"yolmar-grapes",text:"A massive cluster of deep purple grapes. They remind you of the sort that grow in the Andimeur Sovereignty.",cost:6,pass:"S1E3: cg Grapes"}]`>><</shop>>
<<include "S1E3: tradefix canteloupe 3 choices">><<locationBoardSetup `[
{img:"object/north_cloak.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/trade_peppers.png"}
]`>>
<<location "kagthur" `["Trading Hall","Gharkan"]`>>
<<set _kbehavior = random(1, 5)>>
<<switch _kbehavior>>
<<case 1>>
<<text>>
You find Kaitos perusing the furrier's stall. He makes faces of discomfort at the pelts which still have faces attached.
<</text>>
<<speak "kaitos.doleful">> Yeesh. <</speak>>
<<case 2>>
<<text>>
Kaitos rocks on his heels, watching the way his boots leave imprints in the dirt. He appears rather... off-task.
<</text>>
<<speak "kaitos.stare">> . . . <</speak>>
<<case 3>>
<<text>>
Kaitos chews his lip, watching <<if hasVisited("S1E3: Gharkan Pegasus First") || hasVisited("S1E3: Gharkan Trading Wait 2")>>Pegasus<<else>>the shouting merchant woman<</if>> sell a gentleman a very large and ridiculous looking Midland men's hat from a fashion at least thirty years out of date.
<</text>>
<<speak "kaitos.thinking">> Woah. S'even bigger than yours... <</speak>>
<<case 4>>
<<text>>
As Kaitos inspects the fruit stall once again, he whistles a tune of unknown origin. It would not trouble you so, //if// he could recall more than a few notes of the melody.
<</text>>
<<speak "kaitos.look">> Hm? <</speak>>
<<case 5>>
<<text>>
For once, Kaitos appears to be doing his job. He thumbs through his pocket book and makes some tallies whilst scrutinizing a sack of rye.
<</text>>
<<speak "kaitos.glance">> Hm? <</speak>>
<</switch>>
<<include "S1E3: market kaitos Q">><<set _allAdvice to false>><<set _advicePass to false>>
<<if hasVisited("S1E3: tradefix kaitos path","S1E3: tradefix kaitos wings","|S1E3: tradefix kaitos nomad")>><<set _allAdvice to true>><</if>>
<<if passage() == "|S1E3: tradefix kaitos wings" || passage() == "|S1E3: tradefix kaitos nomad" || passage() == "|S1E3: tradefix kaitos path">><<set _advicePass to true>><</if>>
<<if _allAdvice && _advicePass>>
<<qSpeak "quincy.lookaway">> So each and every one of these proposals is flawed, then? <</qSpeak>>
<<speak "kaitos.look">> Hm? Yeah, I guess. <</speak>>
<<choose>>
[[Thank you for your honest opinion, I suppose...|S1E3: market kaitos all][$response to "thanks"]]
[[Of course your advice is useless.|S1E3: market kaitos all][$response to "useless"]]
<</choose>>
<<else>>
<<choose>>
<<if setup.hasItem("pegasus-kal") && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<present "pegasus-kal" [[I have information on your uncle's whereabouts.|S1E3: tradefix kaitos kaltell]]>><<if $cFlags.kaitos.threats >= 1>>
<<script>>
setup.skillCheck(["etiq",8],2,false);
<</script>>
<<else>>
<<script>>
setup.skillCheck(["etiq",12],2,false);
<</script>>
<</if>><</present>>
<</if>>
<<onceLink "How goes your work?" "S1E3: tradefix kaitos supply">><</onceLink>>
<<if hasVisited("S1E3: tradefix canteloupe 2") && $tempQ.yolmar.hareFail != true>>
<<actions [[Your opinion on the nomads' proposal...|S1E3: tradefix kaitos nomad]]>>
<</if>>
<<if hasVisited("S1E3: market wings 2") && $tempQ.yolmar.forgeFail != true>>
<<actions [[Your opinion on the Wings of Fortune's proposal...|S1E3: tradefix kaitos wings]]>>
<</if>>
<<if hasVisited("S1E3: market path 2")>>
<<actions [[Your opinion on Isadore's Path's proposal...|S1E3: tradefix kaitos path]]>>
<</if>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</choose>>
<</if>><<qSpeak "quincy.think">> How goes your work? Are you finding everything the Prince has requested? <</qSpeak>>
<<speak "kaitos.thinking">> S'going. I've bought... a lotta cheeses, a pickle barrel... <</speak>>
<<speak "kaitos.thinkinghard">> That's about all that Bumbo can carry by himself, so... not really sure what to do about this other stuff. How much carrying can, uh, a hare handle? <</speak>>
<<qSpeak "quincy.eyebrow">> About the same as a horse. Perhaps a few pounds less. <</qSpeak>>
<<speak "kaitos.thinkinghard">> *He furrows his brow and nods.* Few pickles less. Got it. <</speak>>
<<include "S1E3: market kaitos Q">><<text>>
You recount Stan's proposal.
<</text>>
<<qSpeak "quincy.tilt">> ...And so, his clan is willing to offer aid on the condition that Yolmar surrender the hare that was just kitted. <</qSpeak>>
<<text>>
Kaitos simply blinks in response.
<</text>>
<<if $cFlags.kaitos.threats >= 1 && $cFlags.kaitos.truce != true>>
<<speak "kaitos.stare">> ...So? <</speak>>
<<text>>
His tone is light and indifferent, his eyes empty of understanding. Looking upon you with <<snout "" "ears held uncertain and ">>an eyebrow quirked, it is as though he hasn't any idea why you are asking him to begin with.
<</text>>
<<qSpeak "quincy.eyebrow">> I'm asking your opinion on the fairness of this trade. <</qSpeak>>
<<speak "kaitos.disgruntled">> *He wrinkles his <<snout "nose" "snout">>.* I don't know, man! Why're you asking me? <</speak>>
<<qSpeak "quincy.furrow">> You're in charge of the Convoy finances. <</qSpeak>>
<<speak "kaitos.scoff">> I dunno what a hare's worth, man, I'm from //Octantis!// Does it cost like, what a horse costs? Or what? <</speak>>
<<qSpeak "quincy.tilt">> *You shake your head, frustrated.* It's not about what the hare is worth //monetarily!// <</qSpeak>>
<<speak "kaitos.stare">> Then //whassit about?// <</speak>>
<<else>>
<<speak "kaitos.thinking">> . . . <</speak>>
<<qSpeak "quincy.eyebrow">> I'm asking your opinion on the fairness of this trade. <</qSpeak>>
<<speak "kaitos.thinkinghard">> I'm from the South, man. Dunno what a hare's worth. Is it like, a horse...? <</speak>>
<<qSpeak "quincy.lookaway">> It's not about what the hare is worth //monetarily.// <</qSpeak>>
<<speak "kaitos.look">> Oh. *He tilts his head.* ...Then whassit about? <</speak>>
<</if>>
<<text>>
The ignorance of men untouched torments you. Always asking you to translate what is innately known into imprecise //words!//
<</text>>
<<qSpeak "quincy.think">> //It's about--// it's about the, ah... <</qSpeak>>
<<speak "kaitos.idle">> The emotional cost? *He guesses, idly scratching a patch of his jaw where <<snout "his beard hairs have begun to reemerge" "the fur has grown long">> since his last shave.* <</speak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "kaitos.look">> 'Cause, from that angle, looks like you've already decided: too high... <</speak>>
<<text>>
<<if $cFlags.kaitos.threats >= 1>>You snort in frustration and retreat beneath the brim of your hat. You suspect he is correct, and you dislike that.<<else>>You sigh and retreat beneath the brim of your hat. The thought of stealing a kit from its mother at such a young age is indeed repulsive.<</if>>
<</text>>
<<include "S1E3: market kaitos Q">><<text>>
You explain the details of the reverend's offer.
<</text>>
<<qSpeak "quincy.neutral">> ...And so, they desire ownership of Yolmar's chapel. <</qSpeak>>
<<text>>
There is the softest squint of concern upon Kaitos's face.
<</text>>
<<speak "kaitos.glance">> Um. Doesn't that kid live in it? <</speak>>
<<qSpeak "quincy.lookaway">> Yes... <<if hasVisited("S1E3: market path jimstay")>>though they tell me they'll allow him to stay.<</if>> <</qSpeak>>
<<if hasVisited("S1E3: market path jimstay")>>
<<speak "kaitos.thinkinghard">> And s'like, a North sect church, yeah? <</speak>>
<<else>>
<<speak "kaitos.thinkinghard">> And it's a North sect church, inn't it? <</speak>>
<</if>>
<<qSpeak "quincy.think">> Well, yes. <</qSpeak>>
<<speak "kaitos.thinking">> @@.lilt;Ouch.@@ <</speak>>
<<qSpeak "quincy.lookaway">> "Ouch?" That is all you've to say on the matter? <</qSpeak>>
<<speak "kaitos.idle">> I mean, homeless kid, wrong sect... seems pretty "ouch" to me. <</speak>>
<<include "S1E3: market kaitos Q">><<text>>
You tell to //Kaitos Asenath// what //Kaitos Tjensifu// has told you.
<</text>>
<<qSpeak "quincy.think">> ...So, I suppose they want to secure a place for one of their tradesmen in Yolmar. <</qSpeak>>
<<text>>
Kaitos scratches his head, sending his <<snout "dreads" "corded mane">> askew.
<</text>>
<<if $cFlags.kaitos.threats >= 1 && $cFlags.kaitos.truce != true>>
<<speak "kaitos.glance">> Yeah, that sounds like Wings. <</speak>>
<<speak "kaitos.stare">> Find a little town on the outskirts of nowhere, put down some of their guys... when the guilders come in, goes right past the locals to their guys and to the guild. <</speak>>
<<speak "kaitos.thinkinghard">> Can get really messy... like out on the islands and stuff. Might be messy here, too. <</speak>>
<<qSpeak "quincy.think">> Hm. So you suspect this deal is more exploitive than it appears on the surface. <</qSpeak>>
<<speak "kaitos.scoff">> *He offers a half-hearted shrug of the shoulders.* Deals're exploitive. Is how it is. <</speak>>
<<else>>
<<speak "kaitos.neutral">> Yeah, that sounds like Wings. <</speak>>
<<speak "kaitos.pleased">> Find a little town on the outskirts of nowhere, put down some of their guys... when the guilders come in, goes right past the locals to their guys and to the guild. <</speak>>
<<speak "kaitos.thinking">> Can get really messy... like out on the islands and stuff. Might be messy here, too. <</speak>>
<<qSpeak "quincy.think">> Hm. So you suspect this deal is more exploitive than it appears on the surface. <</qSpeak>>
<<speak "kaitos.stare">> *He offers a half-hearted shrug of the shoulders.* All deals got angles. Is how it is. <</speak>>
<</if>>
<<text>>
A conclusion so clichéd as to be useless to you.
<</text>>
<<include "S1E3: market kaitos Q">><<if $response == "thanks">>
<<qSpeak "quincy.eyebrow">> Well... thank you for your honest opinion. I suppose. <</qSpeak>>
<<if $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.glance">> *He bobs his head in response to your gratitude.* <</speak>>
<<elseif setup.tone("kaitos")>>
<<toneGain "kaitos">>
<<speak "kaitos.idle">> S'what I can give. <</speak>>
<<speak "kaitos.glance">> Sorry iss'not much. <</speak>>
<<else>>
<<toneGain "kaitos">>
<<speak "kaitos.pleased">> *He bobs his head in response to your gratitude.* <</speak>>
<</if>>
<<else>>
<<toneLoss "kaitos">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.furrow">> Useless. Why did I even bother asking? <</qSpeak>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.disgruntled">> Prolly 'cause Luke ditched you for a hen. <</speak>>
<<text>>
<<if $tempQ.yolmar.friends>>A reply so blunt you must stifle a laugh out of sheer surprise. Irritating as he may be, he is completely correct.<<else>>Irritating as he may be, he is completely correct. But you cannot let him know this, so you simply ball your fists and exhale your frustrations through your nose.<</if>>
<</text>>
<<else>>
<<if setup.tone("kaitos")>>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.disgruntled">> Hey... that's not nice. <</speak>>
<<speak "kaitos.sulk">> Just 'cause Luke ditched you for a hen don't mean you get to take it out on me. <</speak>>
<<else>>
<<speak "kaitos.disgruntled">> Hey, just 'cause Luke ditched you for a hen don't mean you get to take it out on me. <</speak>>
<</if>>
<<text>>
<<if $tempQ.yolmar.friends>>A reply so blunt you must stifle a laugh out of sheer surprise.<<else>>You feel your face flush hot.<</if>>
<</text>>
<<qSpeak "quincy.surprised">> I... <</qSpeak>>
<<speak "kaitos.stare">> Just don't be a prick. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<</if>>
<<include "S1E3: market kaitos Q">><<displayTask "kal-hunt" "tellGharkan">>
<<toneGain "kaitos">>
<<toneGain "kaitos">>
<<qSpeak "quincy.neutral">> I've information on your uncle's whereabouts. <</qSpeak>>
<<text>>
Kaitos turns, eyes wide. Uncertain that he's heard you properly, he <<snout "tilts his head to one side and tucks his locs behind his ear" "perks his ears in succession, one after another">>.
<</text>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.disgruntled">> . . . <</speak>>
<<speak "kaitos.thinkinghard">> ...You do? <</speak>>
<<else>>
<<speak "kaitos.surprised">> . . . <</speak>>
<<speak "kaitos.look">> //Whuh?// How? <</speak>>
<</if>>
<<qSpeak "quincy.think">> <<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>*You nod.*<</if>>The "Pegasus" woman told me that he passed through here some time ago, on his way to Vrulkod. She thinks he's headed for the Lazgar Lordship. <</qSpeak>>
<<itemShow>>
<<speak "kaitos.surprised">> @@.surprise;East!@@ *He exclaims in his quiet, breathy voice.* //We're// going east! <</speak>>
<<text>>
Kaitos clasps a hand over <<snout "his jaw" "the end of his muzzle">>. His brow furrows and rises; his chest tenses and untenses<<snout "" "; his tail stiffens and waves">>. The thoughts which circle his head drive him to pace, though the crowds of the Trading Hall afford him little room to do so. He is forced to bounce three steps between the flow of bodies and the stall adjacent. Once he has walked through enough of his excitement, he turns on his heel and <<if $cFlags.kaitos.threats >= 1>>grabs you by the wrist. Your reflex is to pull away, but you find there is nothing to resist. His hands exert no force.<<else>>throws himself against you in an open-armed hug which you would have thought inappropriate by another kingdom's standards. Such a gesture is not uncommon between men in the North, but elsewhere on the peninsula, men are far more physically reserved.<</if>>
<</text>>
<<skillCheck 2>>
<<if setup.checkPass(2)>>
<<text>>
<<if $cFlags.kaitos.threats >= 1>>This is a gesture of gratitude, not confrontation.<<else>>...Although, you recall that the South is somewhat less strict about such things than the Midland. Perhaps this isn't out of the norm after all.<</if>>
<</text>>
<<else>>
<<text>>
<<if $cFlags.kaitos.threats >= 1>>What pathetic grip strength.<<else>>Quite frankly, you're unsure as to how to proceed. Would it be stranger to accept this than it would be rude to reject?<</if>>
<</text>>
<</if>>
<<friend "kaitos">>
<<choose "quincy.surprised">>
<<if $cFlags.kaitos.threats >= 1>>
<<link "@@.talk-action;Allow this.@@" "S1E3: tradefix kaitos kaltell handshake">><<set $response to "y">><</link>>
<<link "@@.talk-action;Pull your arm away.@@" "S1E3: tradefix kaitos kaltell handshake">><<set $response to "n">><</link>>
<<else>>
<<if setup.hasTrait("shameful")>>
<<specialC "hunch" [[*Return the hug...?*|S1E3: tradefix kaitos kaltell hug]]>><<set $response to "r">><</specialC>>
<<else>>
<<specialC "hunch" [[*Return the hug.*|S1E3: tradefix kaitos kaltell hug]]>><<set $response to "r">><</specialC>>
<</if>>
<<link "@@.talk-action;Allow the hug.@@" "S1E3: tradefix kaitos kaltell hug">><<set $response to "y">><</link>>
<<link "@@.talk-action;Break from the hug.@@" "S1E3: tradefix kaitos kaltell hug">><<set $response to "n">><</link>>
<</if>>
<</choose>><<switch $response>>
<<case "r">>
<<cFlag "kaitos" "f">>
<<toneGain "kaitos">>
<<toneLoss "kaitos" "insight">>
<<text>>
<<if setup.hasTrait("shameful")>>Uncertain as to what else you should do with your arms, you meekly wrap your arms around Kaitos in return of his gesture.<<else>>Following his lead, you wrap your arms around Kaitos in turn.<</if>> The novelty of contact banishes any wonder about about Southern cultural practices from your mind. You've seldom embraced anyone outside your family, and even rarer someone nearly your own height. At this proximity, you can smell the scented oils of his <<snout "locs" "corded mane">>, but they are mild and do not trouble you. All in all, the experience is not unpleasant.
``It is, however, brief. No sooner do you deem it acceptable than he pulls himself free.
<</text>>
<<speak "kaitos.smile">> *He makes the smallest snort of laughter as he takes a step back.* <</speak>>
<<qSpeak "quincy.lookaway">> . . .? <</qSpeak>>
<<speak "kaitos.neutral">> Nothin'. Just - thanks. <</speak>>
<<case "y">>
<<toneGain "kaitos">>
<<text>>
<<if setup.checkPass(2)>>You decide to allow it, for etiquette's sake.<<else>>You cannot make up your mind as to what is proper, so in the end you opt to allow it.<</if>> At this proximity, you can smell the scented oils of his <<snout "locs" "corded mane">>, but they are mild enough, and do not trouble you. All in all, the exchange is <<if setup.tone("kaitos")>>not unpleasant<<else>>brief and tolerable<</if>>.
<</text>>
<<speak "kaitos.smile">> *Skipping a few light-footed steps backward, he says:* Thanks<<if !setup.tone("kaitos")>> for the pity<</if>>, man.<<if !setup.tone("kaitos")>> I need all I can get.<</if>> <</speak>>
<<case "n">>
<<toneGain "kaitos">>
<<text>>
Socially acceptable or not, the contact is unwanted. You peel the Southerner's arms from where they have hooked themselves over one shoulder and under another, and take a step back.
<</text>>
<<speak "kaitos.neutral">> *He doesn't seem especially offended. He simply skips a few steps backwards and says:* Thanks<<if !setup.tone("kaitos")>> for the pity<</if>>, man. <</speak>>
<</switch>>
<<speak "kaitos.doleful">> I... I really needed some luck. <</speak>>
<<choose "quincy.lookaway">>
[[Yes. You did.|S1E3: tradefix kaitos kaltell2][$response to "did"]]
[[Don't read into this.|S1E3: tradefix kaitos kaltell2][$response to "read"]]
<</choose>><<switch $response>>
<<case "y">>
<<toneGain "kaitos">>
<<text>>
<<if setup.checkPass(2)>>For the sake of courtesy, you allow Kaitos to take your arm.<<else>>You are confident your strength is superior, and so you do not bother to free your forearm from Kaitos's grip. Soon after, you realize the gesture is not one of aggression, but one of gratitude.<</if>> The motion is not quite a Midland handshake, but something akin to it; his hands move down your wrist until he grips your one hand with both of his.
<</text>>
<<speak "kaitos.neutralserious">> Thanks, man. *He gives your hand a brief squeeze, then releases it.* <</speak>>
<<case "n">>
<<toneLoss "kaitos">>
<<text>>
<<if setup.checkPass(2)>>Gesture of gratitude or not, you've no want for this. You wrench your arm from his grasp.<<else>>You wrench his arm from his grasp.<</if>> He stares mute at his empty hands for a time, his jaw ever-so-slightly slack as his <<snout "forehead creases" " ears prick and swivel">> in apparent confusion. Then, his mouth closes, <<snout "the creases vanish" "his ears relax">>, and he shrugs.
<</text>>
<<speak "kaitos.stare">> Thanks, man. <</speak>>
<</switch>>
<<speak "kaitos.doleful">> I... I really needed some luck. <</speak>>
<<choose "quincy.eyebrow">>
[[Yes. You did.|S1E3: tradefix kaitos kaltell2][$response to "did"]]
[[Don't expect it to happen again.|S1E3: tradefix kaitos kaltell2][$response to "read"]]
<</choose>><<switch $response>>
<<case "did">>
<<qSpeak "quincy.lookaway">> Yes. You did. <</qSpeak>>
<<if hasVisited("S1E3: tradefix kaitos kaltell handshake")>>
<<speak "kaitos.glance">> *He nods, his brow tense.* 'Preciate it. I do. <</speak>>
<<speak "kaitos.neutralserious">> I'm... not out to cause trouble. Just trying to do what I gotta. <</speak>>
<<qSpeak "quincy.neutral">> Is that supposed to be an apology for your insubordination? <</qSpeak>>
<<speak "kaitos.neutralserious">> Truce. *He says, narrowing his eyes.* Calling truce. <</speak>>
<<speak "kaitos.stare">> Don't want trouble with you, Big Hat. Just wanna find my uncle, save the family, and //go home.// <</speak>>
<<speak "kaitos.smile">> So how 'bout it? Huh? <</speak>>
<<choose>>
[[Fine.|S1E3: tradefix kaitos kaltell truce][$response to "y"]]
[[That isn't your call to make.|S1E3: tradefix kaitos truce][$response to "n"]]
<</choose>>
<<elseif hasVisited("S1E2: Yolmar Kaitos NoPermiss")>>
<<speak "kaitos.glance">> 'Preciate it. <</speak>>
<<speak "kaitos.thinkinghard">> This, um... *He shakes his head.* S'not my world. So I'm just tryin'a figure it out. <</speak>>
<<qSpeak "quincy.neutral">> Is that an apology for your insubordination? <</qSpeak>>
<<speak "kaitos.glance">> *He gives a nod.* <</speak>>
<<qSpeak "quincy.eyebrow">> ...You haven't actually said "sorry" or "my apologies." <</qSpeak>>
<<speak "kaitos.surprised">> <sup>//Ohh.//</sup> <</speak>>
<<text>>
Kaitos shuffles backward a few steps - a difficult task in a crowded Trading Hall - and offers the deepest bow his height allows: an awkward three-quarter lean. Peering up at you through the locs which have fallen in his face, he offers a most graceless apology.
<</text>>
<<speak "kaitos.pleased">> 'Pologies, Duke Barghur, Your Grace. <</speak>>
<<text>>
It does not strike you as sarcastic or insincere. Simply... lacking in etiquette.
<</text>>
<<choose>>
[[Thank you.|S1E3: tradefix kaitos kaltell3][$response to "ty"]]
[[Just follow orders next time.|S1E3: tradefix kaitos kaltell3][$response to "orders"]]
<</choose>>
<<else>>
<<speak "kaitos.thinkinghard">> This, um... *He shakes his head, tousseling his locs.* S'not my world. Every day since Naktoga's just been the worst. <</speak>>
<<speak "kaitos.pleased">> So thanks for this. <</speak>>
<<choose>>
[[It hasn't been easy for me, either.|S1E3: tradefix kaitos kaltell3][$response to "easy"]]
[[My pleasure.|S1E3: tradefix kaitos kaltell3][$response to "pleasure"]]
[[If we have to travel together, we may as well look out for each other.|S1E3: tradefix kaitos kaltell3][$response to "look"]]
<</choose>>
<</if>>
<<case "read">>
<<if hasVisited("S1E3: tradefix kaitos kaltell handshake")>>
<<set _kReact to "kaitos.stare">>
<<qSpeak "quincy.eyebrow">> Don't expect it to happen again. <</qSpeak>>
<<else>>
<<set _kReact to "kaitos.smile">>
<<qSpeak "quincy.eyebrow">> Don't get the idea it will happen again. <</qSpeak>>
<</if>>
<<speak _kReact>> So... what, then? Did this for fun? <</speak>>
<<choose>>
[[If we have to travel together, we may as well look out for each other.|S1E3: tradefix kaitos kaltell3][$response to "look"]]
[[I want Kalas to be brought to justice.|S1E3: tradefix kaitos kaltell3][$response to "kal"]]
[[I don't know.|S1E3: tradefix kaitos kaltell3][$response to "dunno"]]
<</choose>>
<</switch>><<switch $response>>
<<case "ty">>
<<toneGain "kaitos">>
<<text>>
A little basic respect from time to time is all you ask.
<</text>>
<<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
<<speak "kaitos.look">> Look - I don't want trouble with you. Just wanna find my uncle, save the family, and //go home.// <</speak>>
<<speak "kaitos.stare">> So... truce. <</speak>>
<<text>>
Your work is trouble enough without the Convoy scribe wandering off. Any promise of cooperation comes as a relief, no matter how ineloquent a shape it may take.
<</text>>
<<qSpeak "quincy.lookaway">> Yes. "Truce." <</qSpeak>>
<<case "orders">>
<<set $cFlags.kaitos.truce to true>>
<<qSpeak "quincy.eyebrow">> Just follow your orders next time. <</qSpeak>>
<<speak "kaitos.look">> *His head bobs in agreement.* Fair enough. Don't want trouble with you. Just wanna find my uncle, save the family, and //go home.// <</speak>>
<<speak "kaitos.stare">> So... truce. <</speak>>
<<text>>
Your work is trouble enough without the Convoy scribe wandering off. Any promise of cooperation comes as a relief, no matter how ineloquent a shape it may take.
<</text>>
<<qSpeak "quincy.lookaway">> Yes. "Truce." <</qSpeak>>
<<case "easy">>
<<toneGain "kaitos">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.lookaway">> It hasn't been easy for me, either. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...It hasn't been easy for me, either. <</qSpeak>>
<</if>>
<<speak "kaitos.smile">> Nah. Imagine not. <</speak>>
<<speak "kaitos.frighten">> //This// Convoy? //This// Prince? Yeesh! Got your work cut out for you, man... <</speak>>
<<if setup.hasRep("apathy")>>
<<toneGain "kaitos" "insight">>
<<speak "kaitos.thinking">> Here's to being where we don't wanna be. <</speak>>
<</if>>
<<case "pleasure">>
<<toneGain "kaitos">>
<<qSpeak "quincy.pleased">> My pleasure. <</qSpeak>>
<<speak "kaitos.look">> It... is? <</speak>>
<<speak "kaitos.pleased">> Huh. <</speak>>
<<qSpeak "quincy.lookaway">> What is it? <</qSpeak>>
<<speak "kaitos.smile">> Nothin'. 'Preciate it. <</speak>>
<<case "look">>
<<qSpeak "quincy.think">> If we must travel together, we may as well look out for one another. <</qSpeak>>
<<idealTracker "collectivist">>
<<if hasVisited("S1E3: tradefix kaitos kaltell handshake")>>
<<speak "kaitos.stare">> ...'Kay. If you say so. <</speak>>
<<qSpeak "quincy.eyebrow">> I just did. <</qSpeak>>
<<speak "kaitos.idle">> *He nods absently. You suspect he's no longer listening.* <</speak>>
<<else>>
<<speak "kaitos.neutralserious">> *He nods several times in agreement.* Mm. I hear ya. <</speak>>
<<speak "kaitos.stare">> I'll look and you'll look. Both of us will look. <</speak>>
<</if>>
<<case "dunno">>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos" "insight">>
<<qSpeak "quincy.think">> I... don't know. <</qSpeak>>
<<speak "kaitos.thinking">> @@.lilt;Huh.@@ <</speak>>
<<text>>
The noise he makes in reply is small and innocuous, but within it lurks judgment. Seeing as you haven't an excuse for your behavior, you'd best change the topic to spare yourself further embarrassment.
<</text>>
<<case "kal">>
<<qSpeak "quincy.neutral">> Because Kalas deserves to be brought to justice for his hand in the Naktoga incident. <</qSpeak>>
<<if setup.hasRep("rebel")>>
<<speak "kaitos.look">> I thought you said you approved of Barehander methods. You know, at the Man dinner. <</speak>>
<<qSpeak "quincy.eyebrow">> Actually, I said rebellion was inevitable. <</qSpeak>>
<<speak "kaitos.thinking">> //Ooh.// <</speak>>
<</if>>
<<speak "kaitos.neutralserious">> Well, we're agreement, then. *He pauses for a moment before realizing his error.* //In// agreement. <</speak>>
<<if $cFlags.kaitos.threats >= 1>>
<<speak "kaitos.glance">> Truce? <</speak>>
<<choose>>
[[Fine.|S1E3: tradefix kaitos truce][$response to "y"]]
[[That isn't your call to make.|S1E3: tradefix kaitos truce][$response to "n"]]
<</choose>>
<<else>>
<<updateTask "kal-hunt" "start">>
<<include "S1E3: market kaitos Q">>
<</if>>
<</switch>>
<<if $response != "kal">>
<<updateTask "kal-hunt" "start">>
<<include "S1E3: market kaitos Q">>
<</if>><<if $response == "y">>
<<set $cFlags.kaitos.truce to true>>
<<toneGain "kaitos" "insight">>
<<text>>
Your work is trouble enough without the Convoy scribe wandering off. Any promise of cooperation comes as a relief, no matter how ineloquent a shape it may take.
<</text>>
<<qSpeak "quincy.eyebrow">> Fine. You follow orders, and I will not impede your search. <</qSpeak>>
<<speak "kaitos.pleased">> Gold. <</speak>>
<<else>>
<<set $cFlags.kaitos.truce to false>>
<<toneLoss "kaitos" "insight">>
<<toneLoss "kaitos">>
<<text>>
His offer betrays a fundamental lack of understanding. You are not equals; there is a hierarchy.
<</text>>
<<qSpeak "quincy.furrow">> That is not your call to make. <</qSpeak>>
<<speak "kaitos.scoff">> *His eyes narrow further still.* Whatever you say, Grace. <</speak>>
<</if>>
<<updateTask "kal-hunt" "start">>
<<include "S1E3: market kaitos Q">><<locationBoardSetup `[
{img:"place/pegasuspieces.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/trunk.png"}
]`>>
<<location "kagthur" `["Pegasus Pieces","Trading Hall"]`>>
<<if hasVisited("S1E3: Gharkan Trading Wait 2")>>
<<set _peg to "Pegasus">>
<<else>>
<<set _peg to "Pushy Southerner">>
<</if>>
<<text>>
At least one of the Southerner's screeched claims holds true: //her selection is truly unbelievable.//
``The stall for "Pegasus Pieces" defies laws of gravity and space. Piled up to the stall's topboard perches a collection of items so tight and precarious that a spruce squirrel stuffing its tree hollow with pine nuts for the winter would marvel at the efficiency. Behind her are many wooden crates which doubtlessly contain even more wares.
``Most impressively of all, you struggle to find a single item of worth in this impeccable disarray. One patron walks up and sheepishly presses down on the saddle of a miniature tin horse. The tail flips up in reply, and it defecates a cigarette. It is sold within the minute. <<if hasVisited("S1E3: Gharkan Trading Wait 2")>>If you were at all optimistic as to the quality of this woman's "advice", it is rapidly waning.<<else>>You are not even sure what compelled you to visit this stall.<</if>>
``You consider turning around, but it is too late. She locks eyes with you, raising her arms in greeting. It hadn't been apparent <<if hasVisited("S1E3: Gharkan Trading Wait 2")>>before<<else>>at a distance<</if>>, but on her right hand, and //only// her right hand, is a snowdrop-white //Noble's glove.//
<</text>>
<<qSpeak "quincy.surprised" >> You're a Noblewoman. <</qSpeak>>
<<speak "pegasus.baby.smile" _peg >> Most certainly I am! Noble is the woman, but common are her prices! <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> Where... is your other glove? <</qSpeak>>
<<speak "pegasus.baby.smile" _peg >> @@.singsong; Who knows! @@ <</speak>>
<<else>>
<<qSpeak "quincy.think" >> You've only one glove on. <</qSpeak>>
<<speak "pegasus.baby.smile" _peg >> @@.singsong; Astute observation! @@<</speak>>
<</if>>
<<speak "pegasus.baby.neutral" >> *She moves on, as though it were <<if setup.hasTrait("shameful")>>a question as pedestrian as asking how one's day went.<<else>>an observation as pedestrian as commenting on the weather.<</if>>* Pegasus Asteros of Pegasus Pieces<<if setup.hasItem("asteroscard")>> - @@.lilt;<sup>AND Asteros Advice</sup>@@ -<<else>>,<</if>> at your service! <</speak>>
<<if setup.hasItem("asteroscard")>>
<<speak "pegasus.baby.neutral" >> Though I suppose you knew that already! <</speak>>
<</if>>
<<speak "pegasus.baby.wink" >> Might I interest a handsome young man in a new pair of silk trousers? Not a lot of good it'll do you right now, but when the mercury up here finally goes above ten degrees, you'll be the swell about town! Southern attire is in this year! <</speak>>
<<text>>
She holds up a pair of pants, in a Southern cut with the legs flared out. A repeating pattern of cats, block-printed in alternating red and blue gambol across the fabric. The entire effect is abominable.
<</text>>
<<speak "pegasus.baby.smile" >> Buy now and be gifted with a Pegasus Pieces loyalty card! For every three items bought, the fourth is free! <</speak>>
<<include "S1E3: Gharkan Pegasus Menu">><<locationBoardSetup `[
{img:"place/pegasuspieces.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/trunk.png"}
]`>>
<<location "kagthur" `["Pegasus Pieces","Trading Hall"]`>>
<<speak "pegasus.baby.smile" >> Welcome back, most valued patron! <</speak>>
<<text>>
At least one of the Southerner's screeched claims holds true: //her selection is truly unbelievable.//
``The stall for "Pegasus Pieces" defies what you know about laws of gravity and space. Piled up to the stall's topboard is a collection of items perched so tight and precarious that a fall squirrel stuffing its tree hollow with pine nuts for the winter would marvel at the efficiency. Behind her are many wooden crates which doubtlessly contain even more wares.
<</text>>
<<include "S1E3: Gharkan Pegasus Menu">><<shop `[{image:{url:"pegasus_kittenpants.png"},name:"Kitten-Print Trousers",text:"The colors of this garment are almost painful to look at when contrasted with the dull browns of the trading hall."},{image:{url:"pegasus_carving.png"},name:""Pterippus" Carving",text:"Despite looking exactly like a duck, the sign insists it is a "pterippus." You have no artistic inclination, but you can't help but feel you might do a better job than this."},{image:{url:"pegasus_hawknecklace.png"},name:"Hawk Pendant",text:"You are disturbed to find that, upon close examination, the little gold-plated hawk has no feet at all. Architect. How does it ever land?"},{image:{url:"teapot.png"},name:"Chipped Teapot",text:"A piece of paper notes that it is "marked down for minor chips." The crack in the handle is so big that lifting the pot would cause said handle to part from the body entirely."},{image:{url:"pegasus_earring.png"},name:"Woman's Earring",text:"...Singular. Just one."}]`>><</shop>>
<<choose>>
<<include "S1E3: PegaCheck">>
<<if setup.hasItem("asteroscard") && _canAsk>>
[[I'd like to purchase some advice.|S1E3: Gharkan Pegasus Advice]]
<</if>>
<<if !hasVisited("S1E3: Gharkan Pegasus MetBefore") && hasVisited("PREP: Party Phase 1 Q3")>>
<<special "hunch" [[You seem familiar. Have we met before?|S1E3: Gharkan Pegasus MetBefore]]>>
<</if>>
<<if not hasVisited("S1E3: Gharkan Pegasus Glove")>>
[[It's gravely serious to have lost one of your Noble's gloves.|S1E3: Gharkan Pegasus Glove][$response to "srs"]]
[[You should report your missing glove to the Crown.|S1E3: Gharkan Pegasus Glove][$response to "report"]]
<</if>>
<<actions
[[You're bothering everyone in the trading hall.|S1E3: Gharkan Pegasus Annoying]]
[[What exactly are you a merchant of?|S1E3: Gharkan Pegasus Merchant]]
>>
<<onceLink "@@.talk-action;Inquire about Kalas Asenath.@@ Have you seen any other Southerners on the frontier?" "S1E3: Gharkan Pegasus Kal 1">><</onceLink>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</choose>><<set _wingAsk to true>>
<<set _nomadAsk to true>>
<<set _ipAsk to true>>
<<set _canAsk to false>>
<<if hasVisited("S1E3: Gharkan Pegasus Fortune") || $tempQ.yolmar.forgeFail>>
<<set _wingAsk to false>>
<</if>>
<<if hasVisited("S1E3: Gharkan Pegasus Nomad") || $tempQ.yolmar.hareFail>>
<<set _nomadAsk to false>>
<</if>>
<<if hasVisited("S1E3: Gharkan Pegasus IP")>>
<<set _ipAsk to false>>
<</if>>
<<if _wingAsk || _nomadAsk || _ipAsk>>
<<set _canAsk to true>>
<</if>><<choose>>
<<include "S1E3: PegaCheck">>
<<if _wingAsk>>
<<buy 1 [[...the Wings of Fortune?|S1E3: Gharkan Pegasus Fortune]]>><</buy>>
<</if>>
<<if _nomadAsk>>
<<buy 1 [[...trading with Nomads?|S1E3: Gharkan Pegasus Nomad]]>><</buy>>
<</if>>
<<if _ipAsk>>
<<buy 1 [[...Isadore's path?|S1E3: Gharkan Pegasus IP]]>><</buy>>
<</if>>
[[That's enough, thank you.|S1E3: Gharkan Pegasus Advice End]]
<</choose>><<qSpeak "quincy.neutral" >> I am here to solicit your advice.<</qSpeak>>
<<if !hasVisited("S1E3: Gharkan Pegasus Advice End")>>
<<speak "pegasus.baby.neutral" >> I thought you might! Trading's tricky business for the uninitiated. From the sounds of it, you've a gallon of guilder on the line! You've come to the right place. <</speak>>
<<speak "pegasus.baby.smile" >> @@.surprise;Asteros Advice!@@ Sage wisdom for but a single coin! <</speak>>
<<else>>
<<speak "pegasus.baby.smile" >> @@.surprise;But of course!@@ Sage wisdom for but a single coin! <</speak>>
<</if>>
<<include "S1E3: Gharkan Pegasus Advice List">><<qSpeak "quincy.eyebrow" >> Have you advice for dealing with the Wings of Fortune? <</qSpeak>>
<<g>>
<<speak "pegasus.baby.smile" >> @@.lilt;Sure do!@@ Guilds are well connected. Think of them as a big extended family. They always know a guy who knows a guy who knows a guy! Ask 'em to buy you passage to the fields of Elysium and they'll find a way. For a reasonable price, too! <</speak>>
<<speak "pegasus.baby.nervous" >> @@.whisper;But! They are also a little like rats!@@ *She drops her voice in a surprising show of discretion.* @@.whisper;Let one in, and soon they'll be inviting all their friends! And then nobody in town will be able to get into the cheese business 'less they become a member, you know?@@ <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow" >> @@.whisper;I think so?@@ <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> @@.whisper;I think so?@@ <</qSpeak>>
<</if>>
<<speak "pegasus.baby.smile" >> Make sure you read that entire contract! @@.singsong;'Specially where the letters get small and very, very loopy!@@ <</speak>>
<<text>>
Given that it is a Crown contract and thus written by the hand of the Convoy scribe, this warning is not relevant. Although... Perhaps you ought to be wary of vague terms regardless of who holds the quill.
<</text>>
<<include "S1E3: Gharkan Pegasus Advice List">><<qSpeak "quincy.eyebrow" >> Have you any advice in dealing with nomads? <</qSpeak>>
<<g>>
<<speak "pegasus.baby.smile" >> Ooh! This is funny! This is-- oh, how would you Northerners put it? <</speak>>
<<speak "pegasus.baby.frown" >> @@.on;<span class='lilt'>The hare consults the cat and asks her how to leap.</span>@@ <</speak>>
<<speak "pegasus.baby.neutral" >> Nomads are very simple! They know what they want. If you want the same thing, great! If you don't, you're out of luck! <</speak>>
<<qSpeak "quincy.neutral" >> Is that all? <</qSpeak>>
<<speak "pegasus.baby.smile" >> That's all! I feel a little bad taking your guilder. <</speak>>
<<text>>
But not enough to offer it back, evidently.
<</text>>
<<include "S1E3: Gharkan Pegasus Advice List">><<qSpeak "quincy.neutral" >> Do you have any advice for negotiating with Isadore's Path? <</qSpeak>>
<<g>>
<<speak "pegasus.baby.nervous" >> I wouldn't call it "negotiating" to their faces! Try "soliciting their charity." <</speak>>
<<speak "pegasus.baby.neutral" >> They're Holies, are they not? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "pegasus.baby.smile" >> *She snorts* Ooooh, @@.singsong;that's //easy//.@@ Get them some frontiersmen they can recite their stories to, and they'll be eager as parrot at an opera to discuss "charity!" <</speak>>
<<speak "pegasus.baby.neutral" >> They've a terrible time finding their flock on the frontier. <</speak>>
<<speak "pegasus.baby.smile" >> @@.singsong;Probably because they're annoying!!@@ <</speak>>
<<text>>
A common Cetolist sentiment, you're coming to find.
<</text>>
<<include "S1E3: Gharkan Pegasus Advice List">><<qSpeak "quincy.neutral" >> That's enough, thank you. <</qSpeak>>
<<speak "pegasus.baby.smile" >> @@.singsong;Happy to be of service!@@ <</speak>>
<<include "S1E3: Gharkan Pegasus Menu">><<qSpeak "quincy.eyebrow" >> What exactly are you a merchant of...? <</qSpeak>>
<<text>>
Her stall doesn't make this readily apparent theme to her dragon's hoard of tat. And this is not a situation of the destitute being forced to divest of personal affects. No correlation exists between the chipped teapot and sweating, dubious barrels of "hand cream."
<</text>>
<<speak "pegasus.baby.smile" >> @@.singsong;Whatever your heart desires!@@ <</speak>>
<<qSpeak "quincy.lookaway" >> Whatever my heart desires...? <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Name something - and I mean //anything// - and I'd bet ol' Peg can give it to you! <</speak>>
<<text>>
A highly improbable claim. And one highly tempting to test the bounds of.
<</text>>
<<choose "quincy.eyebrow">>
[[A hare.|S1E3: Gharkan Pegasus Merchant 2][$response to "hare"]]
<<if setup.hasTrait("cleithro")>> [[The finest lumber.|S1E3: Gharkan Pegasus Merchant 2][$response to "wood"]]
<<else>>
[[The finest masonry.|S1E3: Gharkan Pegasus Merchant 2][$response to "rock"]]
<</if>>
[[Midland vinyard life.|S1E3: Gharkan Pegasus Merchant 2][$response to "vinyard"]]
[[Laurentian theatre.|S1E3: Gharkan Pegasus Merchant 2][$response to "theatre"]]
[[The ease of a Southern fishing village.|S1E3: Gharkan Pegasus Merchant 2][$response to "south"]]
[[Oponan pastrymaking.|S1E3: Gharkan Pegasus Merchant 2][$response to "opona"]]
[[Ancient Atlantis.|S1E3: Gharkan Pegasus Merchant 2][$response to "atlantis"]]
[[Refined silence.|S1E3: Gharkan Pegasus Merchant 2][$response to "silence"]]
<</choose>><<switch $response>>
<<case "hare">>
<<qSpeak "quincy.eyebrow" >> I'd like to purchase a hare. <</qSpeak>>
<<text>>
It is an amusing absurdity, the image of her pulling a fully-grown doe or buck from the mess. But she smiles and rummages anyway, emerging with a small wooden children's toy. It //is// a hare, as evidenced by the black paint, with wheels affixed to the paws and a cord meant for pulling it along. Care has even been taken to craft a miniature saddle from sewn leather straps.
``It is so endearing as to be painful, with its lop-sided red "eyes." (Each a dollop of paint.) You are reminded of $licorice as a little weanling.
<</text>>
<<speak "pegasus.baby.neutral" >> Got a bona-fide bunny right here. Look! It even runs! *She rolls it across the surface of her stall's counter, knocking over a stack of tallow candles in the process.* <</speak>>
<<speak "pegasus.baby.smile" >> 'Fraid you might be a bit big to ride this one, though! <</speak>>
<<qSpeak "quincy.neutral" >> That is alright. *You are already reaching for your coin-purse.* <</qSpeak>>
<<text>>
...But her child, who had been watching the hare with rapt attention, decides he must have it as well. He emits an ear-splitting scream like the alarm call of a rabbit, fat hands angled toward the hare. You watch with a mild horror as Pegasus hands him the toy. The infant suckles on its head, causing the paint to run.
<</text>>
<<qSpeak "quincy.lookaway" >> *You pretend you were going to scratch your side, instead.* <</qSpeak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> It's more your son's size. <</qSpeak>>
<</if>>
<<case "wood">>
<<qSpeak "quincy.neutral" >> My heart "desires" fine woodwork. Red cedar, perhaps. <</qSpeak>>
<<qSpeak "quincy.think" >> Wait, no. *You venture bolder.* Southern rosewood. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Uh-huh! <</speak>>
<<text>>
//Profoundly unlikely to find such a rare lumber type out here.// But she vanishes into her piles regardless, emerging with a small wood-carving. She holds it out to you. You lean in to inspect.
``It is a rose... carved from dogwood. And not a good-looking one, either.
<</text>>
<<qSpeak "quincy.eyebrow" >> *And so you inform her:* That is a carving made from common dogwood. <</qSpeak>>
<<speak "pegasus.baby.smile" >> It's Southern in make, it's a rose, and get this - best of all - it's //wood!// @@.singsong; Three-for-three, precisely what you asked for. @@ <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.pleased" >> I suppose it is. *The wordplay is hard not to respect.* <</qSpeak>>
<<qSpeak "quincy.neutral" >> ...That said, I am not interested. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Your loss! <</speak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow" >> That is not what I meant. Rosewood is a-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Perhaps I should have been more clear. Rosewood is a-- <</qSpeak>>
<</if>>
<<speak "pegasus.baby.neutral" >> Would you like to buy it? <</speak>>
<<speak "quincy.neutral" >> I would not. <</speak>>
<<speak "pegasus.baby.neutral" >> Your loss! <</speak>>
<</if>>
<<case "rock">>
<<qSpeak "quincy.neutral" >> My heart "desires" fine masonry. <</qSpeak>>
<<qSpeak "quincy.think" >> Tiles. A Southern mosaic fashioned from lapis. Or agate. <</qSpeak>>
<<text>>
The Southern merchant pulling an entire wall from somewhere in her piles, pre-inlaid with an entire mosaic, is an amusing bit of imagery. A material impossibility. But Pegasus merely smiles and goes rummaging. She produces a jingling cloth sack, which she plops into your hand. You untie the string and peer inside, deeply curious.
``...They are pieces of tessera. Not even a handful's worth. And judging from the plaster on one side, they are not //unused,// either. You wonder what Noble had his foyer artwork plundered by some rascal, and what rascal was so bad at his job to only manage a couple paltry pieces.
<</text>>
<<speak "pegasus.baby.neutral" >> I checked! One of those is a piece of lapis. <</speak>>
<<qSpeak "quincy.neutral" >> These are useless. There's... *You count.* Six tesserae in this bag.<</qSpeak>>
<<speak "pegasus.baby.smile">> Maybe you could make a snake! Line them all up, and use the littlest piece as the head. <</speak>>
<<qSpeak "quincy.eyebrow" >> The biggest piece would make more sense for that. <</qSpeak>>
<<speak "pegasus.baby.smile" >> @@.lilt;Not if he just ate!@@ <</speak>>
<<qSpeak "quincy.neutral" >> ...I think I will pass. <</qSpeak>>
<<speak "pegasus.baby.smile" >> Your loss! <</speak>>
<<text>>
She takes the bag back.
<</text>>
<<case "vinyard">>
<<qSpeak "quincy.neutral" >> Can you sell me Midland vinyard life, here on the tundra? <</qSpeak>>
<<text>>
She begins to reach toward the chipped tea-pot.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow" >> Vinyard. *You repeat.* Not "afternoon tea in the parlor." <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Vinyard. *You repeat.* Not high tea. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.neutral" >> I mean, Midlanders will have tea //anywhere!// They'll even serve it at the intermission of an opera instead of wine.<</speak>>
<<text>>
But unwilling to disappoint in even the most absurd request, she goes digging in her crates. Whatever she is looking for, she does not find it, and so she taps her lips with an index finger<<snout "" " and swivels her ears about">> as she devises an alternate solution. Then her eyes sparkle, and she draws from a pocket in her skirt a folded handkerchief.
``She hands it to you. It is moist. Inside are a bunch of grape seeds.
<</text>>
<<if hasVisited("PREP: Party Phase 1 Q3") || hasVisited("S1E3: Gharkan Trading Wait 4")>>
<<speak "pegasus.baby.smile">> Okay! Here's my thought. Barghur family's just @@.singsong;full@@ of green conductors, yeah? <</speak>>
<<qSpeak "quincy.lookaway">> Yes...<<if setup.hasTrait("greenmeur")>> *You would've been one too, <<if setup.hasTrait("guilty")>>were you a good man<<else>>had things been different<</if>>.*<</if>> <</qSpeak>>
<<speak "pegasus.baby.smile">> Great! With these, you can have your old man grow you //your very own vinyard!// And here I was, about to chuck the seeds! I'll give them to you for free. @@.singsong;Pegasus Asteros knows how to treat her customers!@@ <</speak>>
<<else>>
<<speak "pegasus.baby.smile" >> Okay! Here's my thought. You're a Noble. You a green conductor? <</speak>>
<<if setup.hasTrait("greenmeur")>>
<<if setup.hasTrait("guilty")>>
<<text>>
Were you a good man, you might have been.
``She must not know who you are.
<</text>>
<<qSpeak "quincy.tilt" >> *You offer a noncommittal noise.* <</qSpeak>>
<<else>>
<<text>>
Almost.
<</text>>
<<qSpeak "quincy.neutral">> *You tip your hat, neither a gesture of denial or confirmation.* <</qSpeak>>
<</if>>
<<speak "pegasus.baby.smile" >> Great! *She sees fit to interpret this as, /"yes/".* Now you can grow your very own vinyard. <</speak>>
<<speak "pegasus.baby.neutral" >> Bought a bunch of grapes for breakfast from that nice nomad over there. And here I was, about to chuck the seeds! I'll give them to you for free. @@.singsong; Pegasus Asteros knows how to treat her customers! @@ <</speak>>
<<else>>
<<text>>
She must not know who you are.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.lookaway" >> No. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.neutral" >> Know one? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "pegasus.baby.smile">> Great! With these, you can have him grow you your very own vinyard! And here I was, about to chuck the seeds! I'll give them to you for free. @@.singsong;Pegasus Asteros knows how to treat her customers!@@ <</speak>>
<</if>>
<</if>>
<<text>>
The combination of what you can now assume to be a combination of grape juice and spit is seeping into your glove.
<</text>>
<<qSpeak "quincy.neutral" >> Ah. No thank you. *You attempt to give them back.* <</qSpeak>>
<<speak "pegasus.baby.neutral" >> *She refuses.* They're free! <</speak>>
<<qSpeak "quincy.lookaway" >> ...Hm. <</qSpeak>>
<<text>>
You surreptitiously drop the wet parcel on the floor, which is already littered with peach pits and mango cores. <<if hasVisited("S1E3: Market fruit salesman Intro")>>More evidence of the nomad's popularity.<<else>>Evidently, the nomad's wares are quite popular.<</if>>
<</text>>
<<case "theatre">>
<<qSpeak "quincy.eyebrow" >> My heart "desires" a Laurentian theatre performance. <</qSpeak>>
<<text>>
It most certainly does not, but is //is// the most ridiculous request you could summon. Lucas frequently regaled you of tales learned in his illegal nighttime perusals of VRMA's library. One time, the topic of the evening was the pagan practices of the continent peoples. You only remember bits and pieces... but you do remember Laurentia's strange approach to the arts.
``Pegasus does not find this request absurd. Instead, she claps her hands in delight. A strange sense of foreboding descends upon you.
<</text>>
<<speak "pegasus.baby.smile" >> @@.lilt;Ooh!@@ They only use those big puppets held up on sticks, you know! <</speak>>
<<qSpeak "quincy.neutral" >> I am aware. <</qSpeak>>
<<speak "pegasus.baby.smile" >> @@.surprise;No, no!@@ That's perfect. @@.singsong;My little chubfish LOVES my puppets!@@ Just hold tight, now. <</speak>>
<<text>>
Your foreboding transmogrifies into mundane horror as she removes the child from her sling. She extends it toward you over the counter, held beneath the arms. You try to shuffle backwards out of reach, but forget about the structural beam standing most inconveniently at your back. You are helpless as she dumps the infant in your arms.
``You look at him.
``He looks at you. Then he opens his mouth and engulfs one of the buttons on your overcoat.
<</text>>
<<speak "pegasus.baby.smile" >> This one is called, ``@@.yell;//"The Hungry Wyrm!"//@@ <</speak>>
<<text>>
You regret your cheek.
``Using a series of crude and //strangely effortful// puppets, Pegasus inflicts her "play." Scrap linen amalgamations with charcoal-drawn eyes enact the story of a wyrm who eats many beasts, starting first with a mouse and then ascending through ever-larger animals. At the end, the wyrm builds its chrysalis and pupates into the form of a gargantuan dragon.
``You do not know what this fable's moral is, nor do you enjoy it. Clearly the infant does, for it watches transfixed as it wriggles in your grasp. Unlike a hare kit, there is no way to hold a human infant that ever feels secure. It wobbles continuously, threatening to slip from your arms and make a dive for the floor.
``The best part of the performance is when it ends, and Pegasus relieves you of her son.
<</text>>
<<speak "pegasus.baby.smile" >> And that performance is "on the house!" @@.singsong;Did you feel transported?@@ <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.eyebrow" >> Far, far away. <</qSpeak>>
<<speak "pegasus.baby.smile" >> @@.lilt;Always happy to please my patrons!@@ <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I... don't know. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> I could do another, if you were interested. @@.surprise;But no double-freebies!@@ One half-guilder per show. <</speak>>
<<qSpeak "quincy.neutal" >> No thank you. <</qSpeak>>
<</if>>
<<case "south">>
<<qSpeak "quincy.neutral" >> My heart "desires" the slow seaside life of a Southern fishing village. <</qSpeak>>
<<text>>
A patently absurd request. She seems to agree, for this prompts a laugh. You begin to chuckle as well. She stops very suddenly.
<</text>>
<<speak "pegasus.baby.smile">> Oh, I would ''love'' to, but I'm afraid seaside life isn't idyllic at all! You see, when @@.singsong;everyone@@ sells fish, they //don't fetch a very good price!// <</speak>>
<<speak "pegasus.baby.neutral" >> Bad for the fishermen, and bad for the Noble family whose job it is to convince the Midlanders that //your tuna// is somehow better than //all the other tunas// from //every other// market under a Syros Viscount! <</speak>>
<<speak "pegasus.baby.nervous" >> @@.stutter;And then the waters are especially cold that year, and all the tuna die!@@ And then your mother loses one-half of your family's @@.intense;''only''@@ pair of Noble's gloves and @@.singsong;she dies too@@ before she can tell you where it went! <</speak>>
<<qSpeak "quincy.lookaway" >> Er-- <</qSpeak>>
<<speak "pegasus.baby.nervous" >> @@.intense;I can give you Syros life!@@ All you need to do is build a vessel sound enough to catch and float a two-hundred-pounder purplefin tuna! And then I can pay @@.surprise;''YOU''@@ fifty guilder for the whole thing, while pretending //I'm// cutting you a good deal! And you'll ''take it,'' because you know the next town over sold a @@.lilt;two-fifty@@ for that much!
``And then you can tell all your common fishermen that @@.intense;thirty of those guilders divided among them is all they get for the month they spent at sea hunting that behemoth!@@ <</speak>>
<<qSpeak "quincy.surprised" >> . . . <</qSpeak>>
<<speak "pegasus.baby.smile" >> Or! I have this wood-carved salmon mounted on a plaque. Hang it above your hearth. *She beams.* <</speak>>
<<qSpeak "quincy.neutral" >> I think I will pass. On both of those. <</qSpeak>>
<<case "opona">>
<<qSpeak "quincy.neutral" >> My heart "desires" Oponan pastry-making, in that case. <</qSpeak>>
<<text>>
An impossible request. But Pegasus merely taps her chin thoughtfully, as though intending, //somehow,// to fulfill it.
<</text>>
<<speak "pegasus.baby.neutral" >> A little difficult! Especially considering how dead a lot of those pastry-makers are. I can't imagine the castle cooks who stayed loyal to their @@.lilt;"nobles"@@ fared particularly well... <</speak>>
<<speak "pegasus.baby.wink" >> @@.surprise;But!@@ Have no fear! <</speak>>
<<text>>
You're not certain what fear she assumes you have. She rummages in her collection of wooden crates with great purpose and eventually produces a compact little book. The pages wrinkled from contact with water.
<</text>>
<<speak "pegasus.baby.smile" >> Lotta soldiers back from that recent campaign trying to offload their spoils! And I was there to be the offload-ee! @@.singsong;This is a bona-fide Oponan text.@@ <</speak>>
<<qSpeak "quincy.think" >> This is a cook's book? <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Not a clue! Can't read Oponan. <</speak>>
<<text>>
Periodically, your eye catches a word on the page that your languages share: //"gallops,"// or //"petticoat."// But, you cannot read Oponan either, and its unfamiliar lexicon offers nothing. Each page is decorated with many woodcut illustrations, so much that there is more picture than text. And, what text is there is printed rather large.
<</text>>
<<speak "pegasus.baby.neutral" >> But it //could// be a cook's book! I saw a picture of a kitten being baked into a pie! <</speak>>
<<qSpeak "quincy.eyebrow" >> ...I think this is a collection of fairytales. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> @@.lilt;Ohhh.@@ That makes sense. I didn't think a whole cat rolled in dough would taste good. All that fur, you know? @@.surprise;Yuck!@@ <</speak>>
<<speak "pegasus.baby.smile" >> @@.lilt;Three guilder, and it's yours!@@ <</speak>>
<<qSpeak "quincy.neutral" >> ...I think I will pass. <</qSpeak>>
<<case "atlantis">>
<<qSpeak "quincy.neutral" >> I'd like to purchase ancient Atlantis from you, then. <</qSpeak>>
<<speak "pegasus.baby.neutral">> Ohh, that's //easy//! <</speak>>
<<qSpeak "quincy.eyebrow" >> *Is it?* <</qSpeak>>
<<speak "pegasus.baby.neutral" >> I still have my old Atlantean dictionary from VRMA somewhere-- <</speak>>
<<qSpeak "quincy.neutral" >> You misunderstand. I want the lost culture, the people. Not just the language. <</qSpeak>>
<<text>>
It is the most vague, ridiculous, and impossible request you could think to make. But Pegasus Asteros remains undaunted as she rummages through her collection of crates for seemingly, an entire lost society. What she emerges with is much less impressive than that: a wood-carved knickknack.
``It is a narwhal, its eyes closed blissfully and its fins tucked, arm-like, behind its head as it reclines in a Southern rattan chair. The craftsmanship is admittedly impressive. On its base are some words carved in Atlantean.
<</text>>
<<qSpeak "quincy.think" >> "Star above?" ...No, that's not quite right. Er, //"relaxing in the Atlantis sun?"// <</qSpeak>>
<<speak "pegasus.baby.smile" >> Bought it off an old man's stall in Octantis! Isn't it sweet? <</speak>>
<<qSpeak "quincy.neutral" >> I think I will pass. <</qSpeak>>
<<speak "pegasus.baby.smile" >> Fine with me! I didn't even want to sell it anyway. ``//@@.lilt;Look at that little face!@@// <</speak>>
<<case "silence">>
<<qSpeak "quincy.neutral" >> What my heart "desires" is refined silence. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Silence? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<text>>
A furrow appears in her perpetually outsized expression for the first time.
<</text>>
<<speak "pegasus.baby.concern" >> Wow! That's a toughie! A complete absence of noise? But it must somehow also be... //refined?// <</speak>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "pegasus.baby.concern" >> Architect. *Her jaw hangs open.* No... no, I'm sorry. I don't think I have any of that. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral" >> *That much was apparent.* I suppose no merchant can //truly// specialize in everything. <</qSpeak>>
<<speak "pegasus.baby.smile" >> No, but I'm about as close to it as a woman could be! Can I interest you in a @@.singsong;new hat@@ instead? <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> Then you do not have //everything.// <</qSpeak>>
<<speak "pegasus.baby.smile" >> I suppose not... but I've a selection as good as any one trader could have! Can I interest you in a @@.singsong;new hat@@ instead? <</speak>>
<</if>>
<<text>>
She holds up a straw Midland affair with a lady's bow atop it.
<</text>>
<<qSpeak "quincy.neutral" >> I think I will pass. <</qSpeak>>
<</switch>>
<<include "S1E3: Gharkan Pegasus Menu">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow" >> Your shouting is a nuisance to everyone in the trading hall. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> You might want to lower your voice. Your shouting is a nuisance to everyone in the trading hall. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.smile" >> Oh, Northerners are so sensitive! It's quite alright! What I'm doing is something called "advertisement." <</speak>>
<<speak "pegasus.baby.neutral" >> I think I can put it in words you'd understand! Let's say a gaggle of Northern Jays are feeding at the same bush, and they all want the same salmonberry. They can't all have it. So the Northern Jay who screams the loudest will get to eat it. The others are inconvenienced, but the strong survive. Do you understand now? <</speak>>
<<text>>
You aren't even sure where to start. The metaphor is so disordered that it is incapable of deconstruction, like trying to turn a felted blanket back into roving.
<</text>>
<<choose "quincy.eyebrow">>
[[No.|S1E3: Gharkan Pegasus Annoying 2][$response to "no"]]
[[Yes.|S1E3: Gharkan Pegasus Annoying 2][$response to "yes"]]
[[But do you actually have more berries than the other vendors right now?|S1E3: Gharkan Pegasus Annoying 2][$response to "berries"]]
<</choose>><<switch $response>>
<<case "no">>
<<qSpeak "quincy.neutral" >> Not really, no. <</qSpeak>>
<<speak "pegasus.baby.smile" >> And that is why you are the customer and I, //the merchant!// <</speak>>
<<case "yes">>
<<qSpeak "quincy.neutral" >> I think so. But Northern Jays don't-- <</qSpeak>>
<<speak "pegasus.baby.smile" >> @@.surprise;''GREAT!''@@ <</speak>>
<<case "berries">>
<<qSpeak "quincy.eyebrow" >> And has this "advertising" given you more "berries" than the other merchants in the hall? <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Who knows! I don't worry about it. My my only worry is that @@.lilt;YOU@@, my dear patron, //find what you need!// <</speak>>
<<text>>
She leans her elbows against the counter and rests her head in her hands. The infant has produced a string of drool so long it forms a small river on her shoulder.
<</text>>
<</switch>>
<<include "S1E3: Gharkan Pegasus Menu">><<switch $response>>
<<case "srs">>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.lookaway" >> To lose one's Noble's gloves is a very serious matter. <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> Losing one of your Noble's gloves is considered quite a serious matter, you know. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.neutral" >> @@.singsong;So I always hear!@@ <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.lookaway" >> ...You're not taking this seriously at all. <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> ...You don't seem to be taking it very seriously. <</qSpeak>>
<</if>>
<<case "report">>
<<qSpeak "quincy.surprised" >> You should report your missing glove to the Crown as quickly as possible. <</qSpeak>>
<<speak "pegasus.baby.smile">> I know! @@.singsong;Don't you worry yourself about it!@@ <</speak>>
<<qSpeak "quincy.neutral" >> Ah. So you've already sent a pigeon. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> @@.lilt;Nope!@@ If Archduke Keshet hasn't been able to find it in twenty years, it isn't like me telling them to try again is going to do anything! <</speak>>
<<qSpeak "quincy.eyebrow" >> ...What? <</qSpeak>>
<</switch>>
<<speak "pegasus.baby.neutral" >> It's been missing since I was a girl. <</speak>>
<<speak "pegasus.baby.smile" >> My mother was the one who lost it! @@.singsong;Not me!@@ @@.intense;Blame her instead!@@ <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.lookaway" >> That's unfortunate. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> That's unfortunate. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.neutral" >> Nothing unfortunate about it! *She wiggles her ungloved hand.* I don't even have a relic! Haven't conducted a thing since VRMA. <</speak>>
<<speak "pegasus.baby.smile" >> @@.singsong;No title, no glove, no relic, no problems!@@ <</speak>>
<<speak "pegasus.baby.smile" >> Let me tell you a secret. Noble-to-Noble. *She leans in.* @@.whisper;Only reason I still wear my glove is 'cause the commoners haggle less with it on.@@ <</speak>>
<<text>>
Titleless, failing to fulfill her pledge... //and somehow, coming to the conclusion that it suits her just fine.// Not even with a care to search for the garment that would lift her from this situation. You're not sure what to make of it.
``The infant <<snout "starts jamming his fingers into Pegasus's ear" "lifts Pegasus's flopped ear and starts jamming his fingers into the canal">>, to no change in her smiling countenance. They are an unnerving pair indeed.
<</text>>
<<include "S1E3: Gharkan Pegasus Menu">><<qSpeak "quincy.neutral" >> Have you seen any other Southerners pass through? A man, perhaps? <</qSpeak>>
<<text>>
She stops her gesticulating, dropping her hands onto the stall counter. She laces her fingers.
<</text>>
<<speak "pegasus.baby.neutral" >> There's a scout for the Wings of Fortune somewhere around here. <</speak>>
<<qSpeak "quincy.eyebrow" >> No. The man I'm looking for would likely be traveling alone, unbacked by a guild. <</qSpeak>>
<<speak "pegasus.baby.neutral" >> Hm. Well... I see others out here on the frontier. Occasionally. *She blinks slowly.* Why're you after this fellow? <</speak>>
<<text>>
Her eyebrows twitch, but that might be because her infant has found a new game in pulling fistfuls of her hair.
<</text>>
<<choose>>
<<gate `["dec",1]` [[*Omit any mention of hostilities.* A colleague of mine is looking for him.|S1E3: Gharkan Pegasus Kal Friend]]>><<passiveCheck 1 `["dec",3]`>><</gate>>
[[He is a wanted man.|S1E3: Gharkan Pegasus Kal Wanted][$response to "wanted"]]
<</choose>><<qSpeak "quincy.neutral" >> My colleague is acquainted with him. They're family, actually. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> <<snout "Unkempt hair" "Unkempt merle fur">>... rough voice... rather wide... <</qSpeak>>
<<text>>
Her face contracts upon itself, as though she's tasted a lemon.
<</text>>
<<speak "pegasus.baby.concern" >> No, I don't think I've seen someone around like that. @@.surprise;Sorry!@@ <</speak>>
<<qSpeak "quincy.eyebrow">> ...Hm. Are you //sure?// <</qSpeak>>
<<speak "pegasus.baby.concern" >> @@.singsong;Surer than sure!@@ Nothing but grumpy Northerners as far as the eye can see. <</speak>>
<<speak "pegasus.baby.smile" >> <sup>Sorry!</sup> <</speak>>
<<text>>
She has most certainly seen Kalas Asenath, or at least man of his description. Yet, she hesitates. Is she protecting him?
<</text>>
<<choose>>
<<gate `["dec",0]` [[*Lie.* Are you sure? His nephew is just worried about him.|S1E3: Gharkan Pegasus Kal Friend2]]>><</gate>>
<<buy 10 [[*Bribe.* There is coin in it for you.|S1E3: Gharkan Pegasus Kal Wanted]]>><<set $response to "bribe">><</buy>>
<</choose>><<qSpeak "quincy.think">> Are you certain? His nephew is terribly worried... <</qSpeak>>
<<skillGate>>
<<speak "pegasus.baby.unsmile">> Like I said: @@.lilt;surer than sure!@@ <</speak>>
<<qSpeak "quincy.lookaway">> ...Hm. <</qSpeak>>
<<text>>
If she does know, your approach has not made her keen to tell.
<</text>>
<<choose "quincy.lookaway">>
[[That is a shame.|S1E3: Gharkan Pegasus Kal Friend3]]
<<buy 10 [[*Bribe.* There is coin in it for you.|S1E3: Gharkan Pegasus Kal Wanted]]>><<set $response to "bribe">><</buy>>
<</choose>><<qSpeak "quincy.neutral">> That is a shame. <</qSpeak>>
<<speak "pegasus.baby.unsmile">> @@.intense;Sure is!@@ //Surer than sure...// ahah... <</speak>>
<<speak "pegasus.baby.nervous">> But, er, you know what isn't? <</speak>>
<<qSpeak "quincy.eyebrow">> What? <</qSpeak>>
<<speak "pegasus.baby.smile">> @@.singsong;THESE PRICES?@@ <</speak>>
<<text>>
With this, she shoves a menagerie of rubbish in your direction and begins rattling off numbers and items. It seems you've lost her willingness to entertain the topic.
<</text>>
<<include "S1E3: Gharkan Pegasus Menu">><<if $response == "bribe">>
<<qSpeak "quincy.neutral">> There is coin in it for you, if you cooperate. <</qSpeak>>
<<text>>
At this, the apprehension vanishes from Pegasus's face. With one last nervous dart of the eyes, her demeanor calms.
<</text>>
<<speak "pegasus.baby.concern">> //Oh.// <sup>I see.</sup> <<if hasVisited("S1E3: Gharkan Pegasus Kal Friend2")>>So this isn't about finding little Kaitos's dear old uncle<<else>>So it's //that// kind of search<</if>>... <</speak>>
<<if hasVisited("S1E3: Gharkan Pegasus Kal Friend2")>>
<<qSpeak "quincy.surprised">> You know Kaitos? <</qSpeak>>
<<speak "pegasus.baby.nervous">> Wait - so there ''is'' a nephew? And his name //is// Kaitos? *Her <<snout "brows crease" "ears fold back">>, befuddled.* I was just pullin' a common name out of my head! You know, how all Midlanders are named "Johnathan" or "Robert." <</speak>>
<<qSpeak "quincy.lookaway">> Oh. I see. <</qSpeak>>
<<qSpeak "quincy.eyebrow">> Well, yes on all three accounts. There //is// a nephew, he //is// named Kaitos, and his uncle is a wanted man. He is pursuing him under the right to vindication. <</qSpeak>>
<<text>>
She seems more at ease with this idea. You had assumed she meant to protect him, but it seems the reality was quite the opposite.
<</text>>
<<else>>
<<text>>
She seems more at ease with this idea. You had assumed she meant to protect him, but it seems the reality was quite the opposite.
``You drop the pretenses.
<</text>>
<<qSpeak "quincy.lookaway">> Yes. He is a wanted man. The colleague I mentioned is pursuing him under the right to vindication. <</qSpeak>>
<</if>>
<<speak "pegasus.baby.smile" >> Well, in that case, of course I'll cooperate! Can't have rogues and scoundrels running rough-shod over the tundra! <</speak>>
<<speak "pegasus.baby.concern">> <sup>Poor little <<if hasVisited("S1E3: Gharkan Pegasus Kal Friend2")>>Kaitos<<else>>guy<</if>>, out on the vinnie...</sup> <</speak>>
<<text>>
She extends an arm, palm-up, and wiggles her fingers. You drop your bribe into her palm.
<</text>>
<<g -10>>
<<speak "pegasus.baby.neutral">> So - just to make sure we're talking about the same scoundrel - what's your no-good criminal look like? <</speak>>
<<qSpeak "quincy.neutral" >> Short. <<snout "Long, unkempt hair" "Unkempt fur">>. Loud voice. <<snout "Hirsute" "Merle coat">>... <</qSpeak>>
<<speak "pegasus.baby.unsmile" >> @@.intense.singsong;Oh, that's him, alright!@@ *Her voice occupies the border of two emotions that rarely intermingle, grave and gleeful.* Crude beyond all imagining? Looking like the Architect saw fit to reincarnate the soul of a shark into the body of a man, by name of "Kalas?" <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> He is a wanted man. <</qSpeak>>
<<speak "pegasus.baby.smile" >> Sounds dangerous! Of course I'll cooperate. Can't have rogues and scoundrels running rough-shod over the tundra! <</speak>>
<<text>>
She extends an arm, palm-up, and wiggles her fingers. You drop a single guilder into her palm.
``You half-expect her to demand more, but she is content to pocket the coin.
<</text>>
<<g -1>>
<<qSpeak "quincy.neutral" >> This individual is short. <<snout "Long, unkempt hair" "Unkempt fur">>. Loud voice. <<snout "Hirsute" "Merle coat">>. <</qSpeak>>
<<speak "pegasus.baby.unsmile" >> @@.intense.singsong;Oh, I saw him alright!@@ *Her voice occupies the border of two emotions that rarely intermingle, grave and gleeful.* Crude beyond all imagining? Looking like the Architect saw fit to reincarnate the soul of a shark into the body of a man, by name of "Kalas?" <</speak>>
<</if>>
<<qSpeak "quincy.surprised" >> Yes. That's him. <</qSpeak>>
<<speak "pegasus.baby.unsmile" >> He passed on through here some weeks ago. @@.intense;Had the nerve to speak to me, haha!@@ I think he said something about being on his way to Vrulkod? He must be Lazgar-bound... not sure why else he'd be going @@.singsong;that-a-way.@@ No ''SMART'' criminal would be hoofing it to Bronvull. <</speak>>
<<qSpeak "quincy.neutral" >> That's... fortunate. *Given that Vrulkod is on your way regardless.* Thank you, Pegasus. <</qSpeak>>
<<text>>
Kaitos will be happy to learn of this.
<</text>>
<<speak "pegasus.baby.smile" >> Any time! @@.singsong;Happy hunting!@@ <</speak>>
<<itemAdd "pegasus-kal">>
<<silently>>
<<addTask "kal-hunt" "start">>
<</silently>>
<<updateTask "kal-hunt" "tellGharkan">>
<<include "S1E3: Gharkan Pegasus Menu">><<text>>
There is something about this woman, aside from her terrible loudness, which has caught your attention. You feel as though you have seen her somewhere before.
<</text>>
<<qSpeak "quincy.think">> Pardon. Have we met before? <</qSpeak>>
<<speak "pegasus.baby.neutral">> @@.singsong;Yessir!@@ @@.surprise;I'm flattered that you recall!@@ <</speak>>
<<qSpeak "quincy.lookaway">> Actually... I don't. That's the trouble. <</qSpeak>>
<<text>>
At once, her arms begin flailing like willow branches in a windstorm. With triumph in her voice, she declares:
<</text>>
<<speak "pegasus.baby.smile">> ''@@.singsong;"When you finish with that wine, you really ought to try the gin!"@@'' <</speak>>
<<text>>
If this collection of words is meant to hold any meaning at all, that meaning is utterly lost on you.
<</text>>
<<speak "pegasus.baby.unsmile">> ...Archduke Keshet's party? When the little Duchess gave your Convoy her sweet little blessings? <</speak>>
<<qSpeak "quincy.think">> Hm... <</qSpeak>>
<<speak "pegasus.baby.concern">> We talked about whether or not Lazarus was handsome? <</speak>>
<<qSpeak "quincy.lookaway">> That... doesn't sound like a conversation of interest to me. Perhaps we're both mistaken. <</qSpeak>>
<<speak "pegasus.baby.concern">> Huh. But I know I served victuals to a Duke Barghur that night! <</speak>>
<<qSpeak "quincy.think">> Perhaps it was my brother...? <</qSpeak>>
<<speak "pegasus.baby.neutral">> @@.lilt;Ooh,@@ yeah, I bet! Everyone in the Tri-Kingdom knows Duke D'Angelo @@.singsong;loves@@ a good party! <</speak>>
<<include "S1E3: Gharkan Pegasus Menu">><<lastLoc "gharkan">>
<<locationBoardSetup `[
{img:"object/north_cloak.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/trade_peppers.png"}
]`>>
<<location "kagthur" `["Trading Hall","Gharkan"]`>>
<<locLinkStub "settle/north_tradinghall">><<text>>
In many ways, Gharkan's Trading Hall is the optimistic ideal of a rural Northern Trading Hall. Like a font on the tundra, it draws travelers from their paths and provides reprieve in a land where the comforts of civilization are few.
``It is also //dreadfully noisy// and //far too crowded// for its size.
<</text>><</locLinkStub>>
<<set _sublocations to {
saddler:{link:"S1E3: Market Saddler",img:"object/north_saddle",text:"Saddler's Stall"},
furrier:{link:"S1E3: Market Furrier",img:"object/pelts",text:"Furrier's Stall"},
nomad:{link:"S1E3: Market fruit salesman",img:"object/fruit",text:"Nomad's Stall"},
tailor:{link:"S1E3: Market Tailor",img:"object/tapestry_north",text:"Weaver's Stall"},
pegasus:{link:"S1E3: Gharkan Pegasus",img:"place/pegasuspieces",text:"Pegasus Pieces"}
}>>
<<if hasVisited("S1E3: Gharkan Trading Wait")>>
<<set _sublocations.nomad.link to "S1E3: Market fruit salesman Deal">>
<<if !hasVisited("S1E3: Market fruit salesman Deal") && !hasVisited("S1E3: Market fruit salesman Intro")>>
<<set _sublocations.nomad.text to "Fruit Stall">>
<</if>>
<<elseif !hasVisited("Market fruit salesman Intro")>>
<<set _sublocations.nomad.link to "S1E3: Market fruit salesman Intro">>
<<set _sublocations.nomad.text to "Fruit Stall">>
<</if>>
<<if !hasVisited("S1E3: Market Saddler First")>>
<<set _sublocations.saddler.link to "S1E3: Market Saddler First">>
<</if>>
<<if !hasVisited("S1E3: Market Furrier First")>>
<<set _sublocations.furrier.link to "S1E3: Market Furrier First">>
<</if>>
<<if !hasVisited("S1E3: Market Tailor First")>>
<<set _sublocations.tailor.link to "S1E3: Market Tailor First">>
<</if>>
<<if !hasVisited("S1E3: Gharkan Pegasus First")>>
<<set _sublocations.pegasus.link to "S1E3: Gharkan Pegasus First">>
<</if>>
<<if hasVisited("S1E3: Gharkan Trading Wait")>>
<<if hasVisited("S1E3: Market fruit salesman Deal")>>
<<set _sublocations.nomad.text to "Swiftjay Nomads">>
<</if>>
<<set _sublocations.wof to {link:"S1E3: Market Wings",img:"object/book_quill",text:"Wings of Fortune"}>>
<<set _sublocations.ip to {link:"S1E3: Market Missionary",img:"object/bell_hand",text:"Isadore's Path"}>>
<</if>>
<<if !hasVisited("S1E3: Trade Arc End") && hasVisited("S1E3: Gharkan Trading Wait")>>
<<set _sublocations.kaitos to {link:"S1E3: Market Kaitos",img:"settle/north_tradinghall",text:"Speak with Kaitos"}>>
<<if setup.hasItem("pegasus-kal") && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<set _sublocations.kaitos.objective to ["kal-hunt","tellGharkan"]>>
<</if>>
<</if>>
<<if $tempQ.yolmar.hareFail>>
<<set _sublocations.nomad.disabled to true>>
<</if>>
<<if $tempQ.yolmar.forgeFail>>
<<set _sublocations.wof.disabled to true>>
<</if>>
<<if setup.hasTask("13-yolmar-nomads","start")>>
<<set _sublocations.nomad.objective to ["13-yolmar-nomads","start"]>>
<</if>>
<<if setup.hasTask("13-yolmar-wof","start")>>
<<set _sublocations.wof.objective to ["13-yolmar-wof","start"]>>
<</if>>
<<if setup.hasTask("13-yolmar-ip","start")>>
<<set _sublocations.ip.objective to ["13-yolmar-ip","start"]>>
<</if>>
<<if setup.hasTask("13-yolmar-nomads","return")>>
<<set _sublocations.nomad.objective to ["13-yolmar-nomads","return"]>>
<</if>>
<<if setup.hasTask("13-yolmar-wof","return")>>
<<set _sublocations.wof.objective to ["13-yolmar-wof","return"]>>
<</if>>
<<if setup.hasTask("13-yolmar-ip","return")>>
<<set _sublocations.ip.objective to ["13-yolmar-ip","return"]>>
<</if>>
<<print setup.locLinks(_sublocations)>>
<<if !hasVisited("S1E3: Gharkan Trading Wait")>>
<<set _visitedStalls to 0>>
<<if hasVisited("S1E3: Market fruit salesman Intro")>>
<<set _visitedStalls++>><</if>>
<<if hasVisited("S1E3: Market Tailor First")>>
<<set _visitedStalls++>><</if>>
<<if hasVisited("S1E3: Market Saddler First")>>
<<set _visitedStalls++>><</if>>
<<if hasVisited("S1E3: Market Furrier First")>>
<<set _visitedStalls++>><</if>>
<<if hasVisited("S1E3: Gharkan Pegasus First")>>
<<set _visitedStalls++>><</if>>
<</if>>
<<if hasVisited("S1E3: Gharkan Trading Wait")>>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@
<<elseif _visitedStalls >= 2>>
@@.next;[[Cease your browsing.|S1E3: Gharkan Trading Wait]]@@
<<else>>
@@.next;Occupy yourself.@@
<</if>><<locationBoardSetup `[
{img:"object/bell_hand.png"},
{img:"settle/north_tradinghall.png"},
{img:"land/hills_taiga.png"}
]`>>
<<location "kagthur" `["Front Door","Trading Hall"]`>>
<<if hasVisited("S1E3: market path 2")>>
<<text>>
The reverend is as you left him: outside the Trading Hall, blowing bird calls through his dove-flute. His collection of donations look just as meager as when you first saw it, <<if $tempQ.gharkan.donate>>save for the addition of yours and Kaitos's coins<<else>>save for the addition of Kaitos's coin<</if>>.
<</text>>
<<if $tempQ.gharkan.donate>>
<<speak "reverendHoly.happy" "Reverend">> Good day, Blessed Glove! <</speak>>
<<else>>
<<speak "reverendHoly.neutral" "Reverend">> Good day, Blessed Glove. <</speak>>
<</if>>
<<include "S1E3: market path choices">>
<<else>>
<<text>>
The reverend is as you left him: outside the Trading Hall, blowing bird calls through his dove-flute. His pan of donations is just as empty as when you first saw it, <<if $tempQ.gharkan.donate>>save for the addition of yours and Kaitos's coins<<else>>save for the addition of Kaitos's coin<</if>>. Such is the fate of church-men foolish enough to go begging on the Northern frontier.
``At the sight of you, the man <<if $tempQ.gharkan.donate>>smiles placidly. You find yourself swept up in a torrent of unearned praise<<else>>merely sniffs<</if>>.
<</text>>
<<if $tempQ.gharkan.donate>>
<<speak "reverendHoly.happy" "Reverend" >> @@.lilt;Oh, good day, Noble Glove!@@``I am most //blessed// to bask in your light again. <</speak>>
<<text>>
Your instinct is to recoil, but you manage to stay that instinct for now. For better or worse, it seems you've marked yourself as an ally by sparing that guilder.
<</text>>
<<speak "reverendHoly.happy" "Reverend">> Are you in need of anything? Guidance, perhaps? <</speak>>
<<qSpeak "quincy.lookaway">> In need...? Well, yes. In a manner of speaking. <</qSpeak>>
<<text>>
The man clasps a hand to his chest, <<snout "his" "tail swishing and">> face beaming.
<</text>>
<<speak "reverendHoly.happy" "Reverend">> @@.singsong;Wonderful.@@ The Architect embraces all who seek him. <</speak>>
<<text>>
At this, his arms rise, outstretched. You fear he means to make this "embrace" literal somehow. You take a subtle step backward, just to ensure you remain beyond his reach.
<</text>>
<<else>>
<<speak "reverendHoly.neutral" "Reverend">> Blessed Glove! You've returned to offer tribute? <</speak>>
<<text>>
The rise of his collection dish implies an answer has been chosen for you, but you refuse to adhere to his script.
<</text>>
<<qSpeak "quincy.eyebrow">> No. <</qSpeak>>
<<speak "reverendHoly.frown" "Reverend">> Ah. Well. The Architect embraces all who seek him. Should you have a change of heart... <</speak>>
<<qSpeak "quincy.furrow">> The door is always open. Yes. I am aware. <</qSpeak>>
<<text>>
You've heard this many times over. You are ''not'' interested.
<</text>>
<</if>>
<<qSpeak "quincy.lookaway">> It's not me who needs the help. <</qSpeak>>
<<text>>
There is something unpleasant about confessing Yolmar's struggles to a man of the Holy Church.<<if !$tempQ.gharkan.donate>> Even worse is how the man's stern face reshapes itself into a pleasant smile at the prospect of someone in need.<</if>> But, the town of Yolmar must eat. You cannot discount the charity of Isadore's Path as a potential means to that end.
<</text>>
<<speak "reverendHoly.happy" "Reverend">> Oh? Tell me, then - what troubles you, child? <</speak>>
@@.next;[[Explain the situation.|S1E3: market path 2]]@@
<</if>><<text>>
And so, you tell the reverend the tale of Yolmar's woe. Throughout your recount, he nods along with a look of vague concern or feigned sympathy, his tranquil expression never quite coming into alignment with what you've said.
<</text>>
<<speak "reverendHoly.neutral" "Reverend">> Ah, poor Yolmar. Such towns are often forgotten by <<if $tempQ.gharkan.donate>>those who prosper<<else>>uncharitable gloves who have lost their way<</if>>... <</speak>>
<<speak "reverendHoly.neutral" "Reverend">> That is why we of Isadore's Path do our best to reach those left in the cold. It is not an easy road by any means. I know how our efforts are mocked and scorned throughout the North. <</speak>>
<<speak "reverendHoly.happy" "Reverend">> Our work is //blessed,// no matter the darkness of the Long Night or the hatred we face. We will always love the North, no matter how it hates us. And if we made martyrs for it, then it is a small price to pay... <</speak>>
<<text>>
You frown. //Is he trying to garner sympathy for his organization in the midst of a discussion about a starving town on the verge of collapse?//
<</text>>
<<choose "quincy.lookaway">>
<<if $qStats.skills.etiquette >= 10>>
<<gate `["etiq",10]` [[Difficult work is rarely appreciated.|Skillgate Test]] "hide">><<set $response to "etiq">><</gate>>
<<else>>
[[Sounds difficult.|S1E3: market path 3][$response to "difficult"]]
<</if>>
[[Are you going to help, or not?|S1E3: market path 3][$response to "not"]]
[[You earned their contempt. I've no pity for you.|S1E3: market path 3][$response to "preach"]]
<</choose>><<switch $response>>
<<case "difficult" "etiq">>
<<text>>
As far as you can tell, the contempt the Holy Church has garnered is a consequence of their own making. Nevertheless, you'd best be diplomatic. The rumors of your <<if $rumor.faith>>heresy<<else>>faithlessness<</if>> are rampant enough. You needn't stoke that particular fire right now.
<</text>>
<<if $response == "etiq">>
<<qSpeak "quincy.think">> A good deed is seldom appreciated as such. You do difficult work here. <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> Ah, yes. It is thankless work. But it must be done, nevertheless. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> That sounds... ah... //difficult.// <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> Oh, it is. But our faith is strong, and we stand firm in our convictions. <</speak>>
<</if>>
<<text>>
The reverend smiles. Your disgust is reflexive.
<</text>>
<<case "not">>
<<text>>
Frustration twitches in your <<snout "fingertips" "eartips">>. You really couldn't care less for the Holy Church's self-inflicted troubles.
<</text>>
<<qSpeak "quincy.eyebrow">> Are you willing to offer help, or not? <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> Patience, Duke Barghur. *He chuckles.* I was about to say... <</speak>>
<<case "preach">>
<<text>>
Frustration twitches in your <<snout "fingertips" "eartips">>. You speak of real problems. //He// waxes about consequences of his own making.
<</text>>
<<qSpeak "quincy.eyebrow">> You preach where you are not wanted. Of course they begrudge you. <</qSpeak>>
<<speak "reverendHoly.neutral" "Reverend">> Yet the North asks for our help all the same. Deep down, the <<if $rumor.faith>>pagans<<else>>faithless<</if>> know they have turned from The Architect's light, and they yearn for it. <</speak>>
<<speak "reverendHoly.happy" "Reverend">> You'll understand in time, Your Grace. <</speak>>
<<text>>
You are confident you won't. The reverend smiles regardless.
<</text>>
<</switch>>
<<speak "reverendHoly.neutral" "Reverend">> Isadore's Path can help your Yolmar. We need only coin and a chapel in which to welcome our flock. <</speak>>
<<qSpeak "quincy.lookaway">> Yolmar has a disused chapel, but... is the contract not coin enough? <</qSpeak>>
<<text>>
The reverend laughs. The silver of his necklace gleams with the heave of his chest.
<</text>>
<<speak "reverendHoly.happy" "Reverend">> We are not a business, Your Grace! We've no want of a Crown contract. //Our// only contract is with Him Above. <</speak>>
<<speak "reverendHoly.neutral" "Reverend">> That said, we would need //a charitable donation of equivalent size.// To fund our work. <</speak>>
<<include "S1E3: market path choices">><<choose>>
<<actions
[[Will your aid be available to all of Yolmar, or only those who share your faith?|S1E3: market path food]]
[[There is a boy living in Yolmar's chapel. Would he be allowed to stay?|S1E3: market path jimstay]]
>>
<<onceLink "Yolmar is a North sect town. Would this be an issue?" "S1E3: market path belief">><<if $rumor.faith>><<passiveCheck 1 `["dec",5]`>><<else>><<passiveCheck 1 `["dec",10]`>><</if>><</onceLink>>
<<if $tempQ.yolmar.forgeFail != true || $tempQ.yolmar.hareFail != true>>
<<if !hasVisited("S1E3: IP Accept") && !hasVisited("S1E3: market path later")>>
<<specialC "end" [[I'll consider supporting your mission.|S1E3: market path later]]>><<set $response to "consider">><</specialC>>
<<decide false [[Your mission isn't wanted.|S1E3: market path later]]>><<set $response to "dontthink">><</decide>>
<</if>>
<</if>>
<<if !hasVisited("S1E3: IP Accept")>>
<<decide true [[I'll see about procuring the chapel for your mission.|S1E3: IP Accept]]>><</decide>>
<</if>>
<<if hasVisited("S1E3: market path later") || hasVisited("S1E3: IP Accept")>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</if>>
<</choose>><<qSpeak "quincy.think">> Yolmar is a Cerostian town already - one of the North sect. Does your organization consider them "lost," or would they be left to practice as they please? <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> We are all brothers in the Church of Ceros. We all pray to Him Above; we'll surely find common ground. <</speak>>
<<if setup.checkPass(1)>>
<<set $tempQ.yolmar.pathLie to true>>
<<skillCheck 1>>
<<text>>
You suspect his idea of "common ground" involves Yolmar's faithful ceding theirs. The North sect may be an official branch of the Church, but <<if $rumor.faith>>you've been made //well aware// that this is //in theory,// not practice<<else>>it is seldom treated as such in practice<</if>>.
<</text>>
<<qSpeak "quincy.eyebrow">> ...I see. <</qSpeak>>
<<else>>
<<text>>
Given the North sect's disdain and distrust towards other forms of Cerostian, this answer surprises you. But, you suppose a Cerostian mission must be hungry for even the smallest patch of common ground. Even a contentious splinter must feel like an ally in a faithless kingdom like yours.
<</text>>
<<qSpeak "quincy.lookaway">> Hm. I see. <</qSpeak>>
<</if>>
<<include "S1E3: market path choices">><<qSpeak "quincy.think">> Just to be clear: your aid would be available to all Yolmar's people, not just those who share your faith? <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> We lend our charity to all in need! <</speak>>
<<text>>
A response too brief to be a complete thought. You brace for the caveat that is sure to follow.
<</text>>
<<speak "reverendHoly.neutral" "Reverend">> ...Of course, //anyone// who attends service is welcome to eat with the //rest of his congregation//. <</speak>>
<<text>>
//Of course.//
<</text>>
<<include "S1E3: market path choices">><<qSpeak "quincy.lookaway">> The previous rector of Yolmar's chapel left it in the care of her ward. Would the boy be allowed to continue living there? <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> Of course! *He clasps his hands together, beaming.* We are happy to welcome youth into our flock. <</speak>>
<<qSpeak "quincy.tilt">> Hm... <</qSpeak>>
<<text>>
The implication is clear: Jim must either leave or //assimilate.//
<</text>>
<<include "S1E3: market path choices">><<switch $response>>
<<case "consider">>
<<qSpeak "quincy.lookaway">> I'll... consider supporting your mission. <</qSpeak>>
<<speak "reverendHoly.happy" "Reverend">> May Him Above guide you, Your Grace. Should you have any need of us, Isadore's Path will welcome you with open arms. <</speak>>
<<case "dontthink">>
<<qSpeak "quincy.neutral">> ...I don't think your charity will be required. <</qSpeak>>
<<speak "reverendHoly.neutral" "Reverend">> I see. Should you change your mind, Isadore's Path will welcome you with open arms, Your Grace. <</speak>>
<</switch>>
<<text>>
At the mention of "open arms," you find yourself taking another instinctive step back. Hopefully, you needn't return.
<</text>>
@@.next;[[Return to the Trading Hall.|S1E3: Gharkan Trading Hall]]@@<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>>
<<text>>
You haven't another choice left. All other prospects have failed you.
<</text>>
<<qSpeak "quincy.tilt">> ...I'll see what I can do about the chapel. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I'll see what I can do about the chapel. <</qSpeak>>
<</if>>
<<speak "reverendHoly.happy" "Reverend">> Bless you, Your Grace. May Him Above shine light upon a just path. <</speak>>
<<text>>
<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>>You withold an exclamation of disbelief. If a //"just path"// had ever existed, it is far beyond your reach now.<<else>>You withold a scoff. A "just path" would be convenient, now wouldn't it?<</if>>
``You'll have to speak with Jim about the chapel.
<</text>>
<<updateTask "13-yolmar-ip" "start2">>
@@.next;[[Return to the Trading Hall.|S1E3: Gharkan Trading Hall]]@@<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>>
<<qSpeak "quincy.lookaway">> I've found aid for Yolmar in Isadore's Path. <</qSpeak>>
<<elseif hasVisited("S1E3: path jim aid wof") && hasVisited("S1E3: path jim aid ip")>>
<<qSpeak "quincy.neutral">> There is one final offer to consider - an offer from Isadore's Path. <</qSpeak>>
<<elseif hasVisited("S1E3: path jim aid wof") || hasVisited("S1E3: path jim aid ip")>>
<<qSpeak "quincy.neutral">> Another choice we've been given is to work with Isadore's Path. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> First, we might work with Isadore's Path. <</qSpeak>>
<</if>>
<<text>>
Jim's repulsion is both severe and immediate. His face twists as though he has tasted something rotten.
<</text>>
<<speak "jim.frown">> Ugh, //Holies.// *He sneers.* Lemme guess - they're fixin' to set up a chapel right across from mine so they can preach to empty pews? <</speak>>
<<qSpeak "quincy.lookaway">> ...Not exactly. <</qSpeak>>
<<speak "jim.frown">> Huh? Then //what,// um, exactly? <</speak>>
<<qSpeak "quincy.neutral">> They want //this// chapel. <</qSpeak>>
<<text>>
In an instant, the disgust is gone from his face. In its stead, a wide-eyed expression of disbelief.
<</text>>
<<speak "jim.surprised">> //But I live here!// <</speak>>
<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail>>
<<text>>
The boy begs your understanding. Alas, the unfairness of the demand is known to you already.
<</text>>
<<qSpeak "quincy.tilt">> I would not ask this of you, were there any other way. <</qSpeak>>
<<include "S1E3: path jim nochoice">>
<<else>>
<<choose "quincy.lookaway">>
<<if hasVisited("S1E3: IP Accept")>>
<<decide "a" [[This is for the good of Yolmar, Jim.|S1E3: path jim church 2]]>><<set $response to "good">><</decide>>
<</if>>
<<specialC "end" [[I haven't agreed to anything yet. I'm informing you of the possibility.|S1E3: path jim church maybe]]>><<set $response to "first">><</specialC>>
<</choose>>
<</if>><<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> Apologies, Jim. This is for the good of Yolmar. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> This is for the good of Yolmar, Jim. <</qSpeak>>
<</if>>
<<speak "jim.surprised">> @@.stutter;The good of Yolmar!?@@ *He echoes, his voice fraught.* <</speak>>
<<text>>
The boy's head sinks low on his shoulders. Trembling in shock, his eyes drop to the floor. From the vagueness of his face emerges a new expression of grief and anger.
<</text>>
<<if hasVisited("S1E3: path jim aid wof") && hasVisited("S1E3: path jim aid nomads")>>
<<speak "jim.angry">> @@.yell;How is //this// for the good of Yolmar?!@@ *He growls.* What happened to the guild!? The nomads!? Why couldn't you do business with one of //them!?// <</speak>>
<<elseif hasVisited("S1E3: path jim aid wof")>>
<<speak "jim.angry">> @@.yell;How is //this// for the good of Yolmar?!@@ *He growls.* @@.intense;What happened to the guild!? Why couldn't you do business with the //Southerners!?//@@ <</speak>>
<<elseif hasVisited("S1E3: path jim aid nomads")>>
<<speak "jim.angry">> @@.yell;How is //this// for the good of Yolmar?!@@ *He growls.* @@.intense;What happened to the nomads!? Why couldn't you do business with //them!?//@@ <</speak>>
<<else>>
<<speak "jim.angry">> @@.yell;How is //this// for the good of Yolmar?!@@ *He growls.* @@.intense;//Don't you know anything about this town!?//@@ <</speak>>
<</if>>
<<choose "quincy.lookaway">>
<<if hasVisited("S1E3: path jim aid wof") && hasVisited("S1E3: path jim aid nomads")>>
[[An agreement could not be reached with either...|S1E3: path jim church fails][$response to "neither"]]
<<elseif $tempQ.yolmar.forgeFail && hasVisited("S1E3: path jim aid wof")>>
[[We were unable to come to an agreement with the Wings of Fortune...|S1E3: path jim church fails][$response to "wings"]]
<<elseif $tempQ.yolmar.hareFail && hasVisited("S1E3: path jim aid nomads")>>
[[We were unable to come to an agreement with the nomads...|S1E3: path jim church fails][$response to "nomads"]]
<</if>>
<<if $tempQ.yolmar.pathLie>>
<<set _lieDC to 15>>
<<if $tempQ.jim.faith && hasVisited("S1E3: ExYol Chapel Nvmd Detour Faith")>>
<<set _lieDC to 6>>
<</if>>
<<check `["dec",_lieDC]` [[*Repeat the reverend's lie.* If it comes as any comfort, they've promised to respect your practices.|S1E3: path jim church 3]]>><<set $response to "respect">><<cFlag "quincy" "lie">><</check>>
<<elseif hasVisited("S1E3: market path belief")>>
[[If it comes as any comfort, they've promised to respect your practices.|S1E3: path jim church 3][$response to "respect"]]
<</if>>
<<if hasVisited("S1E3: market path jimstay")>>[[You'll have a home. They've offered to let you stay, so long as you join with them.|S1E3: path jim church 3][$response to "inductee"]]<</if>>
[[I'm sorry. I didn't want this, either.|S1E3: path jim church 3][$response to "sorry"]]
[[It's what must be done.|S1E3: path jim church 3][$response to "done"]]
<</choose>><<include "S1E3: path jim exp stub">>
<<include "S1E3: path jim endq">><<switch $response>>
<<case "neither">>
<<set _karlieMention to true>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I am afraid an agreement could not be reached with either one. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I am afraid an agreement could not be reached with either one. <</qSpeak>>
<</if>>
<<speak "jim.angry">> @@.intense;Yeah!?@@ And why not!? <</speak>>
<<if $tempQ.yolmar.forgeFail>>
<<qSpeak "quincy.lookaway">> The Wings wanted the old forge. <<if hasVisited("S1E3: wings karlie smith discuss giveup")>>I couldn't do that to Karlie<<else>>Karlie was not amenable to the idea<</if>>. And as for the nomads, well-- <</qSpeak>>
<<elseif $tempQ.yolmar.hareFail>>
<<qSpeak "quincy.tilt">> <<if hasVisited("S1E3: tradefix canteloupe route fail")>>Dura would not give up her kit.<<else>>Old Man Colby refused the nomads' deal.<</if>> And the Wings of Fortune - they wanted the old forge and I thought Karlie-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Neither proposal was acceptable. The nomads wanted Dura's kit, and the Wings of Fortune wanted the old forge. I thought Karlie-- <</qSpeak>>
<</if>>
<<case "wings">>
<<set _karlieMention to true>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I'm sorry. I could not come to an agreement with the Wings of Fortune. They wanted the old forge, and <<if hasVisited("S1E3: wings karlie smith discuss giveup")>>I couldn't force Karlie to<<else>>Karlie was not amenable to the idea<</if>>-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I could not come to an agreement with the Wings of Fortune. They wanted the old forge, and <<if hasVisited("S1E3: wings karlie smith discuss giveup")>>I couldn't force Karlie to<<else>>Karlie was not amenable to the idea<</if>>-- <</qSpeak>>
<</if>>
<<case "nomads">>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> <<if hasVisited("S1E3: tradefix canteloupe route fail")>>Dura would not give up her kit. I could not meet the clan's request, and they are not interested<<else>>Old Man Colby refused the nomads' deal. The clan has no interest<</if>> in alternatives. I'm sorry. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> <<if hasVisited("S1E3: tradefix canteloupe route fail")>>Dura would not give up her kit. I could not meet the clan's request, and they are not interested<<else>>Old Man Colby refused the nomads' deal. The clan has no interest<</if>> in alternatives. <</qSpeak>>
<</if>>
<<text>>
Jim's gaze remains on the toes of his boots. He stands there in silence until he can manage to will the shaking to stop. Once it has, he lifts his chin and mutters to the rafters:
<</text>>
<<if hasVisited("S1E3: tradefix canteloupe route fail")>>
<<speak "jim.frown">> ...So there really is no other way. <</speak>>
<<else>>
<<speak "jim.frown">> ...'Course he did. The old man wants this town to rot. <</speak>>
<</if>>
<</switch>>
<<if _karlieMention>>
<<text>>
But the mention of Karlie's forge was all Jim needed to hear. His expression of anger reverts back to shock and horror as swiftly as it came on.
<</text>>
<<speak "jim.surprised">> @@.surprise;//They wanted Karlie to give up her pop's forge!?//@@ <</speak>>
<<text>>
He staggers back into the pews, sickened. With moist eyes, the orphan strokes its familiar curvature and reflects upon the path almost taken. But he does not weep, to your relief - instead, the glint dries from his eyes as he straightens in his seat.
``Yolmar will not be fed without sacrifice. He would rather it be his own than another's.
<</text>>
<<else>>
<<text>>
Slowly, he drifts backward and settles into the pews. With tired eyes, the orphan strokes its familiar curvature and reflects upon the reality of the situation.
``Yolmar will not be fed without sacrifice. And, to his misfortune, it must be his.
<</text>>
<</if>>
<<speak "jim.glance">> Everyone in this town's done so much for me.<<if _karlieMention>> Especially Karlie.<</if>> And this church... it was never really mine. I have to think what Aunt Yara would do. <</speak>>
<<speak "jim.neutral">> And Auntie Yara... she would've given anything for Yolmar. <</speak>>
<<include "S1E3: path jim endq">><<switch $response>>
<<case "first">>
<<qSpeak "quincy.lookaway">> I haven't agreed to anything yet. *You assure him.* There may be other options. <</qSpeak>>
<<text>>
The boy's terror softens some, though the tautness of his shoulders remains.
<</text>>
<<speak "jim.neutral">> ...There //better be!// *He cries, hand clutched to his chest.* <</speak>>
<</switch>>
<<if $tempQ.yolmar.forgeFail || $tempQ.yolmar.hareFail>>
<<qSpeak "quincy.lookaway">> That said... I've lost one as it is. <</qSpeak>>
<<if $tempQ.yolmar.forgeFail>>
<<set $tempQ.jim.toldForgeFail to true>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> <<if !hasVisited("S1E3: path jim aid wof")>>A Southern guild offered their help, but their terms could not be met.<<else>>I could not come to an agreement with the Wings of Fortune.<</if>> They wanted the old forge, and <<if hasVisited("S1E3: wings karlie smith discuss giveup")>>I couldn't force Karlie to<<else>>Karlie was not amenable to<</if>>-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> <<if !hasVisited("S1E3: path jim aid wof")>>A Southern guild offered their help, but their terms could not be met.<<else>>I could not come to an agreement with the Wings of Fortune.<</if>> They wanted the old forge, and <<if hasVisited("S1E3: wings karlie smith discuss giveup")>>I couldn't force Karlie to<<else>>Karlie was not amenable to<</if>>-- <</qSpeak>>
<</if>>
<<text>>
But the mention of Karlie was all Jim needed to hear.
<</text>>
<<speak "jim.surprised">> //They wanted Karlie to give up her pop's forge!?// *He gasps.* <</speak>>
<<elseif $tempQ.yolmar.hareFail>>
<<set $tempQ.jim.toldHareFail to true>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> <<if !hasVisited("S1E3: path jim aid nomads")>>A clan of nomads offered their help, but... they wanted Old Man Colby's kit.<<else>>I told Old Man Colby of the nomads' proposal.<</if>> <<if hasVisited("S1E3: tradefix canteloupe route fail")>>His hare would not give up her kit. I could not meet the clan's request, and they are not interested<<else>>He refused, and the clan has no interest<</if>> in alternatives. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> <<if !hasVisited("S1E3: path jim aid nomads")>>A clan of nomads offered their help, but... they wanted Old Man Colby's kit.<<else>>I told Old Man Colby of the nomads' proposal.<</if>> <<if hasVisited("S1E3: tradefix canteloupe route fail")>>His hare would not give up her kit. I could not meet the clan's request, and they are not interested<<else>>He refused, and the clan has no interest<</if>> in alternatives. <</qSpeak>>
<</if>>
<<if hasVisited("S1E3: tradefix canteloupe route fail")>>
<<speak "jim.frown">> ...And you can't just... take it? When she's not lookin'? <</speak>>
<<qSpeak "quincy.harrowed">> *Your skin crawls<<snout "" " beneath your pelt">> at the thought.* //No.// <</qSpeak>>
<<else>>
<<speak "jim.frown">> ...'Course he did. The old man wants this town to rot. <</speak>>
<</if>>
<</if>>
<</if>>
<<text>>
The boy then begins to pace. As he trudges through the pews, he sets aside his initial shock in favor of a seriousness befitting <<if hasVisited("S1E3: ExYol Jim Parents")>>his true age<<else>>a grown man<</if>>. <<if hasVisited("S1E3: ExYol Jim Parents")>>He is nearly a man, despite appearances. And, if he wishes for others to recognize this<<else>>And, if he wishes to be that man<</if>>, he knows he must act the part.
``Or at least - that is what you //guess// of his motive. You can imagine few other reasons that a boy with nothing might say:
<</text>>
<<if $tempQ.yolmar.forgeFail || $tempQ.yolmar.hareFail>>
<<speak "jim.frown">> ...I'll do it. If there's no other option. <</speak>>
<<else>>
<<speak "jim.frown">> I mean - I'll do it. If there's not. <</speak>>
<</if>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.lookaway">> Are you certain...? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Are you certain? <</qSpeak>>
<</if>>
<<speak "jim.neutral">> *He gives a stiff nod, despite clear reluctance.* Chapel's not mine. It's Auntie Yara's. I gotta think about what she would want. And... I reckon she would want the town alive and fed. <</speak>>
<<speak "jim.glance">> I just... I hope there's another way...! <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.neutral">> I'll do what I can. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> We'll see. <</qSpeak>>
<</if>>
<<include "S1E3: ExYol Chapel Q">><<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I'm afraid I come bearing... unfortunate news. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I have... unfortunate news. <</qSpeak>>
<</if>>
<<text>>
At once, the boy's face grows serious once again.
<</text>>
<<speak "jim.neutral">> ...You need the chapel. <</speak>>
<<qSpeak "quincy.tilt">> Yes. <</qSpeak>>
<<text>>
Jim slinks into one of the old church's splintered windowsills. Eyes fixed beyond the glass, he heaves a great sigh and wills himself to stay true to his word.
<</text>>
<<include "S1E3: path jim nochoice">>@@.next;[[Continue.|S1E3: IP Win Transition]]@@<<switch $response>>
<<case "respect">>
<<idealTracker "cunning">>
<<set _jimFurl to true>>
<<if $tempQ.yolmar.pathLie>>
<<text>>
You know you lie, but you cannot risk <<if $tempQ.yolmar.hareFail && $tempQ.yolmar.forgeFail>>this last opportunity<<elseif $tempQ.yolmar.hareFail || $tempQ.yolmar.forgeFail>>another opportunity<<else>>this opportunity<</if>>. Were the boy to refuse now... you simply cannot take that chance.
<</text>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral">> I asked Isadore's Path that they respect the town's beliefs. They've agreed. <</qSpeak>>
<<skillCheck>>
<<text>>
The boy unfurls from his seat. With such a troubled face, he must still be skeptical, but in a dark time such as this <<if $tempQ.jim.faith>>he yearns to trust word of a fellow "man of the New Dawn."<<else>>he wishes for nothing more than to believe you.<</if>> And so, it is for his own peace of mind that he accepts your word as it is.
<</text>>
<<speak "jim.glance">> They'll... they'll keep to their word, I hope. <</speak>>
<<elseif $tempQ.yolmar.pathLie>>
<<qSpeak "quincy.neutral">> Isadore's Path has promised to respect the town's beliefs. <</qSpeak>>
<<skillCheck>>
<<set _jimFurl to false>>
<<text>>
Alas, the thinning of your voice must've revealed the truth. Your attempt to assuage the boy's fears only grieves him further. When he peeks from his furl, his brow is low and his eyes dark with distrust.
<</text>>
<<if $tempQ.jim.faith>>
<<speak "jim.frown">> And you //believed 'em?// First thing they're gonna do is burn the tapestries and dress the whole chapel in silver! <</speak>>
<<elseif $rumor.faith>>
<<speak "jim.frown">> Save your breath. They're liars, same as you. <</speak>>
<<else>>
<<speak "jim.frown">> Save your breath. They look down on us, same as you. <</speak>>
<</if>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> I've asked that they respect the town's beliefs. <</qSpeak>>
<<text>>
<<if $tempQ.jim.faith>>The boy unfurls from his seat. With such a troubled face, he must be skeptical still, but a small comfort is better than none. He accepts it despite his doubts.<<else>>The boy remains furled in his seat.<<set _jimFurl to false>><</if>>
<</text>>
<<if $tempQ.jim.faith>>
<<speak "jim.glance">> They'll... they'll keep to their word, I hope. <</speak>>
<<else>>
<<speak "jim.glance">> *A muffled scoff escapes his overcoat.* Doesn't matter what they say. They won't. First thing they're gonna do is burn the tapestries and dress the whole chapel in silver. <</speak>>
<</if>>
<</if>>
<<text>>
<<if _jimFurl>>Heaving a great sigh, he straightens his back to the pew. Though he is small as ever beneath the heft of his overcoat, the stress upon his face makes him look less a child and more a weary old man.<<else>>For a time, Jim stays as he is, a coil of hopelessness, and you are left to linger in your awkwardness, a vulture anxiously awaiting for the moment the dying becomes dead so he might pick the carcass clean. When he finally straightens his back against the pew, he meets your eyes with the tired face of a jaded elder.<</if>>
<</text>>
<<speak "jim.frown">> <<if hasVisited("S1E3: path jim church maybe")>>I'm a man of my word, sir.<<else>>If... if there's no other way, then I'll do it. For Yolmar.<</if>> Take the key. The Holies can have the chapel. <</speak>>
<<case "inductee">>
<<text>>
The presence of Isadore's Path will change Yolmar. This is inarguable. But that does not mean Jim has lost everything.
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> You'll-- you'll still have a home. *You assure him.* Isadore's Path tells me you'll be allowed to stay, so long as-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You'll still have a home. Isadore's Path tells me you'll be allowed to stay, so long as-- <</qSpeak>>
<</if>>
<<speak "jim.angry">> *He whips upright from his slump, <<snout "teeth clenched" "hackles taut">> in anger.* @@.intense;So long as I //join them.//@@ <</speak>>
<<text>>
<<if setup.hasTrait("guilty")>>You wince in regret.<<else>>A terrible awkwardness falls over you.<</if>> His complaint rings true: stay or go, his choices are born of a lack of options.
<</text>>
<<speak "jim.frown">> Look. <<if hasVisited("S1E3: path jim church maybe")>>I'm a man of my word, sir. T<<else>>The Holies can have the chapel. Just... t<</if>>ake the key. <</speak>>
<<case "sorry">>
<<qSpeak "quincy.tilt">> My apologies, Jim. This is not what I wanted for Yolmar either. <</qSpeak>>
<<if hasVisited("S1E3: path jim church maybe")>>
<<text>>
Heaving a great sigh, the boy straightens his back to the pew. Though he is small as ever beneath the heft of his overcoat, the stress upon his face makes him look less a child and more a weary old man.
<</text>>
<<speak "jim.neutral">> I'm a man of my word, sir. <</speak>>
<<speak "jim.glance">> Just... take the key. <</speak>>
<<else>>
<<text>>
For a time, Jim stays as he is, a coil of hopelessness, and you are left to linger in your awkwardness, a vulture anxiously awaiting for the moment the dying becomes dead so he might pick the carcass clean. When he finally uncurls in the pew, he meets your eyes with the tired face of jaded elder.
<</text>>
<<speak "jim.glance">> Forget wantin' anything. *He snorts.* It's not about want. It's about need. And Yolmar... Yolmar needs Holies to feed it. <</speak>>
<</if>>
<<case "done">>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> It's simply what must be done. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> It's simply what must be done. <</qSpeak>>
<</if>>
<<text>>
At this, the boy whips upright from his slump, <<snout "teeth clenched" "fur bristling and hackles taut">> in anger.
<</text>>
<<speak "jim.angry">> @@.intense;''Think I don't know that!?''@@ *He snaps.* I'd do anything for this town! <</speak>>
<<text>>
Furious, the boy squares his shoulders and straightens his back to the pew. Though he is small as ever beneath the heft of his overcoat, the angry creases in his face make him look less a child and more a bitter old man.
<</text>>
<<if hasVisited("S1E3: path jim church maybe")>>
<<speak "jim.frown">> I'm a man of my word, sir. Just-- just take the key and let me alone. <</speak>>
<<else>>
<<speak "jim.frown">> @@.intense;Just-- just take the key and let me alone.@@ <</speak>>
<</if>>
<</switch>><<include "S1E3: path jim exp stub">>
<<include "S1E3: path jim endq">><<if hasVisited("S1E3: path jim aid nomads")>>
<<set _spokeNomads to true>>
<</if>>
<<if hasVisited("S1E3: path jim aid wof")>>
<<set _spokeGuild to true>>
<</if>>
<<set _karlieMention to false>>
<<if $tempQ.jim.toldForgeFail>>
<<speak "jim.glance">> ...<<if _spokeNomads>>You couldn't work things out between you and the nomads<<else>>You couldn't find another deal<</if>>. <</speak>>
<<qSpeak "quincy.lookaway">> No. <<if !hasVisited("S1E3: path jim aid nomads")>>I attempted to barter with a clan of nomads<<else>>I told Old Man Colby of the nomads' proposal<</if>>, but... *You shake your head.* Their terms could not be met. <</qSpeak>>
<<elseif $tempQ.jim.toldHareFail>>
<<speak "jim.glance">> ...<<if _spokeGuild>>You couldn't work things out between you and the guild<<else>>You couldn't find another deal<</if>>. <</speak>>
<<qSpeak "quincy.lookaway">> No. <<if !hasVisited("S1E3: path jim aid wof")>>A Southern guild offered their help, but their terms could not be met. <</if>>They wanted the old forge, and Karlie... *You shake your head.* <</qSpeak>>
<<set _karlieMention to true>>
<<elseif _spokeNomads && _spokeGuild>>
<<speak "jim.frown">> But - what about the nomads? Or that guild!? <</speak>>
<<qSpeak "quincy.lookaway">> Their terms could not be met. I could not procure the kit, nor could I convince Karlie to part with her father's workshop. <</qSpeak>>
<<set _karlieMention to true>>
<<elseif _spokeNomads>>
<<speak "jim.frown">> But - what about those nomads? <</speak>>
<<qSpeak "quincy.lookaway">> Their terms could not be met. I could not procure the kit. So, I sought other options. There was a Southern guild. But, they wanted the old workshop, and Karlie... *You shake your head.* <</qSpeak>>
<<set _karlieMention to true>>
<<elseif _spokeGuild>>
<<speak "jim.frown">> But - what about the guild? <</speak>>
<<qSpeak "quincy.lookaway">> They wanted the old workshop as part of their terms. And Karlie... *You shake your head.* <</qSpeak>>
<<set _karlieMention to true>>
<<else>>
<<speak "jim.frown">> But - there has to be-- <</speak>>
<<qSpeak "quincy.lookaway">> There isn't. *You shake your head.* I sought every alternative. Each one has failed. <</qSpeak>>
<</if>><<if _spokeNomads && _spokeGuild>>
<<speak "jim.frown">> But - what about the nomads? Or that guild!? <</speak>>
<<qSpeak "quincy.lookaway">> Their terms could not be met. I could not procure the kit, <<if $tempQ.yolmar.forgeFail>>nor could I convince Karlie to part with her father's workshop<<else>>and the guild... their terms simply weren't realistic.<</if>>. <</qSpeak>>
<<if $tempQ.yolmar.forgeFail>>
<<set _karlieMention to true>>
<</if>>
<<elseif _spokeNomads>>
<<speak "jim.frown">> But - what about those nomads? <</speak>>
<<qSpeak "quincy.lookaway">> Their terms could not be met. <<if $tempQ.yolmar.hareFail>>I could not procure the kit.<<elseif $tempQ.yolmar.forgeFail>>I sought other options. There was a Southern guild. But, they wanted the old workshop, and Karlie...<</if>> *You shake your head.* <</qSpeak>>
<<if $tempQ.yolmar.forgeFail>>
<<set _karlieMention to true>>
<</if>>
<<elseif _spokeGuild>>
<<speak "jim.frown">> But - what about the guild? <</speak>>
<<qSpeak "quincy.lookaway">> They wanted the old workshop as part of their terms. And Karlie... *You shake your head.* <</qSpeak>>
<<set _karlieMention to true>>
<<else>>
<<speak "jim.frown">> So... there's really no other way? <</speak>>
<<qSpeak "quincy.lookaway">> No. *You shake your head.* And Yolmar is running out of time. <</qSpeak>>
<</if>><<if hasVisited("S1E3: path jim aid nomads")>>
<<set _spokeNomads to true>>
<</if>>
<<if hasVisited("S1E3: path jim aid wof")>>
<<set _spokeGuild to true>>
<</if>>
<<set _karlieMention to false>>
<<if $tempQ.yolmar.forgeFail && $tempQ.yolmar.hareFail >>
<<include "S1E3: path jim nochoice doublefail">>
<<else>>
<<include "S1E3: path jim nochoice butchoice">>
<</if>>
<<if _karlieMention>>
<<speak "jim.surprised">> //They wanted Karlie to give up her pop's forge?// <</speak>>
<<qSpeak "quincy.lookaway">> They did. <</qSpeak>>
<</if>>
<<if passage() == "S1E3: path jim church return">>
<<text>>
Jim grimaces. Some part of him, you suspect, knew this would come to pass. Seating himself on the pew - for perhaps the last time - he slumps inward. Curled into his knees, he looks more like a child than ever.
<</text>>
<<speak "jim.glance">> So... this chapel is Yolmar's last hope.``We're gonna lose our church... and I'm gonna lose my... my home... <</speak>>
<<else>>
<<text>>
Jim nods, though his eyes hold no understanding, only fear of what is to come. He staggers back into the pews in a daze before slumping inward. Curled into his knees, he looks more like a child than ever.
<</text>>
<<speak "jim.surprised">> @@.stutter;So... this chapel is Yolmar's last hope...@@``We're gonna lose our church... and I'm gonna lose my... my home... <</speak>>
<</if>>
<<choose "quincy.tilt">>
<<if $tempQ.yolmar.pathLie>>
<<set _lieDC to 15>>
<<if $tempQ.jim.faith && hasVisited("S1E3: ExYol Chapel Nvmd Detour Faith")>>
<<set _lieDC to 6>>
<</if>>
<<check `["dec",_lieDC]` [[*Repeat the reverend's lie.* If it comes as any comfort, they've promised to respect your practices.|S1E3: path jim church 3]]>><<set $response to "respect">><</check>>
<<elseif hasVisited("S1E3: market path belief")>>
[[If it comes as any comfort, they've promised to respect your practices.|S1E3: path jim church 3][$response to "respect"]]
<</if>>
<<if hasVisited("S1E3: market path jimstay")>>[[You'll have a home. They've offered to let you stay, so long as you join with them.|S1E3: path jim final][$response to "inductee"]]<</if>>
[[I'm sorry. I didn't want this, either.|S1E3: path jim final][$response to "sorry"]]
[[It's what must be done.|S1E3: path jim final][$response to "done"]]
<</choose>><<timebreak "day">>
<<set $tempQ.yolmar.foodDone to true>>
<<text>>
Jim's fingers struggle to uncurl from the old chapel key. In his hand is the closest thing he has to security. Though he gives it willingly for the good of his town, you cannot help but feel yourself a robber.
``<<if hasVisited("S1E3: path jim final")>>You've succeeded, but only just. How befitting. <</if>>Nevertheless, Yolmar's people will be fed. That is all that matters, now.
<</text>>
<<updateTask "13-yolmar-ip" "return">>
<<silently>>
<<run delete $objectives["13-yolmar-wof"]>>
<<run delete $objectives["13-yolmar-nomads"]>>
<</silently>>
@@.next;[[You've upheld your end of the bargain.|S1E3: Exploration Yolmar]]@@<<locationBoardSetup `[
{img:"object/pelts.png"},
{img:"settle/north_tradinghall.png"},
{img:"pelt.png"}
]`>>
<<location "kagthur" `["Furrier's Stall","Trading Hall"]`>>
<<text>>
Midlanders take great pride in their hunting sport. They boast about their tracking hounds, the horses they ride, about pelt quality and quantity and everything else. All this bluster, without ever knowing a Northern commoner with a good eye and a Duruger will put their hunts to shame on the regular. And so, it is no surprise to find that this furrier's stall is covered from end-to-end in a gorgeous menagerie of pelts and furred wear. The tundra's slow crawl from winter to spring is evident in the bandy hairs on display. Most of these animals were felled in their summer coats; only a few white furs remain.
<</text>>
<<speak "northtrade_m2.neutral" "Furrier">> @@.singsong;Pelts, cloaks, and mitts! Summer's comin', last chance for white tundra fox!@@ <</speak>>
<<qSpeak "quincy.eyebrow">> ...Last chance? *You mutter, confused.* Their coats will be white again next winter... <</qSpeak>>
<<speak "northtrade_m2.neutral" "Furrier">> @@.whisper;<span class='intense'>Sssshh!</span>@@ *He shushes you with a wink.* @@.whisper;Not for the tourin' folk. They prolly never seen such a deal on winter pelts. And they might never see such a deal again, once they're gone!@@ <</speak>>
<<include "S1E3: Market Furrier Choices">><<locationBoardSetup `[
{img:"object/pelts.png"},
{img:"settle/north_tradinghall.png"},
{img:"pelt.png"}
]`>>
<<location "kagthur" `["Furrier's Stall","Trading Hall"]`>>
<<speak "northtrade_m2.neutral" "Furrier">> @@.singsong;Pelts, cloaks, and mitts! Summer's comin', last chance for white tundra fox!@@ <</speak>>
<<text>>
You find the furrier's stall covered from end-to-end in a gorgeous menagerie of pelts and furred wear. In these items, the tundra's slow crawl from winter to spring is evident. Most of these animals were felled in their summer coats, and only a few white furs remain.
<</text>>
<<include "S1E3: Market Furrier Choices">><<if !hasVisited("S1E3: ExYol Trade Karlie")>>
<<set _furcloak to {image:{
url:"cloak_fur.png"},name:"Fur Cloak",text:"Looks warm. Caribou fur, if you had to guess. Someone smaller than you will be very warm next winter."}>>
<<else>>
<<set _furcloak to {id:"yolmar-cloak",text:"Looks warm. Caribou fur, if you had to guess. It's tailored for someone with a smaller frame than yours.",cost:25,pass:"S1E3: Market Furrier Buy"}>>
<</if>>
<<shop `[_furcloak,{image:{
url:"foxpelt_winter.png"},name:"Winter Tundra Fox Pelt",text:"//\"Just as beautiful as winter wolf fur, but a tenth of the cost,\"// or so commoners like to tell one another."},{image:{
url:"foxpelt_red.png"},name:"Red Fox Pelt",text:"Tundra foxes are typically gray or brown in the summer... this must be a stranger who wandered north from the Midland. You see stragglers like this one down in Barghur every now and then."},{image:{
url:"shawl_fur.png"},name:"Fur Shawl",text:"The fur is of wonderful quality, but you still don't understand the purpose of these half-measure garments which cover only a small area in the name of \"fashion.\""}]`>><</shop>>
<<choose>>
<<actions
[[Who are these "touring folk" you mentioned?|S1E3: Market Furrier Towners]]
>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</choose>><<qSpeak "quincy.neutral">> I'd like to purchase this cloak. <</qSpeak>>
<<speak "northtrade_m2.neutral" "Furrier">> Oh? Gift for a lady friend? <</speak>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "northtrade_m2.neutral" "Furrier">> No? Little thing like that won't fit your shoulders... <</speak>>
<<qSpeak "quincy.neutral">> I am aware. <</qSpeak>>
<<text>>
You hastily place the cost of the cloak on the counter of his stall in hopes of reminding the furrier that he has a sale to make. It seems to do the trick; the man blinks at the guilders for a moment before pulling the cloak off its hook and handing it to you.
<</text>>
<<g>>
<<itemAdd "yolmar-cloak">>
<<text>>
...It's bulky, even folded. Carrying it is awkward. You hope you needn't do it long.
<</text>>
<<include "S1E3: Market Furrier Choices">><<qSpeak "quincy.think">> Pardon. I'm curious: those "touring folk" you mentioned... <</qSpeak>>
<<speak "northtrade_m2.neutral" "Furrier">> @@.whisper;<span class='lilt'>Southerners.</span>@@ <</speak>>
<<if hasVisited("S1E3: Gharkan Trading Wait 2")>>
<<text>>
Ah. He must mean the guild. Either that, or he's mistaken Kaitos for a man beyond his wealth...
<</text>>
<<else>>
<<text>>
You frown. The only Southerners you've seen here are Kaitos and that <<if hasVisited("S1E3: Market Pegasus")>>"Pegasus" woman<<else>>merchant woman<</if>>, neither of which strike you as the clientele who would eye a furrier's stall.
<</text>>
<</if>>
<<speak "northtrade_m2.neutral" "Furrier">> Been seeing 'em more and more lately. Ever since the river dried up, the course that runs west through the mountains has been seein' Southerners comin' up from Polaris. <</speak>>
<<itemAdd "yolmar-riverpass">>
<<speak "northtrade_m2.neutral" "Furrier">> There's even talk of one of their guilds expandin' their Northern branch up here on the frontier. @@.whisper;Rumor says some folks at the hall've already gotten offers to join...!@@ <</speak>>
<<qSpeak "quincy.neutral">> I see. <</qSpeak>>
<<include "S1E3: Market Furrier Choices">><<locationBoardSetup `[
{img:"object/tapestry_north.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/north_cloak.png"}
]`>>
<<location "kagthur" `["Weaver's Stall","Trading Hall"]`>>
<<text>>
In the North, a trading hall is hardly a trading hall without at least //one// elder hunched over a loom. These stubborn old weavers rarely take interest in guilders - they prefer to barter goods-for-goods "like frontiersmen used to" if they are willing to part with their wares at all.
<</text>>
<<speak "northelder_f1.neutral" "Weaver">> Young man. The black of your cloak is hare pelt, yes? <</speak>>
<<text>>
You look up from your inspection of a quilt tiled with harpies and arctic willows. The old woman behind the stall has set aside her little pin loom so that she might rummage through a basket of rovings.
<</text>>
<<qSpeak "quincy.neutral">> Yes...? <</qSpeak>>
<<speak "northelder_f1.neutral" "Weaver">> And you bear the touch? <</speak>>
<<text>>
She mustn't recognize you.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Yes. *You admit.* <</qSpeak>>
<</if>>
<<speak "northelder_f1.neutral" "Weaver">> My granddaughter's one of you. *She creaks.* Wretched girl needs a saddle cloth for her beast, and she asks me to match //this// color... whatever color //this// is. <</speak>>
<<text>>
The old woman pulls a small sample of yarn from her collection. The fiber is black, but where the light strikes, shimmers a cool green.
`` If she cannot discern its hue, then it can only be hare fiber.
<</text>>
<<qSpeak "quincy.neutral">> It's green. <</qSpeak>>
<<speak "northelder_f1.neutral" "Weaver">> *The woman draws a deep breath, followed by a weary exhale.* Green like copper, or green like sedge? <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> Copper. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Copper. <</qSpeak>>
<</if>>
<<speak "northelder_f1.neutral" "Weaver">> Hm. <</speak>>
<<text>>
The woman <<snout "purses her lip" "flicks her whiskers">>. With a thoughtful nod, she loops the bit of hare yarn around a spool of dyed teal-blue snowshoe fiber and sets it aside. It's far from a perfect match, but it is the closest in her collection. You say nothing and return to your browsing.
<</text>>
<<include "S1E3: Market Tailor Choices">><<locationBoardSetup `[
{img:"object/tapestry_north.png"},
{img:"settle/north_tradinghall.png"},
{img:"object/north_cloak.png"}
]`>>
<<location "kagthur" `["Weaver's Stall","Trading Hall"]`>>
<<speak "northelder_f1.neutral" "Weaver">> Mm. *The elderly woman behind the stall grunts in greeting, but her eyes remain on her pin loom.* <</speak>>
<<text>>
In the North, a trading hall is hardly a trading hall without at least //one// elder hunched over a loom. These stubborn old weavers rarely take interest in guilders - they prefer to barter goods-for-goods "like frontiersmen used to" if they are willing to part with their wares at all.
<</text>>
<<include "S1E3: Market Tailor Choices">><<shop `[{image:{
url:"cloak_north.png"},name:"Woven Cloak",text:"A very traditional Northern cloak. Even if you wanted it, the weaver tells you it's been spoken for as soon as you set eyes on it."},{image:{
url:"blanket_snowshoequilt.png"},name:"Snowshoe Quilt",text:"A warm and heavy quilt you'd hate to carry with you on a long journey. It's patterned with lively little snowshoe fawns."},{image:{
url:"scarf_char.png"},name:"Char Scarf",text:"A scarf patterned with red-bellied arctic char."},{image:{
url:"storymask.png",snoutSensitive:true},name:"Storyteller's Mask",text:"One of ten thousand family heirlooms just like it. When you look too long, the old woman snaps that it is \"not for sale, only show.\""}]`>><</shop>>
<<choose>>
<<actions
[[Do you trade yarn as well?|S1E3: Market Tailor Yarn]]
>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</choose>><<qSpeak "quincy.neutral">> You've quite a selection of fibers, there. Would you be willing to trade? <</qSpeak>>
<<speak "northelder_f1.neutral" "Weaver">> I trade //for// yarn. *She states firmly.* I do not trade //away// yarn. <</speak>>
<<qSpeak "quincy.think">> Why not? <</qSpeak>>
<<speak "northelder_f1.neutral" "Weaver">> When I was still young, a spirit swindled me out every spool of green wool I had. The very next day, a Viscount rode through town in search of a weaver who could craft his son a cloak in honor of his pledge... his //green// pledge. <</speak>>
<<qSpeak "quincy.eyebrow">> A... spirit. <</qSpeak>>
<<speak "northelder_f1.neutral" "Weaver">> @@.intense;In the form of a Southern merchant!@@ <</speak>>
<<qSpeak "quincy.lookaway">> Ah. <</qSpeak>>
<<text>>
So she sold the wool of her own volition and regrets it, then.
<</text>>
<<include "S1E3: Market Tailor Choices">><<locationBoardSetup `[
{img:"object/north_saddle.png"},
{img:"settle/north_tradinghall.png"},
{img:"boxes.png"}
]`>>
<<location "kagthur" `["Saddler's Stall","Trading Hall"]`>>
<<text>>
The moment your eyes so much as glance across the stall, a snide voice sniffs:
<</text>>
<<speak "northtrade_m1.neutral" "Saddler">> Apologies, ''sir.'' We do not serve your kind. <</speak>>
<<text>>
You stop in your tracks. Appalled, you turn your head to meet the speaker's gaze.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I am //your Duke.// *You scoff.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I am //your Duke!// *You exclaim.* <</qSpeak>>
<</if>>
<<speak "northtrade_m1.neutral" "Horse Saddler">> I am aware, //Your Grace.// *He replies, his voice fraying from the stress of juggling distaste and respect.* That is why it is of utmost importance that you are made aware that these are ''HORSE'' saddles. I am a ''HORSE'' saddler, and //only// a ''HORSE'' saddler. <</speak>>
<<text>>
Reflexively, your eyes drift back to his wares. Saddles of different sizes, stains, and stitching line the saddler's stall. He peddles a respectable variety, but...
``Not //your// variety.
<</text>>
<<include "S1E3: Market Saddler Choices">><<locationBoardSetup `[
{img:"object/north_saddle.png"},
{img:"settle/north_tradinghall.png"},
{img:"boxes.png"}
]`>>
<<location "kagthur" `["Saddler's Stall","Trading Hall"]`>>
<<speak "northtrade_m1.neutral" "Horse Saddler">> Do be aware that these are ''HORSE'' saddles. I am a ''HORSE'' saddler, and //only// a ''HORSE'' saddler. <</speak>>
<<text>>
Saddles of different sizes, stains, and stitching line the saddler's stall. He peddles a respectable variety, but...
``Not //your// variety.
<</text>>
<<include "S1E3: Market Saddler Choices">><<shop `[{image:{
url:"saddle_1.png"},name:"Horse Saddle",text:"Its construction is nice enough, but the saddler's distinction is not unwarranted: you'd break your pelvis if you put this on "+$licorice+". You've already learned that lesson."},{image:{
url:"saddle_2.png"},name:"Light Horse Saddle",text:"Truth be told, you're not exactly sure what the difference in construction is, only that it has something to do with the padding of the seat and you can feel the disparity when it shatters bone. Perhaps you should read up on the specifics when you have a chance..."},{image:{
url:"saddle_3.png"},name:"Dark Horse Saddle",text:"Ah. This one is stained a lovely dark color. A shame it's for horses."}]`>><</shop>>
<<choose>>
<<actions
[[Why not make saddles for hares as well?|S1E3: Market Saddler Hares]]
>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</choose>><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.think">> Why not make saddles for hares as well? There's good money in it. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...Why not make saddles for hares as well? There's good money in it. <</qSpeak>>
<</if>>
<<speak "northtrade_m1.neutral" "Horse Saddler">> *His nostrils cringe narrow, as though holding in a sneeze<<snout "" ", his muzzle scrunched">>.* I simply don't have the expertise. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You could learn. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You could learn. <</qSpeak>>
<</if>>
<<speak "northtrade_m1.neutral" "Horse Saddler">> //I've done my time as an apprentice,// Your Grace. *He huffs.* <</speak>>
<<include "S1E3: Market Saddler Choices">><<locationBoardSetup `[
{img:"object/fruit.png"},
{img:"settle/north_tradinghall.png"},
{img:"barrels.png"}
]`>>
<<location "kagthur" `["Fruit Stall","Trading Hall"]`>>
<<if hasVisited("S1E3: tradefix canteloupe 2")>>
<<text>>
Amidst the buzz of commerce, one stall operates in near silence. Unassuming in its display, the wares speak for themselves: a trove of shining red cherries, melons of all shapes and sizes, grapes green and violet, and many more fruits out of time and place on the spring tundra. In the Midland, one might find such variety in a bowl on a Nobleman's dining table, imported and assembled for the viewing pleasure of his guests, but here on the frontier such variety is only found at green fonts.
<</text>>
<<speak "stan.neutral" >> *He meets your gaze evenly.*@@.on;The kit and the coin, and we will see that Yolmar is fed.@@ <</speak>>
<<include "S1E3: tradefix canteloupe 3 choices">>
<<else>>
<<if hasVisited("S1E3: Market fruit salesman Intro")>>
<<text>>
Once again, the nomad is silent as you approach.
<</text>>
<<speak "stan.neutral" "Nomad Trader">>@@.on;. . .@@ <</speak>>
<<qSpeak "quincy.neutral" >> Have you the rank to make trade agreements on behalf of your clan? <</qSpeak>>
<<speak "stan.neutral">>@@.on;Mm.@@ *He bows his head.*@@.on;The Shepherd has trusted me with this honor, yes. I am Stan, of the Swiftjay clan.@@ <</speak>>
<<else>>
<<text>>
Amidst the buzz of commerce, one stall operates in near silence. It has no need for a display, for the invitingly bright wares speak for themselves: a trove of shining red cherries, melons of all shapes and sizes, grapes green and violet, and many more fruits out of time and place on the spring tundra. In the Midland, one might find such variety in a bowl on a Nobleman's dining table, imported and assembled for the viewing pleasure of his guests, but here on the frontier such variety is only found at green fonts.
``The man behind the stall is a nomad. If the wander food he sold did not tell you already, the bright weave of his cloak and broad-brimmed hat would. After a long winter of cold, wrinkly fall apples, Gharkan starves for fresh fruit, and he hardly charges for the pleasure. The old woman in front of you beams as she exchanges a few paltry coins for a basket of peaches.
``The nomadic clans of the North have a reputation for being tight-lipped, and the vendor is no exception. He has hardly said a word since you became aware of him, and though his eyes linger on your gloves he greets you with the same taciturn nod he greets all his customers.
<</text>>
<<speak "stan.neutral" "Nomad Trader">>@@.on;. . .@@ <</speak>>
<</if>>
<<if !hasVisited("S1E3: Market fruit salesman Intro")>>
<<qSpeak "quincy.neutral" >> You're a nomad, yes? <</qSpeak>>
<<speak "stan.neutral" >>@@.on;Yes. Name is Stan. I sell wander food for the Swiftjay clan.@@ *He states in short, sharp sentences.* <</speak>>
<<qSpeak "quincy.neutral" >> Have you the rank to make trade agreements? <</qSpeak>>
<<speak "stan.neutral">>@@.on;Mm.@@ *He bows his head.*@@.on;The Shepherd has trusted me with this honor, yes.@@ <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> The next town over, Yolmar, borders on famine. I'm looking for someone with the means to help. <</qSpeak>>
@@.next;[[Explain the situation.|S1E3: tradefix canteloupe 2]]@@
<</if>><<text>>
As you outline the trouble in Yolmar and the details of the contract, it seems as though the nomad is ignoring you. He tends to his eager line of customers without so much a glance your way, depositing a bundle of grapes into the spare hand of a shopping mother. The infant propped against her hip reaches for them with a burble.
<</text>>
<<qSpeak "quincy.neutral" >> So, all this to say: you're better equipped to help than anyone else. Yolmar is an easier journey by hare and snowshoe than it is by horse. Has the spring thaw provided your clan enough wander food to spare? <</qSpeak>>
<<speak "stan.neutral" >>@@.on;Does a hare have red eyes?@@ *He inclines his head to the myriad food on display.*@@.on;Here are our most enticing finds, only. The iceberg's tip.@@ <</speak>>
<<qSpeak "quincy.neutral" >> We will pay the market rate for anything you deliver to Yolmar. <</qSpeak>>
<<speak "stan.neutral" >>@@.on;Gharkan or Convoy: it does not matter to the Shepherd, so long as peaches go out, and guilders come in. But...@@<</speak>>
<<speak "stan.eyebrow" >>@@.on;We do not pass Yolmar often; the descent into the valley is tiresome, its trails cursed. Market rate there, market rate here. Why sell //there//, when //here// is easier?@@<</speak>>
<<choose>>
[[Goodwill for your fellow Northern subject?|S1E3: tradefix canteloupe 3][$response to "goodwill"]]
[[Empathy?|S1E3: tradefix canteloupe 3][$response to "empathy"]]
[[Would you deny the Prince's Convoy?|S1E3: tradefix canteloupe 3][$response to "convoy"]]
<</choose>><<switch $response>>
<<case "goodwill">>
<<qSpeak "quincy.neutral" >> Out of goodwill for your fellow Northerner? <</qSpeak>>
<<speak "stan.eyebrow" >>@@.on;"Fellow Northerner." Psh. A man puts on a golden hat and declares that the moose and rabbit are brothers. It does not make it so.@@ <</speak>>
<<speak "stan.neutral" >>@@.on;A man of the tundra, and a mole of the hovels: these have nothing in common. The "settled man" chooses to drown himself in dirt to dig bones and refuse. Moles concern me little.@@ <</speak>>
<<if setup.hasTrait("moleman")>>
<<text>>
//"Mole?"// You have never heard this barb against settled life before, of the men who dedicate their lives to the operation of Vestur's mines. If meur is the blood of Vestur, the mines are the beating heart sending it forth. A filament of anger glows red in you briefly.
<</text>>
<<qSpeak "quincy.furrow" >> The "moles" work so that those who do not may live comfortably. <</qSpeak>>
<<speak "stan.eyebrow" >>@@.on;So you say. Is this way serving your "Yolmar" so well? Why is no Nobleman filling their bellies with their "Gift?" Why do young men with cheeks still fat from their mother's milk beg us every year to show them life beyond your settled North?@@ *He laughs.* <</speak>>
<<else>>
<<text>>
"Mole?" It had never occurred to you that nomads might have a barb against miners. When you recall the tired, dust-caked, squinting face common to every man in the tunnels... you find it unpleasantly apt.
<</text>>
<</if>>
<<case "empathy">>
<<qSpeak "quincy.neutral" >> Out of empathy for your fellow man? <</qSpeak>>
<<speak "stan.neutral" >> *He shrugs.*@@.on;I have not met these "Yolmar" people.@@ <</speak>>
<<case "convoy">>
<<qSpeak "quincy.neutral" >> Denying a request of the Prince's Convoy might prove socially unwise. <</qSpeak>>
<<speak "stan.neutral" >> *He snorts.*@@.on;No one has denied anything. Do not put milk in my mouth before the tunsukh has begun.@@ <</speak>>
<</switch>>
<<qSpeak "quincy.lookaway" >> You want more guilders, then? <</qSpeak>>
<<speak "stan.neutral" >>@@.on;"More"... eh.@@ *He hisses his teeth.*@@.on;There is only so much to do with guilders. We buy fuel-dung, we buy oil, we buy rope -- these are the things guilders can provide. The "more" we need is not so easily supplied.@@ <</speak>>
<<if hasVisited("S1E3: market missionary 2") || hasVisited("S1E3: market wings 2")>>
<<text>>
Another caveat.
<</text>>
<<qSpeak "quincy.furrow" >> *You try to keep the weariness from your voice.* Name your terms. <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow" >> What is this "more?" <</qSpeak>>
<</if>>
<<speak "stan.eyebrow" >>@@.on;A late-season blizzard sent us astray this ride in to Gharkan. We passed by your "Yolmar." There was a doe in the commons, heavy with kit. She had a halter. She must be partnered. Do you know of her?@@<</speak>>
<<if hasVisited("S1E3: Yolmar Imani") || hasVisited("S1E3: ExYol HareCommons")>>
<<qSpeak "quincy.neutral" >> Dura? Yes. She kitted recently. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> The taximan's hare. I believe she kitted yesterday. <</qSpeak>>
<</if>>
<<text>>
He unfurls his arms, eyes widening. It is the first indication he finds you any more interesting than a spring blackfly.
<</text>>
<<speak "stan.neutral" >>@@.on;My Ruvi's kits this year were stillborn. A loss to the clan. The hares of Swiftjay dwindle; young men who might be shepherds go unbonded, and our snowshoes stray. There has been much tragedy as of late. @@<</speak>>
<<text>>
He speaks with an even voice, but by custom; nomads do not show their stomach without good cause. There is a grim picture lying beneath these words. A good season of green fonts feeds men, but does nothing for their hares.
<</text>>
<<speak "stan.neutral" >>@@.on;This kit you speak of could soothe many wounds. Ruvi, who makes milk for no child. My clan, who raises sons with no partners to give. And in return, we would take your Convoy's "contract," fill the hole in your "Yolmar"'s stomach.@@ <</speak>>
<<speak "stan.eyebrow" >>@@.on;The snowshoe eats our food, so it may provide us dung to cook with.@@ <</speak>>
<<include "S1E3: tradefix canteloupe 3 choices">><<choose>>
<<if $tempQ.yolmar.hareFail != true>>
<<actions
[[For the hare alone? No money?|S1E3: tradefix canteloupe hareonly]]
[[The kit is too young to be without its mother.|S1E3: tradefix canteloupe baby]]
>>
<<if hasVisited("S1E3: tradefix canteloupe baby")>>
<<actions [[So you'd transfer your own doe's grief to another?|S1E3: tradefix canteloupe transfer]]>><</if>>
<</if>>
<<onceLink "You said the trails of the valley are \"cursed?\"" "S1E3: tradefix canteloupe curse">><</onceLink>>
<<if !setup.hasItem("yolmar-cherries") && !setup.hasItem("yolmar-grapes")>>
[[I'd like to purchase something.|S1E3: cg deal buy]]
<</if>>
<<if !hasVisited("S1E3: tradefix canteloupe later") && !hasVisited("S1E3: N Accept")>>
<<specialC "end" [[I need time to consider.|S1E3: tradefix canteloupe later]]>><<set $response to "consider">><</specialC>>
<<decide false [[What you propose is cruel. Absolutely not.|S1E3: tradefix canteloupe later][$response to "sicktwisted"]]>><</decide>>
<</if>>
<<if !hasVisited("S1E3: N Accept")>>
<<decide true [[I'll see if Colby will part with him.|S1E3: N Accept]]>><</decide>>
<</if>>
<<if hasVisited("S1E3: tradefix canteloupe later") || hasVisited("S1E3: N Accept")>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</if>>
<</choose>><<qSpeak "quincy.neutral">> ...May I see your wares? <</qSpeak>>
<<speak "stan.neutral" >> *He waves an open palm overtop his stall as if to say, "you're looking at them now."* <</speak>>
<<include "S1E3: cg deal options">><<qSpeak "quincy.eyebrow">> You said earlier that the trails of the valley are... cursed. <</qSpeak>>
<<speak "stan.neutral">>@@.on;Some.@@ <</speak>>
<<text>>
You wait patiently for him to elaborate. He does not.
<</text>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "stan.neutral">>@@.on;. . .@@ <</speak>>
<<qSpeak "quincy.neutral">> ...How so? <</qSpeak>>
<<speak "stan.neutral">>@@.on;The river plays tricks upon hares at its crossings.@@ <</speak>>
<<if hasVisited("S1E3: Elijah SQ Ravine")>>
<<qSpeak "quincy.surprised">> //Ah.// *You exclaim.* <</qSpeak>>
<<text>>
Those hare-scrabbled stones at the ravine - it must have been //his// clan's hares who were terrorized by the Viscount's broken relic. No wonder he would call the trails around Yolmar cursed. What you went through was bad enough; you cannot imagine how you'd handle the situation with a caravan of snowshoes in tow.
<</text>>
<<qSpeak "quincy.think">> That shouldn't be a problem for your people any longer. <</qSpeak>>
<<speak "stan.neutral">> *His brow twitches in a manner which might convey interest... or skepticism.* <</speak>>
<<qSpeak "quincy.lookaway">> A Nobleman's relic was lost to the river where it became cracked. //That// was what has been disturbing the hares for the past few years. <</qSpeak>>
<<qSpeak "quincy.neutral">> The offending item has been recovered and removed. <</qSpeak>>
<<speak "stan.neutral">>@@.on;So you say.@@ *He replies, his tone indifferent.* <</speak>>
<<qSpeak "quincy.lookaway">> Yes... I did. <</qSpeak>>
<<else>>
<<text>>
At times, it can be difficult to parse superstition from mystical euphemisms for mundane problems - especially amongst nomads and frontiersmen. You proceed with the assumption this is the latter. Crossing a river of size and depth always poses risk.
<</text>>
<<qSpeak "quincy.lookaway">> Well, the river is gone, now. It cannot play tricks any longer. <</qSpeak>>
<<speak "stan.neutral">>@@.on;The land always has tricks.@@ *He asserts.* <</speak>>
<</if>>
<<include "S1E3: tradefix canteloupe 3 choices">><<qSpeak "quincy.lookaway" >> Very well. I will see if the old man will part with the kit. <</qSpeak>>
<<speak "stan.neutral" >> *He bobs his head.*@@.on;Show me the young buck. Then we talk.@@ <</speak>>
<<text>>
The nomad returns to his former silence, wordlessly swapping fruit for coin with his unending stream of buyers. When the conversation ended, so did any reason of his to acknowledge you at all.
<</text>>
<<updateTask "13-yolmar-nomads" "start2">>
<<text>>
This will be no easy endeavor.
<</text>>
@@.next;[[Return to the Trading Hall.|S1E3: Gharkan Trading Hall]]@@<<set _hareName to false>>
<<if hasVisited("S1E3: Yolmar Imani") || hasVisited("S1E3: ExYol HareCommons")>>
<<set _hareName to true>>
<</if>>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<text>>
You think of Dura: how she kept safe that kit in her belly, and cried and strained in her labor to see him safely into this world. Given her struggles, this kit will likely be her last.
<</text>>
<<else>>
<<text>>
You think of <<if _hareName>>Dura<<else>>the mother doe<</if>> and her kit. An unexpected grief falls over you, thinking of this pair you've never met torn apart.
<</text>>
<</if>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> And so you would let <<if _hareName>>Dura<<else>>the taximan's doe<</if>> suffer in Ruvi's stead? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> And it's right for <<if _hareName>>Dura<<else>>the taximan's doe<</if>> to suffer Ruvi's same loss? <</qSpeak>>
<</if>>
<<speak "stan.neutral" >>@@.on;I care not for this <<if _hareName>>"Dura,"<<else>>taxi-doe,<</if>> in the same way I care not for your "Yolmar". Ten does would suffer, if it would please my Ruvi.@@ <</speak>>
<<speak "stan.eyebrow" >>@@.on;Would you not do the same for your own partner, "cursed Duke?"@@ <</speak>>
<<text>>
Disturbing as it is, you cannot say for certain that you wouldn't.
<</text>>
<<include "S1E3: tradefix canteloupe 3 choices">><<qSpeak "quincy.tilt" >> The kit's too young to be without his mother. <</qSpeak>>
<<speak "stan.neutral" >>@@.on;Ruvi will be his mother. She has milk to spare and sorrow to be soothed. To sneak in a cuckoo kit is not unheard of. We roll the kit in her yellow snow, and then it smells like her own.@@ <</speak>>
<<include "S1E3: tradefix canteloupe 3 choices">><<qSpeak "quincy.surprised" >> You will do the contract in exchange for the kit only? <</qSpeak>>
<<speak "stan.eyebrow" >>@@.on;No. The kit, //and// market rate for our wander food.@@ <</speak>>
<<include "S1E3: tradefix canteloupe 3 choices">><<switch $response>>
<<case "consider">>
<<qSpeak "quincy.think" >> ...I need to consider your offer. <</qSpeak>>
<<speak "stan.neutral" >> *He tips his hat.* <</speak>>
<<case "sicktwisted">>
<<qSpeak "quincy.furrow" >> What you propose is a cruelty. I will take no part in it.
<</qSpeak>> "stan.eyebrow" <<speak *He shrugs.*@@.on;What is cruel to the fox is a kindness to the ptarmigan.@@ >>
<</speak>> "stan.neutral" <<speak @@.on;If you change your mind, I am here until I am not here, "cursed Duke."@@ >>
<</switch>>
@@.next;[[Return to the Trading Hall.|S1E3: Gharkan Trading Hall]]@@<<qSpeak "quincy.neutral" >> I come bearing... <</qSpeak>>
<<text>>
You are momentarily distracted by the sight of Dura licking the kit's head. Her bright pink tongue vanishes all trace of dirt and straw from the kit, leaving it shiny. Her eyes are in a blissful, almost drunken squint.
``You avert your own.
<</text>>
<<qSpeak "quincy.tilt" >> ...news. <</qSpeak>>
<<qSpeak "quincy.neutral" >> I think I've secured a contract that will see Yolmar fed, until more permanent means are in place. <</qSpeak>>
<<speak "colby.neutral" >>@@.on;'Sat so? Well putter me'n a crinoline 'n call me Queen Amalthea.@@ *He nods, puckering his lips in mock amazement, so that his pipe droops.*@@.on;A glove whose hands're used fer more'n just chok'n his fowl.@@ <</speak>>
<<speak "colby.squint" >>@@.on;But I don't know wha'hell that gotser do with me.@@ <</speak>>
<<text>>
You are an influent dullard in a language most your fellow man seem to naturally intuit. That of what is meant in a tip of the head, a wink, a sentence left hanging in the air too long. But sometimes - among those who share your curse - something aligns just right your inscrutable head, and you feel how the air gets heavy from words left unsaid.
``Old Man Colby removes his pipe from his mouth and crosses his arms, staring you down like a proud old buck stares down the rash young wolf with enough gall to hunt him. In some way, he knows you've a terrible request. It makes your burden of asking all the worse.
<</text>>
<<qSpeak "quincy.lookaway" >> It has to do with you because... I have something to ask of you. <</qSpeak>>
<<text>>
He does not shift. //"Well, spit it out, boy,"// says his silence.
<</text>>
<<qSpeak "quincy.neutral" >> A group of nomads passed Yolmar on route to Gharkan. They caught sight of Dura. They have had a good season with the green fonts, and they are willing to share what they have with Yolmar... but only in exchange for Dura's kit. <</qSpeak>>
<<speak "colby.furrow" >>@@.on;. . .@@ *The only change in his demeanor is a slow ratchet of his eyebrows inward. The smoke from his pipe curls lazily in the dusty stable air.* <</speak>>
<<choose "quincy.tilt">>
[[Well? Your answer?|S1E3: tradefix canteloupe route 2][$response to "answer"]]
[[I know it's a lot to ask.|S1E3: tradefix canteloupe route 2][$response to "ask"]]
[[I'm sorry.|S1E3: tradefix canteloupe route 2][$response to "sorry"]]
<</choose>><<switch $response>>
<<case "answer">>
<<qSpeak "quincy.lookaway" >> Well? Your answer? <</qSpeak>>
<<text>>
The old man lets out a bark of laughter cold as the spring air.
<</text>>
<<speak "colby.eyeroll" >>@@.on;S'efficient, give you Convoy gloves that. Ask 'a man t'anser before he 'kin form the thought, 'n he'll sign over more'n he knows.@@ <</speak>>
<<case "ask">>
<<qSpeak "quincy.tilt" >> I know it's a daunting thing to ask of you. <</qSpeak>>
<<speak "colby.squint" >>@@.on;Ask'uh me? Nah.@@ <</speak>>
<<speak "colby.furrow" >>@@.on;S'that old harlot worked-a whole year, priggin' some wild hare'n bakin' that pie. S'her pie you're askin' to eat. An' I like that ol' harlot. Think she deserve that there pie.@@ <</speak>>
<<case "sorry">>
<<qSpeak "quincy.tilt" >> I'm sorry. <</qSpeak>>
<<speak "colby.laugh" >>@@.on;Then why 'n Hell you drop it in my cup for?!@@ <</speak>>
<<speak "colby.furrow" >>@@.on;Nah. Y'ain't sorry. Gloves won' know sorry if it wriggled up them breechies and bit 'em on th'acorns.@@ <</speak>>
<</switch>>
<<if hasVisited("S1E3: Yolmar Imani Y")>>
<<speak "colby.neutral" >>@@.on;Was jus' startin' 'ter think, real hard-like, 'bout what that cute youn' ewe who <<if $tempQ.yolmar.duraTrust>>you pulled tha' kit outter Dura with<<else>>pulled that kit outter Dura<</if>> said. What's 'bout the future of Yolmar.@@ <</speak>>
<<else>>
<<speak "colby.neutral" >>@@.on;You know, your Convoy-girl said somethin' when she pulled that kit outter Dura. She gots'a way of talkin' that girl. Told me Dura'n her boy're the future of this town. If there's future lef'fer it.@@ <</speak>>
<</if>>
<<speak "colby.furrow" >>@@.on;An' I got real stupid, see. No town 'bove no trees can live withou' no hares.@@ *He taps his temple.*@@.on;Started thinkin' she might be onner something. One more hare, stay the rot jus'little.@@ <</speak>>
<<speak "colby.neutral" >>@@.on;Colby's a fool, but not so bad'er one not to know when someone's stuffin' the hat over his eyes. Y'wanna "help" this lil' cold Hell's hole? Leave that kit.@@ <</speak>>
<<speak "colby.furrow" >>@@.on;Ain' doin' that to my poor Dura.@@ <</speak>>
<<include "S1E3: tradefix canteloupe args">><<passiveGate 2 `["hare",16]`>>
<<passiveGate 3 `["emp",13]`>>
<<passiveGate 4 `["etiq",13]`>>
<<choose "quincy.tilt">>
<<if hasVisited("S1E3: Yolmar Imani Y") && !hasVisited("S1E3: tradefix cant arg ht")>>
<<if setup.gatePass(2)>>
<<gate `["hare",1]` [[It's not your choice. It's Dura's.|S1E3: tradefix cant arg ht]]>><</gate>>
<<else>>
[[It's not your choice. It's Dura's.|S1E3: tradefix cant arg ht]]
<</if>>
<</if>>
<<if !hasVisited("S1E3: tradefix cant arg emp")>>
<<if setup.gatePass(3)>>
<<gate `["emp",1]` [[The kit is half-wild. You know he would be happier living on the tundra.|S1E3: tradefix cant arg emp]]>><</gate>>
<<else>>
[[The kit is half-wild. You know he would be happier living on the tundra.|S1E3: tradefix cant arg emp]]
<</if>>
<</if>>
<<if !hasVisited("S1E3: tradefix cant arg etiq")>>
<<if setup.gatePass(4)>>
<<gate `["etiq",1]` [[Imani said this kit was Yolmar's future; she didn't say how. Perhaps this is his destiny?|S1E3: tradefix cant arg etiq]]>><</gate>>
<<else>>
[[Imani said this kit was Yolmar's future; she didn't say how. Perhaps this is his destiny?|S1E3: tradefix cant arg etiq]]
<</if>>
<</if>>
<<if !hasVisited("S1E3: tradefix cant arg dec")>>
<<check `["dec",16]` [[*Lie.* You've no choice. An agreement has already been made.|S1E3: tradefix cant arg dec]]>><</check>>
<</if>>
<<if not hasVisited("S1E3: tradefix cant arg money")>>[[You will be compensated fairly.|S1E3: tradefix cant arg money]]<</if>>
<<if hasVisited("S1E3: tradefix cant arg ht") || hasVisited("S1E3: tradefix cant arg emp") || hasVisited("S1E3: tradefix cant arg etiq") || hasVisited("S1E3: tradefix cant arg dec") || hasVisited("S1E3: tradefix cant arg money")>>
<<decide false [[I suppose there's no convincing you.|S1E3: tradefix cant arg giveup]] "Forfeit">><</decide>>
<</if>>
<</choose>><<set $tempQ.yolmar.hareFail to true>>
<<if $tempQ.yolmar.hareArg == "dec">>
<<text>>
The pen gate clicks shut, and you hear Colby's whistling laugh long before you spot him in the shadows of the stable. He chides you as you pass.
<</text>>
<<speak "colby.laugh" >>@@.on;Thoughtchu got it all figured out, eh? Jus' gotta go 'hind old Colby's back, an' that babe was yers fer the takin'.@@ <</speak>>
<<speak "colby.furrow" >>@@.on;Dura showed'ja real good.@@ *He spits in your direction.* Ya ninny.@@<</speak>>
<<text>>
You feel like one. There is nothing to argue.
<</text>>
<<else>>
<<text>>
The pen gate clicks shut, and as you shuffle past the figure of Old Man Colby in the shadows of the stable, he gives a weary shake of the head and tuts.
<</text>>
<<speak "colby.neutral" >>@@.on;Th'woman's spoken.@@ *He speaks with finality.* <</speak>>
<<qSpeak "quincy.lookaway" >> Indeed... <</qSpeak>>
<<text>>
Dura has redoubled her attention on her kit, now covering the rest of him in soothing licks. A silence pervades as you're forced to drink in your failure. Colby rumbles something nearly inaudible, but takes form in your ears as something akin to "sorry." You nod in acknowledgement of whatever it was.
``You will find another way to feed Yolmar.
<</text>>
<</if>>
<<endQuest "13-yolmar-nomads" "b">>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<idealTracker "cunning">>
<<cFlag "quincy" "lie">>
<<if setup.checkPass()>>
<<set $tempQ.yolmar.hareArg to "dec">>
<<qSpeak "quincy.think" >> I'm sorry. I don't think I've made the situation clear. <</qSpeak>>
<<qSpeak "quincy.neutral" >> The agreement has //already been made//. I'm only the messenger. <</qSpeak>>
<<speak "colby.surprised" >>@@.on;Yeah?! 'Tween 'who?!@@<</speak>>
<<qSpeak "quincy.neutral" >> Between the town and the nomads. <</qSpeak>>
<<skillCheck>>
<<include "S1E3: tradefix canteloupe route try">>
<<else>>
<<set $tempQ.yolmar.hareArg to "dec">>
<<set $tempQ.yolmar.hareFail to true>>
<<qSpeak "quincy.lookaway" >> But... the agreement has already been made-- <</qSpeak>>
<<skillCheck>>
<<speak "colby.furrow" >>@@.on;<span class='intense'> No'wi'me it hasn't! </span> Can' send letters with no pennies 'n say recipient pays postage.@@ <</speak>>
<<speak "colby.furrow" >>@@.on;<span class='intense'> You promis' them tundramen a hare? Give 'em yer own.</span>@@<</speak>>
<<text>>
He brandishes the end of his pipe at you, <<snout "teeth bared and spittle flying" "fur raised and lips foaming">>. As a Nobleman and a young man both, there's no trouble to be had from a feeble old taxi-driver... but the body is at times irrational. His fervor puts the fear in you all the same.
``When you are sufficiently close enough to the stable door, he puts his pipe back in his mouth and settles himself in view of Dura and her kit, rendered in shadow. Any further attempt to reason with him is met with silence.
<</text>>
<<endQuest "13-yolmar-nomads" "b">>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@
<</if>><<if setup.gatePass(3)>>
<<set $tempQ.yolmar.hareArg to "emp">>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<qSpeak "quincy.neutral" >> Her kit is half-wild. <</qSpeak>>
<<speak "colby.furrow" >>@@.on;What'uv it?@@ <</speak>>
<<else>>
<<text>>
With not a grown buck in sight, you can only assume:
<</text>>
<<qSpeak "quincy.neutral" >> Her kit is half-wild, isn't he? <</qSpeak>>
<<speak "colby.furrow" >>@@.on;Yeah? What'uv it?@@ <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> Wild-types do not grow up into tame hares like Dura. They go mad penned up. <</qSpeak>>
<<speak "colby.eyeroll" >> *He snorts.*@@.on;The runt'll deal wi'wha' he's given.@@ <</speak>>
<<qSpeak "quincy.eyebrow" >> You haven't raised a wild-type before, have you? <</qSpeak>>
<<speak "colby.furrow" >>@@.on;. . .@@ <</speak>>
<<qSpeak "quincy.neutral" >> I have. <</qSpeak>>
<<text>>
As it leaves your lips, your voice sounds as weary as the old taximan. It must show on your face somehow, for he chuckles.
<</text>>
<<speak "colby.neutral" >> @@.on;I be know'n that, Your Glove. Seen yer fancy <<print setup.licoriceColor()>>-coat lady struttin' bout the outskirts'v town. Beauty like that's wasted on'a glove such's you.@@ <</speak>>
<<text>>
Perhaps. You are not sure what you have done to deserve her, but she is yours regardless.
<</text>>
<<qSpeak "quincy.think" >> She is a fine young woman now. But it was a daily fight to keep her happy behind a fence. <</qSpeak>>
<<qSpeak "quincy.tilt" >> My family likely paid the worth of an entire herd of goats in damages, raising her. All the fowl-yards and grazing pastures she broke into, in her middle years... <</qSpeak>>
<<skillGate 3>>
<<include "S1E3: tradefix canteloupe route try">>
<<else>>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<qSpeak "quincy.neutral" >> Her kit is half-wild. Don't you think he deserves a life spent hunting for fonts like his father? <</qSpeak>>
<<else>>
<<text>>
With not a grown buck in sight, you can only assume:
<</text>>
<<qSpeak "quincy.think" >> Her kit is half-wild, isn't he? <</qSpeak>>
<<speak "colby.neutral">>@@.on;. . .@@ <</speak>>
<<qSpeak "quincy.neutral" >> Don't you think he deserves a life spent hunting for fonts like his father? <</qSpeak>>
<</if>>
<<speak "colby.furrow" >> *He snorts.*@@.on;<span class='lilt'>'N yer girl's tame'as a mining hare.</span> That's a wild'un, real mountain-lady through 'n through, that you got out there struttin' 'n stampin' 'round them Convoy tents. Yet she seems fine ter me on that tether.@@ <</speak>>
<<speak "colby.squint" >>@@.on;Don'chu go callin' no moose black, you rook.@@ <</speak>>
<<include "S1E3: tradefix canteloupe args">>
<</if>><<if setup.gatePass(4)>>
<<set $tempQ.yolmar.hareArg to "etiq">>
<<qSpeak "quincy.neutral" >> Imani said that in this kit was the future of Yolmar. <</qSpeak>>
<<qSpeak "quincy.think" >> But she never specified where that path might take him<<if !hasVisited("S1E3: Yolmar Imani Y")>>, now, did she?<<else>>.<</if>> <</qSpeak>>
<<skillGate 4>>
<<include "S1E3: tradefix canteloupe route try">>
<<else>>
<<qSpeak "quincy.neutral" >> But if Imani said this kit's destiny was tied with Yolmar... perhaps this is how? <</qSpeak>>
<<speak "colby.squint" >>@@.on;How'm I s'posed to have confidence in that? Ion' know if y'askin' me or yerself.@@ <</speak>>
<<include "S1E3: tradefix canteloupe args">>
<</if>><<set $tempQ.yolmar.hareFail to true>>
<<qSpeak "quincy.tilt" >> I suppose there is no convincing you. <</qSpeak>>
<<speak "colby.furrow" >>@@.on;Firs' lick'a sense from ya.@@ <</speak>>
<<text>>
He replaces his pipe in his mouth and positions himself in a corner of the stable where he can watch Dura and her kit, rendered in shadow. There is nothing further to say on the matter.
<</text>>
<<endQuest "13-yolmar-nomads" "b">>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<qSpeak "quincy.neutral" >> Perhaps it's Dura's choice. Not yours or mine. <</qSpeak>>
<<speak "colby.furrow" >>@@.on;//Woh?// Y'got snowshoes leavin' rovin' in your brain? That strumpet wen 'n got herself had by som' top diver wild buck! At her big age! Now you wan' her to be makin' decisions? Mad.@@<</speak>>
<<if setup.gatePass(2)>>
<<set $tempQ.yolmar.hareArg to "hare">>
<<text>>
Bits of spittle fly from Colby's mouth as he raves, and when he is done, he sucks on his pipe furiously. He regards his partner, still covering her son with gentle laps, and gives a weary hiss of the teeth. The old man cannot pass five minutes without checking upon them.
``Once again, your brain, in spite of all its deficiencies, comes through for you.
<</text>>
<<qSpeak "quincy.surprised" >> She's lost kits before, hasn't she. <</qSpeak>>
<<qSpeak "quincy.hat" >> That's why you're so concerned about her mating habits. <</qSpeak>>
<<skillGate 2>>
<<speak "colby.neutral">> . . . <</speak>>
<<speak "colby.furrow" >>@@.on;Mmm. Yes'm. Was real colicky 'bou her last'un. Kittin' troubles just like now, thing was born much too early, right'n the middle o' winter. Surprised it'was even alive. Wimpy thing. Barely breathin'.@@ <</speak>>
<<speak "colby.neutral" >>@@.on;She got ter lickin' it, then she licked 'n licked 'til they became nibbles n'...@@ <</speak>>
<<speak "colby.furrow" >>@@.on;Well, y'know how stressy does do. She ate'im. An' I just watched.@@ <</speak>>
<<text>>
It is one of those strange truths about hares you hope to never witness off the page of your manuals.
<</text>>
<<qSpeak "quincy.tilt" >> I am sorry. <</qSpeak>>
<<speak "colby.neutral" >>@@.on;I jus' though', maybe with this'un, if the lil' kicker even made it outter her, I'd do right by her. Right by him.@@<</speak>>
<<qSpeak "quincy.lookaway" >> I understand. If she wants to nurse this kit... then I will call off negotiations with the nomads and leave you both in peace. But she //is// an older doe. <</qSpeak>>
<<qSpeak "quincy.neutral" >> She might be done with kits. And if she is... it would be better for her son to go where he is needed. For all parties involved.<</qSpeak>>
<<include "S1E3: tradefix canteloupe route try">>
<<else>>
<<qSpeak "quincy.eyebrow" >> You don't trust her judgement, and yet you trust her to raise a kit? <</qSpeak>>
<<speak "colby.furrow" >>@@.on;She's raised'a score 'o em! That part don't require sense. Snowshoes 'kin suckle theirs jus' fine, and they're 'bouta dumb as you.@@ <</speak>>
<<text>>
He snorts.
<</text>>
<<speak "colby.squint">>@@.on;I'll take our chances.@@ <</speak>>
<<include "S1E3: tradefix canteloupe args">>
<</if>><<qSpeak "quincy.neutral" >> I can offer coin. Enough to retire for the rest of your years, once your days of being a taximan are through. <</qSpeak>>
<<speak "colby.squint" >> @@.on;Guilders? T'Hell with'em. Don' hav 'em an' don't need 'em either.@@ <</speak>>
<<speak "colby.neutral" >> @@.on;Plan for when I'm old 'n infirm is t'die on some mountain 'n let Dura make a Mare Carne feast 'o me.@@ *He states this with pleasure.*<</speak>>
<<include "S1E3: tradefix canteloupe args">><<if $tempQ.yolmar.hareArg == "dec">>
<<text>>
With the hare kit securely lassoed (none of the commons halters would fit his diminutive head), you depart the pen. As you pass Colby, he regards you with mean eyes and an undisguised hatred.
<</text>>
<<speak "colby.furrow" >>@@.on;Dura... y'stupid woman. Kint believe yer takin' advantage of 'er like that.@@ <</speak>>
<<qSpeak "quincy.neutral" >> I have done nothing duplicitous. *You say, knowing you have.* She has parted with him willingly. <</qSpeak>>
<<speak "colby.furrow" >>@@.on;'Cuz she's stupid.@@ <</speak>>
<<else>>
<<text>>
With the hare kit securely lassoed (none of the commons halters would fit his diminutive head), you depart the pen. Colby watches with his arms crossed, his face the sort of wistful that seems to only be felt with age.
<</text>>
<<if $tempQ.yolmar.duraTrust>>
<<speak "colby.neutral" >>@@.on;Heh. Guess I shouldn' be surprised she trusts ya.@@<</speak>>
<<else>>
<<speak "colby.neutral" >>@@.on;Well, Arch'tect damn me. Didn't think you could do it.@@<</speak>>
<</if>>
<</if>>
<<text>>
<<if $tempQ.yolmar.hareArg == "dec">>
He spits in your direction. Given how you've misled the man... you are only happy he does not know the full truth.<<elseif $tempQ.yolmar.duraTrust>>He shouldn't. Few creatures know the meaning of gratitude, but a hare is among those compassionate few.<<else>>But you did.<</if>>
``The kit's jaunty confidence diminishes once he can no longer look behind him and see his mother's reclining form. It's a pitiful sight, and the same look $licorice gave when summer came to a close and VRMA called you away for the first time. It is hard to feel as though you've done anything that might help anyone.
``You must get him to Stan. He will feel better at Ruvi's side. She did not bear him but will love him all the same, the way you love your own daughter.
<</text>>
@@.next;[[Continue.|S1E3: N Win Transition]]@@<<if $tempQ.yolmar.hareArg == "dec">>
<<text>>
The taximan's mouth drops open in flagrant disbelief. Then slowly, resignedly, forms a mask of grim acceptance. As though something he feared for a long time is now being confirmed. When he speaks, it's with a bitter voice.
<</text>>
<<speak "colby.furrow" >>@@.on;Damn it. Damn this whol' damn town. Rot right down to th'flesh. Bones 'n liver black.@@ <</speak>>
<<text>>
He spits.
<</text>>
<<speak "colby.furrow" >>@@.on;I woulda. If they asked ol' Colby. But 'o course they dint.@@ <</speak>>
<<elseif $tempQ.yolmar.hareArg == "hare">>
<<text>>
His brow first furrows, then relaxes into a remarked smoothness. In the way that it seems to pain many an old man, he gives a small nod of agreement.
<</text>>
<<speak "colby.neutral" >>@@.on;I s'pose... was thinkin' o' me, 'n not 'o her.@@ <</speak>>
<<speak "colby.neutral" >>@@.on;Been 'o while. We's gotten old. Guess I thought it'd be nice fer a bit, to have sum'n so fresh 'round. But fresh things need tendin'.@@<</speak>>
<<else>>
<<switch $tempQ.yolmar.hareArg>>
<<case "emp">>
<<text>>
Colby sighs and readjusts himself. In his grimace shows all the aches and pains of age. He moves like an old hunting dog with a silvered muzzle, all weight and sinew.
<</text>>
<<speak "colby.squint" >>@@.on;Runt won' be a runt so long. He gon' grow fast.@@ <</speak>>
<<qSpeak "quincy.neutral" >> He will. <</qSpeak>>
<<speak "colby.neutral" >>@@.on;Be more'n I can handle soon...@@ <</speak>>
<<case "etiq">>
<<speak "colby.furrow" >>@@.on;I ain' the sorta 'touched to go all loopy 'fer tales and talks of destiny. An' I don' give a damnbout stoppin' this town's rot.@@ <</speak>>
<<text>>
But his words are at odds with the way he looks through the light of the doorway to the town beyond: at Yolmar, with its better-but-still sagging roofs, the men laboring in the field. You follow the tilts of his head; he lingers especially long on the shabby steeple of the town church.
<</text>>
<<speak "colby.squint" >>@@.on;Bu'... woul' be nice fer me t'not hafta share Dura's milk with that lil' runt no more.@@ *He speaks not of this kit.*@@.on;Boys should be raised on roast moose 'n wander stew, not squirrels 'n half-glasses 'a hare's milk.@@ <</speak>>
<</switch>>
<</if>>
<<if $tempQ.yolmar.hareArg != "dec">>
<<text>>
He gives a resigned swing of the arm towards the pen.
<</text>>
<<if $tempQ.yolmar.hareArg != "hare">>
<<speak "colby.furrow" >>@@.on;Go'on. She might be a gill-flirt bu' she a lady too. Don' keep no lady waitin'.@@ <</speak>>
<<else>>
<<speak "colby.furrow" >>@@.on;Yeh've got my permission. //But good luck gettin' hers.//@@ <</speak>>
<</if>>
<<else>>
<<speak "colby.furrow" >>@@.on;Go on, then.@@ *He swings an arm towards the pen, resigned.*@@.on;We'll see wha' Dura makes of this "agreement". Go on 'n try 'n take that runt. She's greedy too. She'll take 'em fingers right out that glove'a yers.@@ <</speak>>
<<text>>
Your fib has paid its dividends. <<if setup.hasRep("earnest")>>That unsettles you. <</if>>
<</text>>
<</if>>
@@.next;
[[Approach Dura.|S1E3: tradefix canteloupe route try 2]]
@@<<text>>
In the penned paddock, the kit tires of its washing. He nuzzles at his mother's hindlegs, gently at first, then with increasing obstinacy until Dura stands to allow him to nurse. The kit suckles with a healthy vigor, tail wiggling from side to side.
``You unlatch the gate. <<if setup.hasTrait("moleman")>>It swings forward on new, well-oiled steel hinges.<<else>>It swings forward, the new creeping pine construction sturdy beneath your hand.<</if>> The mother hare looks up.
<</text>>
<<img 3 "3_dura.png" "The mother hare stands with her child in the paddock." `["modeNeutral"]`>>
<<text>>
The doe has seen and experienced much in her life. A notch is missing from one ear, and the fur on her face is parted with many scars.
<</text>>
<<if $tempQ.yolmar.duraTrust || hasVisited("S1E3: Yolmar Imani Y")>>
<<speak "hareplum.neutral" "Dura" >> *She regards you with an authoritative curiosity.* <</speak>>
<<else>>
<<speak "hareplum.neutral" "Dura" >> *She stiffens at your approach. Though she senses your curse, you are a stranger, and thus to be regarded with suspicion.* <</speak>>
<</if>>
<<text>>
Carelessness is permitted to you when entering $licorice's pen. Such is your right as her father. She forgives you the sin of being a human, with all the deficiencies that presents. But before you is a woman three times your age, a matriarch in her right. To her, you may as well be a kit. Dura watches quietly, making no movement. She may be a tamed taxihare, but this is her territory, and the tense lay of her ears tells you she is not one to suffer fools.
``You hope you are not a fool.
<</text>>
@@.next;[[You speak softly to her.|S1E3: tradefix canteloupe route try 3]]@@<<qSpeak "quincy.hat" >> Good day, madam. *You keep your tone soft and extend a hand towards her nose, stopping just short.* <</qSpeak>>
<<if $tempQ.yolmar.duraTrust>>
<<speak "hareplum.neutral" "Dura" >> *This offering pleases her. She squints and presses her nose against your hand, granting you the privilege of stroking her broad nose.* <</speak>>
<<else>>
<<speak "hareplum.neutral" "Dura" >> *She tosses her head up and out of the way, but after a moment's consideration, decides your offering pleases her. She grants you the privilege of stroking her broad nose.* <</speak>>
<</if>>
<<text>>
She feels both perfectly alike and nothing akin to <<print $licorice>>. Her fur shines almost beautifully. Colby, for all his accusations that this hare is somehow a profligate woman, clearly cares better for the beast than for himself. Her plum sheen is enchanting, but her fur is rougher in texture than you expect. Her guardhairs are thick, more gray than black. The pelt of a lady of years.
``Your daughter is as big as Dura - bigger, even, but still clad in the soft coat and inelegant mannerisms of youth. A maiden, yet to have children of her own. A smile tugs at the corner of your mouth.
<</text>>
<<qSpeak "quincy.smile" >> You've had many kits in your day, haven't you? <</qSpeak>>
<<speak "hareplum.closedEye" "Dura" >> *She squints, happily.* <</speak>>
<<qSpeak "quincy.smile" >> Were they all as beautiful as him? <</qSpeak>>
<<text>>
Her eyes follow yours to regard the kit. He is rough on the teat, and you feel the way her jaw muscles stiffen and the way her ears pin. Perhaps he used teeth. She kicks in mild annoyance, careful to avoid him. There is a weariness to her snorting breath.
``She is grand and beautiful, yes. But with that comes age and weariness.
``//Perhaps you have a chance.//
<</text>>
@@.next;<<link "Reach for the kit.">>
<<if $tempQ.yolmar.duraTrust>>
<<set _duraDifficulty to 14>>
<<elseif hasVisited("S1E3: Yolmar Imani")>>
<<set _duraDifficulty to 18>>
<<else>>
<<set _duraDifficulty to 20>>
<</if>>
<<if $qStats.skills.haretouch >= 16>>
<<passiveGate 1 `["hare",10]`>>
<<goto "S1E3: tradefix canteloupe route try win">>
<<else>>
<<passiveCheck 1 `["hare",_duraDifficulty]`>>
<<if setup.checkPass(1)>>
<<goto "S1E3: tradefix canteloupe route try win">>
<<else>>
<<goto "S1E3: tradefix canteloupe route try fail">>
<</if>>
<</if>>
<</link>>
@@<<qSpeak "quincy.neutral" >> You've been through this before, haven't you, Dura? You know your children are destined to do great things. To bond away to men like me, to travel far. <</qSpeak>>
<<text>>
You let your hand leave her scarred face, and take a step towards her kit. He pays you no mind, too caught up in feeding to worry about you. Dura blinks.
<</text>>
<<qSpeak "quincy.hat" >> You've done your part, bringing him into the world. I know you are tired. Rest. Let me take him from here. <</qSpeak>>
<<text>>
You hook both hands under the kit's forelegs and pick him up. When you carried home $licorice, she wasn't any larger than this. You were a young boy, and she was the heaviest thing you had ever held. Now an adult, you may as well be lifting a cat for all a kit weighs. His front paws stick out at straight angles, forelimbs dangling like a tangle of rope.
``You take a slow step back, ready to drop him at the first sign of aggression. Dura has gone stiff. She takes a few steps toward you, tail up and alert, warm eyes inscrutable.
``You freeze and await judgement.
<</text>>
<<if $qStats.skills.haretouch >= 15>>
<<skillGate 1>>
<<else>>
<<skillCheck 1>>
<</if>>
<<text>>
...But, her only response is to extend her tongue and give the kit one final lick of the forehead. She truly must see you as a kit, too, for she does the same to you, knocking your hat askew and leaving the lingering smell of her breakfast. (Squirrel liver.)
<</text>>
<<qSpeak "quincy.hat" >> I'll see to it that he is taken good care of. <</qSpeak>>
<<text>>
And the old doe is satisfied to sink back down on the ground and stretch her limbs to the side, unharassed, enjoying the spring sun on weary bones. She watches you with calm eyes as you back up and away, taking the kit with you.
``What a gracious woman.
<</text>>
<<img 3 "3_dura_take.png" "Dura looks on as you leave with her child." `["modeNeutral"]` >>
@@.next;[[Exit the pen.|S1E3: tradefix canteloupe route success]]@@<<text>>
You let your hand leave her scarred face and take a step towards her kit. He pays you no mind, too caught up in feeding to worry about you. Dura's ears pin ever so slightly - perhaps she found the duration of your attention worrying.
<</text>>
<<qSpeak "quincy.hat" >> This isn't your first kit, is he? They've all gone off with men like me. One each season. <</qSpeak>>
<<speak "hareplum.neutral" "Dura" >> . . . <</speak>>
<<qSpeak "quincy.hat" >> This time is no different than any of the others. <</qSpeak>>
<<text>>
You hook your hands under the kit's forelegs, fingers grazing the soft fur there.
<</text>>
<<qSpeak "quincy.hat" >> Your son could be of great help to this town... <</qSpeak>>
<<text>>
You ready to pick up the kit.
<</text>>
<<skillCheck 1>>
<<text>>
As a haretouched man, you know the sign preceding disaster: the way a hare tenses, their ears stand at attention, their tail erect like a flagpole, and how the air seems to thrum with the very tension of the moment. Dura grows very still, and all the while your heart jumps up into a frenetic rhythm. It's your experience and reflex that saves you when the strike comes, snake-like in its speed.
<</text>>
<<img 3 "3_dura_notake.png" "Dura refuses to forfeit her child." `["modeNeutral"]` >>
<<qSpeak "quincy.harrowed" >> . . . <</qSpeak>>
<<text>>
Dura has folded herself almost in half in front of her kit. It is none the wiser, still gulping away happily while his mother snarls, her snout a craggy relief of wrinkles, her mouth dripping venom. <<if $tempQ.yolmar.duraTrust>>It was not a true bite attempt, but a warning that if you linger, the next one will be.<<else>>You suspect it was not a true bite attempt, but as you watch the new spring growth blacken and curl where drops of venom hit the ground, you know the next one will be.<</if>>
``It seems she has made her decision, and one should never ask a hare twice.
<</text>>
@@.next;[[Leave while you can.|S1E3: tradefix canteloupe route fail]]@@<<timebreak "day">>
<<set $tempQ.yolmar.foodDone to true>>
<<text>>
You rope the young buck to $licorice like a snowshoe. Leading him from town, the going is slow. He springs after every flushed ptarmigan and tires quickly. You are surprised to find that $licorice has great patience for his rudeness. No matter how insistently the kit nuzzles at her side or trods on her paws, she bears him with only the occasional ear flick and irritable snort.
``She will be a good mother some day, if she so chooses.
``As for the kit, the walk to Gharkan is long, and he is still so very young. Seeing the droop of his ears, you decide to let him rest at camp before continuing on.
<</text>>
<<updateTask "13-yolmar-nomads" "return">>
<<silently>>
<<run delete $objectives["13-yolmar-ip"]>>
<<run delete $objectives["13-yolmar-wof"]>>
<</silently>>
@@.next;[[You've upheld your end of the bargain.|S1E3: Explore Camp]]@@<<locationBoardSetup `[
{img:"object/book_quill.png"},
{img:"settle/north_tradinghall.png"},
{img:"barrels.png"}
]`>>
<<location "kagthur" `["Back Corner","Trading Hall"]`>>
<<if hasVisited("S1E3: market wings 2")>>
<<text>>
Behind the backmost row of stalls is a Southern merchant, though you may not have recognized him as such if you were not looking for him. He is acclimated enough to the North so as to be properly dressed for the climate.
``His <<snout "nose" "snout">> is buried in his ledgers once again. At your approach, he looks up from his work, eyes gleaming with interest.
<</text>>
<<speak "tjensifu.smile">> Good day, Your Grace. How might I help you? <</speak>>
<<include "S1E3: market wings choices">>
<<else>>
<<text>>
Behind the backmost row of stalls is a Southern merchant, though you may not have recognized him as such if you were not looking for him. He is acclimated enough to the North so as to be properly dressed for the climate, and so your eyes pass over him in your search for silk weave and bejeweled earrings. It is only upon a second look that you realize that the man has //palm trees// woven into the wool of his cape.
``His <<snout "nose" "snout">> is buried in his ledgers. He juggles two in his lap in addition to the pocket book in his hand. At your approach, he looks up from his work, <<if settings.snout>>revealing a barbered face and painted eyes which gleam with interest.<<else>>painted eyes gleaming with interest.<</if>> This isn't an area of the Hall where customers are meant to tread. You've squeezed past crowds and stalls just to speak with him, and he is most curious to know why.
<</text>>
<<speak "tjensifu.neutral">> Yes? *He asks, awaiting explanation.* <</speak>>
<<if settings.snout>>
<<text>>
You cannot bring yourself to look the man in the eye - that would require tearing your own away from the absurd cut of his groom. His face is shaved down to the fuzz, save for a wooly ridge of fur which starts at his nose and continues into his hairline. Even his //ears// have been sheared, save for a ridiculous tassel which hangs from each tip.
``It looks preposterous. You will never understand why foreigners do such vile things to their coats.
<</text>>
<<qSpeak "quincy.lookaway">> You're with the Wings of Fortune, correct? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> You're with the Wings of Fortune, if I am not mistaken? <</qSpeak>>
<</if>>
<<text>>
The man looks down at his pocket book. With a few swipes of graphite, he jots a last illegible note upon the page before setting his things aside and giving you a proper introduction.
<</text>>
<<speak "tjensifu.neutral">> Kaitos Tjensifu, prospector and coordinator for the North branch of the Wings. *He dips his head in greeting.* How may I be of service, Your Glove? <</speak>>
<<text>>
Another "Kaitos." Have Southerners no other names for men? Every time you meet another "Kaitos," it feels like part of some decades-long trick on you.
``You take a deep breath and begin the process of conveying just //how// he might be of service.
<</text>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> I am Duke Quintrell Barghur, Right Hand of the Fifth Prince's Convoy. We mean to provide aid for a town nearby... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I... I am Duke Quintrell Barghur. Right Hand of the Fifth Prince's Convoy. *You try not to speak too loudly; you're unsure as to how much discretion the situation calls for.* We mean to aid a town nearby... <</qSpeak>>
<</if>>
@@.next;[[Explain the situation.|S1E3: market wings 2]]@@
<</if>><<text>>
You detail the woes of Yolmar to the merchant: //the hunger, the neglect, the broken bridge, the Barrens Dam...//
``The merchant offers polite nods and sympathetic looks at every appropriate opportunity. This mimicry of human sensitivity has the unintended effect of feeling more cold and impersonal than if he had shown none at all. Tjensifu listens not as a man, but as a businessman - and he makes little secret of it.
<</text>>
<<speak "tjensifu.neutral">> Ah, yes. The traders here tell me the same thing. "Salmon was once plentiful in the market, but it's all gone. No fishmongers, and not a guilder to be found in any town east of Gharkan now." <</speak>>
<<speak "tjensifu.neutral">> It's no surprise to hear Yolmar has suffered from the change of the Ketdei's course. Most unfortunate. <</speak>>
<<text>>
His speech is detached and matter-of-fact, as though the town's misery and the cessation of trade were a pair of coincidences.
<</text>>
<<qSpeak "quincy.lookaway">> ...The Fifth Convoy is looking to procure aid for the town whilst it recovers. We are offering a Crown contract: food and supplies for three months, at market rate. <</qSpeak>>
<<text>>
The Southerner gives a soft hum. He briefly reopens one of his ledgers to compare its contents with the numbers in his head.
<</text>>
<<speak "tjensifu.neutral">> Market rate, hm? //Perhaps// I could arrange something, if you would be willing to consider a few //adjustments// to the terms... <</speak>>
<<text>>
His voice carries that telltale lilt of indifference - that one merchants employ when they are still deciding whether or not there is more they can wring out of an agreement.
<</text>>
<<choose>>
[[I'm open to the idea of reasonable negotiation.|S1E3: market wings 3][$response to "what"]]
[[I'm not interested in haggling. I present the deal as-is.|S1E3: market wings 3][$response to "nohaggle"]]
[[You ask for more? Have you no shame?|S1E3: market wings 3][$response to "shame"]]
<</choose>><<switch $response>>
<<case "what">>
<<text>>
Shipping goods across the North is no small task, and the merchants who dare the frontier do so at their own risk.
``Negotiations are to be expected. Given the circumstance, it is better to be open than staunch. <<if setup.hasTrait("dense")>>(Or rather - you hope it is.)<</if>>
<</text>>
<<qSpeak "quincy.neutral">> I am open to the idea of negotiating terms. Within reason. <</qSpeak>>
<<speak "tjensifu.neutral">> Pleased to hear it. <</speak>>
<<case "nohaggle">>
<<text>>
You said //"starving people"// and //"Crown contract."// The merchant heard //"desperate"// and //"Tri-Kingdom treasury."// <<if setup.hasTrait("dense")>>You are not so stupid as to fall for such games. Not //this// time.<<else>>You've no interest in games of willful misinterpretation.<</if>>
<</text>>
<<qSpeak "quincy.furrow">> No "adjustments." I present the deal as it is. <</qSpeak>>
<<speak "tjensifu.sad">> Hmm. That is a shame. Your offer is almost acceptable. <</speak>>
<<speak "tjensifu.neutral">> My only qualm is that it does nothing to reimburse our traders for the opportunities they lose by traveling a dead route into Kagthur's poorest region. I cannot in good conscience send members of our guild to deliver charity if they cannot eat themselves. <</speak>>
<<case "shame">>
<<text>>
The shameless greed of merchants never fails to peeve.
<</text>>
<<qSpeak "quincy.furrow">> Your country asks you a favor, and you ask for more? There are lives at stake. <</qSpeak>>
<<text>>
Tjensifu sighs. Knitting his brow in sympathy, he replies in a tone just short of apologetic:
<</text>>
<<speak "tjensifu.sad">> The people of Yolmar must eat, I am aware. But, Your Grace, so must my people eat as well. <</speak>>
<<speak "tjensifu.neutral">> When a merchant takes his goods from town to town, the paths he chooses are not arbitrary. Your offer does nothing to reimburse a man for the opportunities lost by traveling a dead route into Kagthur's poorest region. <</speak>>
<<speak "tjensifu.neutral">> I will not send members of our guild to deliver charity if they cannot eat themselves. The Wings of Fortune could offer these men better pay to compensate, but as your proposal stands, those guilders would be coming from our own pockets. <</speak>>
<<speak "tjensifu.sad">> We would be accepting the contract at a loss. There is no financial sense in that. <</speak>>
<</switch>>
<<if $response == "what">>
<<text>>
The man retrieves his pocket book. Flipping through the pages, he assures you:
<</text>>
<<speak "tjensifu.smile">> Worry not. Your offer is near acceptable. <</speak>>
<<text>>
His smile unfurls. He briefly consults his pocket book, just to be certain that what he has said is accurate. Finding it true enough, the corners of his mouth rewind back into a smile.
<</text>>
<<speak "tjensifu.smile">> I only request a few small adjustments. To make it easier on my people. I'm sure you're well aware that life is hard for those who travel the tundra for a living. <</speak>>
<<qSpeak "quincy.think">> Yes, I am aware. So, what is it that you want? <</qSpeak>>
<<else>>
<<text>>
A frustratingly sensible line of reason, and one you cannot fault. Shipping goods across the North is no small task, and the merchants who dare the frontier do so at their own risk. Any man who has ever crossed the tundra knows this.
<</text>>
<<speak "tjensifu.neutral">> And that is all before one considers the costs of //my// labor. It would take many letters and many pigeons to recruit enough men willing to forsake their calendars and make the journey... <</speak>>
<<speak "tjensifu.smile">> That is not to dismiss the merits of your offer. In my world, there is great pride and prestige in being contracted by the Prince's Convoy. But - pride and prestige cannot be tallied on an abacus. There is simply no telling what they are worth before they have made their returns. <</speak>>
<<speak "tjensifu.neutral">> Your offer needs something... tangible. <</speak>>
<<text>>
A sigh huffs through your nose. You feel a prickle of emotion, but you cannot say for certain whether it is the itch of potential or boiling frustration.
``You suppose it all depends on what he says next.
<</text>>
<<qSpeak "quincy.lookaway">> So what, in your mind, would make this a fair deal? <</qSpeak>>
<</if>>
<<speak "tjensifu.neutral">> Well, to provide Yolmar with quality service, it would benefit us to have a formal presence in town. <</speak>>
<<speak "tjensifu.smile">> And I //don't// mean some dusty corner in a village Trading Hall. <</speak>>
<<qSpeak "quincy.eyebrow">> Then what is it you want? <</qSpeak>>
<<text>>
<<if $response == "what">>Tjensifu gives the smallest of chuckles.<<else>>Tjensifu's mouth curls into a smile.<</if>>
<</text>>
<<speak "tjensifu.smile">> You wish to //save// this little town, yes? To give it new life? <</speak>>
<<qSpeak "quincy.lookaway">> Yes? That is my intent, as stated... <</qSpeak>>
<<speak "tjensifu.neutral">> A live town is a growing town. A growing town will need amenities. Tools for daily life. Dedicated tradesmen to provide and repair such things. It would be our honor - and //blessed opportunity// - if ''we'' at the Wings of Fortune were to fill these needs. <</speak>>
<<qSpeak "quincy.eyebrow">> And placing your people in this rural town... that's <<if $response == "what">>lucrative for your guild?<<else>>more "tangible" than a Crown contract "promise?"<</if>> <</qSpeak>>
<<speak "tjensifu.smile">> When they recount the daring exploits of the Fifth Convoy, Yolmar will be at the start of your tale. It's an investment. <</speak>>
<<speak "tjensifu.neutral">> And, seeing as we hope to expand guild influence to Gharkan... it is a worthy one whether or not Yolmar ever becomes a city. <</speak>>
<<text>>
So he says. To you, pairing the words "Yolmar" and "city" sounds... overly optimistic.
<</text>>
<<qSpeak "quincy.lookaway">> ...Hm. So what manner of tradesmen do you intend to bring? <</qSpeak>>
<<text>>
The Southern merchant clasps his hands together. The clap of their meeting is loud enough to make you flinch.
<</text>>
<<speak "tjensifu.smile">> @@.lilt;Whatever the town needs.@@ <</speak>>
<<speak "tjensifu.neutral">> We at the Wings of Fortune do not seek competition. We seek to provide what is missing. No sense sending tanners to a frontier town, hm? <</speak>>
<<speak "tjensifu.sad">> That said... in the interest of paying back a few of //my own// favors... <</speak>>
<<speak "tjensifu.smile">> I would be most pleased if you found a place our blacksmiths might call home. Our guild's allied blacksmiths have a number of apprentices who are due to graduate, and we haven't enough shops for them all. <</speak>>
<<text>>
The abandoned forge surfaces in your mind. The Karlie girl had said no one worked there since her father passed. Perhaps filling this vacancy could benefit town and guild both... if its current owner is willing to part with it.
<</text>>
<<include "S1E3: market wings choices">><<choose>>
<<if $tempQ.yolmar.forgeFail != true>>
<<actions
[[When you say you're looking to place your smiths, what does that mean?|S1E3: market wings details]]
>>
<</if>>
<<onceLink "@@.talk-action;Inquire about Kalas Asenath.@@ Have you seen any other Southerners on the frontier?" "S1E3: market wings kal">><</onceLink>>
<<if !hasVisited("S1E3: WoF Accept") && !hasVisited("S1E3: market wings later")>>
<<specialC "end" [[I need time to consider your arrangement.|S1E3: market wings later]]>><<set $response to "consider">><</specialC>>
<<decide false [[I don't think this will work.|S1E3: market wings later]]>><<set $response to "dontthink">><</decide>>
<</if>>
<<if !hasVisited("S1E3: WoF Accept")>>
<<decide true [[I'll head to Yolmar and see what can be done.|S1E3: WoF Accept]]>><</decide>>
<</if>>
<<if hasVisited("S1E3: market wings later") || hasVisited("S1E3: WoF Accept")>>
<<special "end" [[*Return to the Trading Hall.* Farewell.|S1E3: Gharkan Trading Hall]]>>
<</if>>
<</choose>><<qSpeak "quincy.think">> Now, when you claim you're looking to place these blacksmith apprentices... What is the ideal? <</qSpeak>>
<<speak "tjensifu.smile">> Ah, well, the //ideal// would be a smithy shop, ready with a forge for our tradesmen! <</speak>>
<<speak "tjensifu.neutral">> ...But I am aware such a thing is unlikely. Failing that, a stone building with a good foundation would do just fine - provided you spent the guilders to have a forge //installed for us,// of course. <</speak>>
<<qSpeak "quincy.lookaway">> ...Hm. <</qSpeak>>
<<text>>
Yolmar is a place of rotting wood without a stone building in sight. Most of Kagthur's frontier towns - or at least the ones built in tandem with its mining industry - are wooden, as bringing wood from Demons' Grove was deemed easier than foraging for quality stone on the tundra. As a Southerner, the improbability of his "more likely" request escapes him.
<</text>>
<<include "S1E3: market wings choices">><<qSpeak "quincy.think">> I've another question for you - unrelated to the contract. <</qSpeak>>
<<speak "tjensifu.neutral">> Oh? <</speak>>
<<if hasVisited("S1E3: Gharkan Pegasus Kal Wanted")>>
<<text>>
It was most fortunate that you were able to confirm that Kalas Asenath had passed through Gharkan. You doubt you will be so lucky as to learn more than that. Even so, it does not hurt to ask:
<</text>>
<<else>>
<<text>>
Perhaps it is unlikely, but you suppose it does not hurt to ask:
<</text>>
<</if>>
<<qSpeak "quincy.think">> When you arrived, were there any other Southerners here in Gharkan? A man, perhaps? <</qSpeak>>
<<speak "tjensifu.neutral">> *He shakes his head.* No men. Only the Pegasus woman. <</speak>>
<<qSpeak "quincy.lookaway">> Mm. I thought as much. <</qSpeak>>
<<text>>
<<if hasVisited("S1E3: Gharkan Pegasus Kal Wanted")>>Kalas would have passed through here some time ago, if Pegasus is to be believed.<<else>>Considering the time elapsed since the Naktoga incident, Kalas would have come and gone a long time ago - //if// he ever came this way at all.<</if>> Tjensifu, meanwhile, has only just arrived in town himself.
<</text>>
<<include "S1E3: market wings choices">><<switch $response>>
<<case "consider">>
<<qSpeak "quincy.neutral">> I'll consider your offer. <</qSpeak>>
<<speak "tjensifu.smile">> By all means, take your time. <</speak>>
<<case "dontthink">>
<<qSpeak "quincy.neutral">> I don't think your terms meet our needs. <</qSpeak>>
<<speak "tjensifu.neutral">> A shame. But, there are many deals to be made, and I would never begrudge a man for choosing only his best option. <</speak>>
<<speak "tjensifu.smile">> If you change your mind, you know where to find me. <</speak>>
<</switch>>
<<text>>
With that, the merchant returns to his multitude of ledgers.
<</text>>
@@.next;[[Return to the Trading Hall.|S1E3: Gharkan Trading Hall]]@@<<qSpeak "quincy.neutral">> I'll see what I can do about obtaining a workshop. <</qSpeak>>
<<speak "tjensifu.smile">> Wonderful. I'll be here if you've need of me. <</speak>>
<<updateTask "13-yolmar-wof" "start2">>
<<text>>
It looks like you'll be paying Karlie a visit at Yolmar's Trading Hall. She'll know more about the current state of the smithy and who owns the building - if she is not the owner herself.
<</text>>
@@.next;[[Return to the Trading Hall.|S1E3: Gharkan Trading Hall]]@@<<qSpeak "quincy.think">> I've a question for you about the abandoned smithy. <</qSpeak>>
<<speak "karlie.glance">> Pa's old forge? What about it? <</speak>>
<<qSpeak "quincy.neutral">> As the eldest living member of your family, you hold its deed, do you not? <</qSpeak>>
<<text>>
As though she's heard the ice crack beneath her feet, Karlie stiffens. All of a sudden, she finds herself cautious, and //you// suspect. Neither of you are yet certain why, but she tucks herself into <<if hasVisited("S1E3: ExYol Karlie GiveCloak")>>her new fur cloak<<else>>her ratty old cloak<</if>> like a bird taking shelter in its own wings regardless.
<</text>>
<<speak "karlie.squint">> I do. *She asserts from the safety of her cloak.* Why're you askin'? <</speak>>
<<choose>>
[[Would you be open to the prospect of sale or trade?|S1E3: wings karlie smith discuss2][$response to "open"]]
[[I must ask that you surrender the deed for the good of Yolmar.|S1E3: wings karlie smith discuss2][$response to "req"]]
<</choose>><<set $tempQ.yolmar.forgeFail to true>>
<<switch $response>>
<<case "first">>
<<text>>
The intensity of her response leaves you scrambling for diplomatic ground. Taken aback, you stammer:
<</text>>
<<qSpeak "quincy.surprised">> I only asked to test the waters. <</qSpeak>>
<<qSpeak "quincy.lookaway">> If there is no discussion to be had and no deal to be made, I won't push the matter. <</qSpeak>>
<<text>>
Karlie relaxes<<if $tempQ.yolmar.karlieMad>>, if only slightly. Her eyes remain suspicious, her manner stiff and unyielding<<else>> a touch, though her eyes remain wary and her manner remains stiff<</if>>.
<</text>>
<<speak "karlie.furrow">> Good. <</speak>>
<<text>>
<<if $tempQ.yolmar.karlieMad>>The air remains tense. You suspect things are not as "good" as claimed.<<else>>"Good" for her, at least.<</if>>
``<<if $tempQ.yolmar.hareFail>>It looks like the Wings of Fortune won't be aiding Yolmar, either. You're running out of options.<<else>>It looks like the Wings of Fortune won't be aiding Yolmar. You'd best consider other options.<</if>>
<</text>>
<<case "forge">>
<<text>>
It is clear to see that the girl cares a great deal for the smithy. Its sentimental value extends beyond your understanding.
``You cannot in good conscience ask her to part with something you do not grasp. And so, you relent.
<</text>>
<<qSpeak "quincy.tilt">> ...I see. <</qSpeak>>
<<text>>
Karlie relaxes<<if $tempQ.yolmar.karlieMad>>, if only slightly. Her eyes remain suspicious, her manner stiff and unyielding<<else>> a touch, though her eyes remain wary and her manner remains stiff<</if>>.
<</text>>
<<speak "karlie.squint">> ...You do? <</speak>>
<<qSpeak "quincy.tilt">> Enough to understand I shouldn't force the matter. <</qSpeak>>
<<text>>
Karlie presses her hands to her face and unburdens a great sigh of relief from her chest. About a minute passes before she has collected herself enough to respond.
<</text>>
<<speak "karlie.glance">> ...Thank you. Your Grace. <</speak>>
<<speak "karlie.neutral">> I promise I'll be the smith this town needs. <</speak>>
<<text>>
You nod. You trust she will be, //if// there is a town left to serve in a year's time.
``<<if $tempQ.yolmar.hareFail>>It looks like the Wings of Fortune won't be aiding Yolmar, either. You're running out of options.<<else>>It looks like the Wings of Fortune won't be aiding Yolmar. You'd best consider other options.<</if>>
<</text>>
<</switch>>
<<endQuest "13-yolmar-wof" "c">>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<set $tempQ.yolmar.karlieMad to false>>
<<if $response == "open">>
<<qSpeak "quincy.neutral">> Would you be open to the prospect of sale or trade? <</qSpeak>>
<<text>>
The answer is clear upon her face before you've even finished the last word. Her eyes have narrowed into a suspicious squint, and her <<snout "lip has curled over uneven teeth" "hackles have pinched in something not quite a snarl">> as though she has smelled something foul.
<</text>>
<<speak "karlie.furrow">> @@.surprise;What?!@@ @@.intense;Never!@@ *Her voice is incredulous.* That forge's the only thing my family has to its name! It's all we have left! <</speak>>
<<speak "karlie.squint">> @@.intense;And-- and why do ''you'' want a beat up old forge anyway!?@@ <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I'm trying to procure aid for Yolmar. *You explain.* The Wings of Fortune wish to open up shop here in return for their charity. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> //I'm trying to procure aid for Yolmar.// *You plead.* The Wings of Fortune wish to open up shop here in return for their charity. <</qSpeak>>
<</if>>
<<speak "karlie.furrow">> Well, whoever they are, they can build their own forge or keep their rotten "charity." This forge's ''mine.'' <</speak>>
<<else>>
<<set $tempQ.yolmar.karlieMad to true>>
<<qSpeak "quincy.neutral">> I'm afraid I must ask that you surrender the deed for the good of Yolmar. <</qSpeak>>
<<text>>
Karlie is nothing short of mortified. For a minute, words escape her - but once that moment has passed, she is livid. Eyes blazing and <<snout "teeth bared like a snarling animal" "jaws agape in an open snarl">>, her reply is a forceful and bewildered:
<</text>>
<<speak "karlie.angry">> @@.intense;//''No.''//@@ <</speak>>
<<speak "karlie.furrow">> //Not on your gloved life!// What makes you even want that beat up old shack anyway? The Hell is wrong with you!? <</speak>>
<<qSpeak "quincy.furrow">> That "beat up old shack" is the key to Yolmar's survival-- <</qSpeak>>
<<speak "karlie.angry">> @@.intense;No, that beat up old shack is //MY// beat up old shack!@@ <</speak>>
<<text>>
You'll never get through to her if the discussion continues on like this.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> Let me finish. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> //Let me finish.// *You plead.* <</qSpeak>>
<</if>>
<<speak "karlie.angry">> @@.intense;Why!?@@ <</speak>>
<<qSpeak "quincy.furrow">> Because the Wings of Fortune wish to open up shop here in return for their charity. <</qSpeak>>
<<speak "karlie.squint">> So what!? They can build their own forge. This smithy's mine! <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> There is no time to build another shop. Your town starves now. <</qSpeak>>
<<speak "karlie.squint">> @@.intense;And that means you're just going to steal mine!?@@ <</speak>>
<<if hasVisited("S1E3: ExYol Karlie GiveCloak")>>
<<text>>
All of a sudden, a look of horror crosses her face.
<</text>>
<<speak "karlie.disgust">> @@.surprise;Architect Above!@@ *She gasps, reeling with disgust.* Is this why you gave me this cloak!? To play sweet before you ''robbed'' me of the only thing my family has!? <</speak>>
<<choose "quincy.surprised">>
[[Of course not!|S1E3: wings karlie smith cloak detour][$response to "no"]]
[[There's no need to be ungrateful.|S1E3: wings karlie smith cloak detour][$response to "ung"]]
[[I thought it might smooth things...|S1E3: wings karlie smith cloak detour][$response to "smooth"]]
<</choose>>
<<else>>
<<choose>>
[[I intend to compensate you.|S1E3: wings karlie smith comp]]
<<decide false [[If you are unwilling to part with the deed, I won't force the matter.|S1E3: wings karlie smith discuss giveup]] "Forfeit">><<set $response to "first">><</decide>>
<</choose>>
<</if>><<idealTracker "cunning">>
<<text>>
A thought crosses your mind. There is something Karlie cares for more than an old blacksmith's shop... or rather, someone.
``The ethics of applying this knowledge feels murky at best. Leveraging guilt against children is a domain best left to parents. <<if setup.hasRep("earnest")>>You would be treading beyond your rightful territory. But, on the other hand... you know that the people of Yolmar //must eat.//<<else>>On the other hand, Yolmar //must eat.// If the difference between starvation and survival depends upon you crossing out of your rightful territory, then so be it.<</if>>
<</text>>
<<qSpeak "quincy.neutral">> There's something about the situation I haven't told you. <</qSpeak>>
<<speak "karlie.squint">> *The girl squints. She watches with an intense suspicion only seen in wary prey.* <</speak>>
<<qSpeak "quincy.lookaway">> ...Another offer was made. <</qSpeak>>
<<speak "karlie.squint">> What do you mean, "another offer?" <</speak>>
<<qSpeak "quincy.lookaway">> Isadore's Path is a Holy Church initiative. They've offered to give their aid to Yolmar, so long as they are granted a place of worship within town. <</qSpeak>>
<<qSpeak "quincy.tilt">> If I can make no other arrangement... Jim intends to surrender the chapel. <</qSpeak>>
<<text>>
A disturbed expression overtakes her. It is easily twice as horrified as the one she made when you suggested she relinquish her father's smithy.
<</text>>
<<speak "karlie.sad">> But-- but he can't! *She sputters, her eyes stinging with tears.* He lives there! <</speak>>
<<qSpeak "quincy.tilt">> I know. And so does he. <</qSpeak>>
<<speak "karlie.sad">> . . . <</speak>>
<<qSpeak "quincy.tilt">> It's you or him. I'm afraid one of you must give something up. <</qSpeak>>
<<qSpeak "quincy.lookaway">> Now... I ask again: will you sell the smithy? <</qSpeak>>
<<text>>
Karlie nods. Finally, you've arrived at an agreement.
<</text>>
<<speak "karlie.sad">> I'll... I'll sell Pa's old smithy. *Her voice wavers, but she bites back her tears and refuses to weep.* <</speak>>
<<set $response to "jim">>
<<include "S1E3: wings karlie discuss sales">><<text>>
As gently as you can - which isn't very gently at all - you bring to her attention the grave flaw in her plan.
<</text>>
<<qSpeak "quincy.lookaway">> Being a smith is a skilled trade. You cannot learn it all on your own. Even with a mentor, it takes years for an apprentice to come into his own. <</qSpeak>>
<<text>>
Karlie's eyes drop to the counter of her stall. With a somber face and a wavering voice, she admits that truth: she knows this already.
<</text>>
<<speak "karlie.sad">> Yeah. I... I know. <</speak>>
<<qSpeak "quincy.lookaway">> It is best for you and Yolmar that a real blacksmith mans the forge. <</qSpeak>>
<<speak "karlie.sad">> //@@.stutter;I know.@@// *She repeats.* <</speak>>
<<text>>
In the blink of an eye, her anger vanishes, and she crumbles over her stall. In its absence, the Trading Hall is cold and quiet.
``...You're uncertain as to what you should do next. She has admitted her dream is unfeasible, but you've yet to receive confirmation that she intends to part with the deed to her family's smithy, and it seems cruel to ask at this time. And so, you stare at the girl, furled in defeat, and wait for her grief to pass so that you might finish your dealings.
``When she uncurls from her slump, her face is serious. With determination, she rubs the tear streaks from <<snout "her cheeks" "the fur of her face">> and issues a demand of her own.
<</text>>
<<speak "karlie.neutral">> I'll give up Pa's smithy. On one condition. <</speak>>
<<speak "karlie.furrow">> I want to apprentice under the new smith. To learn the trade for real. <</speak>>
<<qSpeak "quincy.think">> That sounds... reasonable enough. However... <</qSpeak>>
<<qSpeak "quincy.neutral">> If you apprentice under a guild smith, you are beholden to his guild. And, once you've finished your apprenticeship, the Wings of Fortune might post you elsewhere. <</qSpeak>>
<<speak "karlie.glance">> My sisters will be grown by then. And, if Yolmar's forge is no longer mine... well, I guess my future's no longer twined with Yolmar's. <</speak>>
<<qSpeak "quincy.think">> Alright, then. I'll deliver your terms to the guild. <</qSpeak>>
<<speak "karlie.glance">> Alright... <</speak>>
<<text>>
You're fairly certain the guild will accept her proposition. Even if they've no desire for more blacksmith apprentices, you imagine they'll take her on for perspective's sake. If they wish to expand their reach, local consult is a valuable thing to have.
``The guild will have its forge, and Karlie will have a proper apprenticeship. By all accounts, the both of you have gotten what you've wanted. And yet, a sourceless sense of loss still lingers as you tip your hat and leave the Hall.
<</text>>
@@.next;[[Continue.|S1E3: WoF Win Transition]]@@<<qSpeak "quincy.eyebrow">> So you would have your father's shop lie in disrepair indefinitely, just for the nostalgia of it? <</qSpeak>>
<<speak "karlie.angry">> @@.intense;'Course not!@@ *She hisses, her voice simmering with anger.* I'm gonna become a blacksmith just like my Pa was! <</speak>>
<<text>>
She intends to be the town's next smithy. This would explain why the sale of the forge carries such weight in her mind - it is the horse which she has hitched her future to. And yet, you wonder: just how much of this statement is //a plan,// and how much is merely //a wish?//
``You are compelled to pry.
<</text>>
<<qSpeak "quincy.tilt">> ...Do you know anything about the trade? About blacksmithing? <</qSpeak>>
<<text>>
Karlie opens her mouth. Her hands dig into the wood atop the counter of her stall... but she hesitates for much too long to be confident in her answer.
<</text>>
<<speak "karlie.furrow">> Papa taught me. *She finally asserts.* <</speak>>
<<speak "karlie.neutral">> . . . <</speak>>
<<speak "karlie.glance">> ...But he's been dead a long time. *She admits.* <</speak>>
<<speak "karlie.sad">> But I've been practicing! Between huntin' for my sisters! <</speak>>
<<speak "karlie.angry">> My grandpa came all the way out to Yolmar with nothin'. He built that shop and we've been smiths ever since. I-- I'm not gonna be the one to throw all that hard work away! <</speak>>
<<passiveGate 1 `["emp",10]`>>
<<choose>>
[[Yolmar needs this, Karlie.|S1E3: wings karlie deadforge2][$response to "town"]]
[[You'd let your town starve for some dead family tradition?|S1E3: wings karlie deadforge2][$response to "starve"]]
<<decide false [[...I see. I won't stand in your way.|S1E3: wings karlie smith discuss giveup]] "Forfeit">><<set $response to "forge">><</decide>>
<</choose>><<if $response == "town">>
<<qSpeak "quincy.neutral">> Karlie. This is bigger than your family's history. This concerns every family in Yolmar. <</qSpeak>>
<<speak "karlie.glance">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> This town won't make it if you and your people don't eat soon. <</qSpeak>>
<<set _karlieFeel1 to "Karlie's eyes turn moist and teary.">>
<<set _karlieFeel2 to "She cannot let it go. At least, not on her own.">>
<<set _quincyHead to "quincy.tilt">>
<<else>>
<<qSpeak "quincy.furrow">> So you'd let all of Yolmar starve for the sake of some half-thought dream? <</qSpeak>>
<<speak "karlie.angry">> @@.intense;Shut up!@@ <</speak>>
<<qSpeak "quincy.furrow">> I will not. Can't you see what's at stake?! <</qSpeak>>
<<set $tempQ.yolmar.karlieMad to true>>
<<set _karlieFeel1 to "Karlie's eyes burn.">>
<<set _karlieFeel2 to "She //cannot// let it go now, and she dares you to try.">>
<<set _quincyHead to "quincy.lookaway">>
<</if>>
<<text>>
<<print _karlieFeel1>> This dream of running her father's smithy - //this// is the idea which has kept her going throughout all Yolmar's hardships, and she has held it so tight and so long that her fingers have frozen around it like those of a winter corpse. <<print _karlieFeel2>>
``You are caught between frustration and sympathy.
<</text>>
<<choose _quincyHead>>
<<if setup.gatePass(1) && hasVisited("S1E3: path jim church maybe") && setup.hasRep("earnest")>>
<<gate `["emp",10]` [[Jim is willing to make sacrifices for the town, and he has even less than you...|S1E3: wings karlie smith jim]]>><</gate>>
<<elseif setup.hasRep("cunning") && hasVisited("S1E3: path jim church maybe")>>
<<ideal "cunning" [[Jim is willing to make sacrifices for the town, and he has even less than you...|S1E3: wings karlie smith jim]]>><</ideal>>
<</if>>
[[You can't learn smithing without an instructor.|S1E3: wings karlie apprentice][$response to "deadforge"]]
[[There won't be a town to smith for unless you sell the deed.|S1E3: wings karlie selldeed][$response to "deadforge"]]
[[I'm sorry it has to be this way.|S1E3: wings karlie forge fail][$response to "sorry"]]
<</choose>><<text>>
<<if passage() == "S1E3: wings karlie selldeed">>
You fear that's as good of an agreement as you'll get.
<<else>>
She's agreed to sell.
<</if>>
``Seeing as the smithy is her family's only asset, it is only fair that you compensate her well for the loss. Though, as you reach for your coins, a worry squirms into the forefront of your mind: you don't know for certain whether this is an expense which will be reimbursed by the Convoy's funding, or one which will be deemed "your choice and responsibility."
<</text>>
<<choose>>
<<buy 60 [[I'm willing to pay what the building is worth.|S1E3: wings karlie sales 2]]>><<set $response to "worth">><</buy>>
<<buy 100 [[I'm willing to pay the price of a forge in good condition.|S1E3: wings karlie sales 2]]>><<set $response to "good">><</buy>>
<<if $g >= 120>>
<<specialC "hunch" [[Name your price.|S1E3: wings karlie sales 2]]>><<set $response to "name">><</specialC>>
<</if>>
<</choose>><<text>>
You prefer not to use intimidation tactics against children. It feels beneath you, for one. For two, you scare them enough by accident as-is.
``However... This girl is nearly grown, and she holds in her hand the power to decide whether her town lives or dies. The situation at hand is simply too dire to coddle her.
<</text>>
<<qSpeak "quincy.neutral">> I think you misunderstand. <</qSpeak>>
<<speak "karlie.squint">> Yeah? What am I missin' here, //Your Glove?// <</speak>>
<<text>>
A step forward reminds her of your height; a hand upon the counter reminds her of your mass. Day-to-day, you try not to "loom" - your size is a natural intimidator. But you are always only a step and a slouch away from invoking that fear. Face parallel with her stall's meat rack, you speak framed by animal corpses.
<</text>>
<<qSpeak "quincy.neutral">> The Convoy will have the shop. My offer to pay is a courtesy. <</qSpeak>>
<<skillGate>>
<<text>>
In your shadow, Karlie stiffens. She is a tough girl, hardened by frontier life, and so she tries to conceal her fear. She wills her face firm, but her eyes give her away. They bulge round like a rabbit's, unblinking in their search for danger.
<</text>>
<<speak "karlie.squint">> ...I hear you, Your Grace. *Her disgust for you drips from between bared teeth.* <</speak>>
<<qSpeak "quincy.neutral">> Good to hear. *You take a step back.* <</qSpeak>>
<<text>>
You've acquired her cooperation. Now, all you need to do is offer her a price. Seeing as the smithy is her family's only asset, it would only be fair to compensate her for the loss. But as you reach for your coins, a worry squirms into the forefront of your mind: you don't know for certain whether this is an expense which will be reimbursed by the Convoy's funding, or one which will be deemed "your choice and responsibility."
``Nothing ever //quite// goes as planned, does it?
<</text>>
<<choose>>
<<buy 60 [[I'm willing to pay what the building is worth.|S1E3: wings karlie force sales]]>><<set $response to "worth">><</buy>>
<<buy 100 [[I'm willing to pay the price of a forge in good condition.|S1E3: wings karlie force sales]]>><<set $response to "good">><</buy>>
<<if $g >= 130>>
<<specialC "hunch" [[Name your price.|S1E3: wings karlie force sales]]>><<set $response to "name">><</specialC>>
<</if>>
<</choose>><<set $tempQ.yolmar.karliePay to $response>>
<<switch $response>>
<<case "worth">>
<<qSpeak "quincy.think">> I'm willing to pay what the building is worth. Seeing as it's rather run down... I think 60 guilders should about cover it? <</qSpeak>>
<<text>>
The suggestion is enough to break her mask of cooperation. First, her jaw slacks in bewilderment; then, it twists into a snarl.
<</text>>
<<speak "karlie.angry">> @@.intense;You ''threaten'' me into sellin', and you're not even gonna pay me fair!?@@ <</speak>>
<<qSpeak "quincy.eyebrow">> Consider the repairs the guild will have to-- <</qSpeak>>
<<speak "karlie.squint">> @@.intense;Consider that I didn't want to sell, you thief!!@@ <</speak>>
<<text>>
You have considered; that's what the threat was for. Surely, she hasn't forgotten already?
<</text>>
<<qSpeak "quincy.eyebrow">> A "thief" is someone who takes without pay or permission. I am paying you, therefore I cannot be called a thief by definition! <</qSpeak>>
<<speak "karlie.squint">> Whatever helps you sleep at night, //Your Grace.// <</speak>>
<<qSpeak "quincy.furrow">> *Patience running thin, you snap:* @@.intense;Nothing helps me sleep at night except <<if setup.hasTrait("moleman")>>imagining the intimate comfort of my own grave<<else>>imagining the freeing oblivion of death<</if>>.@@ <</qSpeak>>
<<text>>
In hindsight, this was perhaps an unflattering thing to admit. You vent a sigh of frustration, averting your eyes and retreating into your cape. It does not shield you from Karlie's judgmental squint.
<</text>>
<<speak "karlie.squint">> ...Just give me the money and go. <</speak>>
<<text>>
You place the approximate cost on the counter, avoiding her eyes all the while. The shop is yours now. The other details are irrelevant.
<</text>>
<<case "good">>
<<qSpeak "quincy.think">> Now, seeing as this forge was meant to be your livelihood, I will try and offer with that in mind. 100 guilders. <</qSpeak>>
<<speak "karlie.surprised">> @@.yell;100 guilders!? Are you serious!?@@ <</speak>>
<<qSpeak "quincy.eyebrow">> Yes...? <</qSpeak>>
<<speak "karlie.surprised">> @@.surprise;Angels above!@@ <</speak>>
<<text>>
She is taking this... quite well, considering her reluctance to sell. Did you misjudge what a forge is worth? Should you have checked your maths? Perhaps this is one of those things you should have checked with the Convoy scribe.
<</text>>
<<speak "karlie.furrow">> @@.surprise;100 guilders...!@@ *She gasps.* You should've lead with that! <</speak>>
<<speak "karlie.smile">> Me and my sisters could eat a ''real'' meal! Somethin' that isn't made of //squirrel feet!// <</speak>>
<<speak "karlie.surprised">> . . . <</speak>>
<<speak "karlie.smile">> @@.lilt;Oooh!@@ We could actually //leave Yolmar for real!// <</speak>>
<<text>>
Now, your hostilities are a thing of the past. She has all but forgotten your threats in favor of dreaming how she might use the money she had refused to take only moments earlier.
``Bizarre. You've procured a shop for the Wings of Fortune, in any case.
<</text>>
<<case "name">>
<<qSpeak "quincy.neutral">> So. What is it worth? Name your price. <</qSpeak>>
<<speak "karlie.angry">> @@.intense;//I don't know what they spent on it!//@@ It was built before I was born! <</speak>>
<<qSpeak "quincy.furrow">> I didn't ask about its cost, I asked what it is worth to you now. *You huff.* This smithy has abstract value beyond its physical materials and locations, does it not? Is that not the reason you refused to sell it in the first place?! <</qSpeak>>
<<text>>
Karlie scowls, her eyes glaring daggers from where they've sunken into her face. She throws her arms in a cross and huffs in anger as she considers your words... and as she does, a smirk slowly creeps across her face.
<</text>>
<<speak "karlie.neutral">> Fine. I get to name my price? I want 130 for it. <</speak>>
<<text>>
Her demand made, she snickers. The humor escapes you. 130 isn't all that much more than you considered offering, and yet she grins as though she's bested you somehow. Perhaps 130 is simply the highest number she can imagine.
<</text>>
<<qSpeak "quincy.neutral">> Alright. <</qSpeak>>
<<speak "karlie.surprised">> . . .!! <</speak>>
<<speak "karlie.squint">> *Her smug grin sours.* @@.intense;"ALRIGHT?" What do you mean, "ALRIGHT!?"@@ <</speak>>
<<qSpeak "quincy.eyebrow">> I mean that I agree with your terms. <</qSpeak>>
<<speak "karlie.surprised">> You're serious!? <</speak>>
<<qSpeak "quincy.furrow">> For the last time, //yes.// <</qSpeak>>
<<text>>
Karlie gasps. Steadying herself on the frame of her stall, she looks as though she might be ill.
<</text>>
<<speak "karlie.surprised">> @@.surprise;I can't believe it!@@ *She makes a noise which might be described as a giggle, were it not so frightening.* That's enough for us to make the journey out to Uncle Shaun's place in Delnaisi and then some! We could... <</speak>>
<<speak "karlie.surprised">> //We could actually leave Yolmar.// *She gasps.* <</speak>>
<<speak "karlie.smile">> @@.yell;We could actually leave Yolmar!!@@ <</speak>>
<<text>>
She teeters where she sits. You're not entirely sure as to whether or not she will vomit, but you do not want to be here when and if she does.
``At least you've procured a shop for the Wings of Fortune.
<</text>>
<</switch>>
<<switch $response>>
<<case "worth">>
<<g -60>>
<<case "good">>
<<g -100>>
<<case "price">>
<<g -130>>
<</switch>>
@@.next;[[Continue.|S1E3: WoF Win Transition]]@@<<set $tempQ.yolmar.forgeFail to true>>
<<switch $response>>
<<case "sorry">>
<<text>>
This exchange has grown uncomfortable for all involved. You cannot shake the feeling that an apology is in order.
<</text>>
<<qSpeak "quincy.tilt">> I'm sorry it has to be this way. My apologies. <</qSpeak>>
<<text>>
It was an earnest expression of your sympathy... but it was not what Karlie wanted. <<if $tempQ.yolmar.karlieMad>>Instead, it triggers a hot rage which blazes through her and burns what little patience she had left to cinders.<<else>>Instead, it triggers a flash of anger which blazes through her and burns whatever grace had left to cinders.<</if>> Rising from her seat behind the stall, she snarls:
<</text>>
<<speak "karlie.angry">> @@.yell;No you're not!@@``You're a ''glove.'' <</speak>>
<<speak "karlie.squint">> All of this-- you could fix it in a //snap// if you REALLY wanted! <</speak>>
<<text>>
The outburst is so sudden and her assertion so wrong that it leaves you in a daze. You struggle to imagine an accusation more contrary to your lived reality.
<</text>>
<<qSpeak "quincy.surprised">> I... <</qSpeak>>
<<qSpeak "quincy.lookaway">> Solving this is what I'm trying to do //right now.// <</qSpeak>>
<<text>>
Alas, your plea falls upon deaf ears. Karlie is stripping her meat rack and slinging squirrels over her shoulder in preparation for a furious exit. Her teeth are grit, her <<snout "face is flushed" "coat is on end">>, and her mind is made up.
``All because you dared //apologize.//
<</text>>
<<speak "karlie.neutral">> Maybe I can't read, but ''I'm not stupid.'' Any one of you royals's got more guilders than I'll ever see in my whole fuckin' life! <</speak>>
<<speak "karlie.angry">> @@.yell;SO JUST PAY TO GET THINGS ''FIXED'' AND ''LET US ALONE!''@@ <</speak>>
<<text>>
Her screech echoes through the Trading Hall. Faced with the sound of her own voice, the girl realizes she has screamed at a Nobleman. A //Duke of her kingdom,// no less. Her hand flies to her mouth.
``Truth be told, you don't know what the consequence of such a thing would be. You cannot remember the last time someone was disciplined for showing you disrespect. It does not matter. Whatever she imagines is reason enough for her to quake where she stands. To see fear upon the face of a stubborn and hardy girl like Karlie feels foreign and deeply unpleasant.
``When she flees the Hall, you do not follow. You do not understand what has happened, but you doubt you've the ability to make amends.
``<<if $tempQ.yolmar.hareFail>>It looks like the Wings of Fortune won't be aiding Yolmar, either. You're running out of options.<<else>>It looks like the Wings of Fortune won't be aiding Yolmar. You'd best consider other options.<</if>>
<</text>>
<</switch>>
<<endQuest "13-yolmar-wof" "c">>
@@.next;[[Return to Yolmar.|S1E3: Exploration Yolmar]]@@<<set $tempQ.yolmar.karliePay to $response>>
<<switch $response>>
<<case "worth">>
<<qSpeak "quincy.think">> I'm willing to pay what the building is worth. Seeing as its rather run down... I think 60 guilders should about cover it? <</qSpeak>>
<<text>>
The corner of her mouth quivers, but she manages to keep her composure.
<</text>>
<<speak "karlie.glance">> @@.stutter;That's fair.@@ It'd probably take a lot of money to get it in good condition again. <</speak>>
<<speak "karlie.sad">> @@.stutter;More money than I ever could've...@@ *She trails off.* <</speak>>
<<speak "karlie.glance">> 60 is good money. It'll keep me and my sisters goin' for a while. At least until things start lookin' up for the town, I reckon... <</speak>>
<<qSpeak "quincy.tilt">> Then it's settled. <</qSpeak>>
<<text>>
You've procured a shop for the Wings of Fortune. Heaving a sigh of relief, you find you don't feel much of it at all.
<</text>>
<<case "good">>
<<qSpeak "quincy.think">> Now, seeing as this forge was meant to be your livelihood, I will try and offer with that in mind. 100 guilders. <</qSpeak>>
<<speak "karlie.surprised">> @@.yell;Are you serious!?@@ <</speak>>
<<qSpeak "quincy.surprised">> ...Yes? <</qSpeak>>
<<text>>
Karlie emits a terrible, high pitched squeal. It is the sort which is as painful to hear as the squealer is joyful.
``She is taking this... quite well, considering her reluctance to sell. Did you misjudge what a forge is worth? Should you have checked your maths? Perhaps this is one of those things you should have checked with the Convoy scribe.
<</text>>
<<speak "karlie.smile">> @@.surprise;Architect, 100 guilders!@@ Me and my sisters could eat a ''real'' meal! Somethin' that isn't made of //squirrel feet!// <</speak>>
<<speak "karlie.surprised">> . . . <</speak>>
<<speak "karlie.smile">> @@.lilt;Oooh!@@ We could actually //leave Yolmar for real!// <</speak>>
<<text>>
...It feels too late to take it back now. You've procured a shop for the Wings of Fortune, in any case.
<</text>>
<<case "name">>
<<qSpeak "quincy.neutral">> So. What is it worth? Name your price. <</qSpeak>>
<<speak "karlie.sad">> I-- I don't know what they spent on it. It was built before I was born. <</speak>>
<<qSpeak "quincy.eyebrow">> I'm asking what you want from it now. This smithy has abstract value beyond its physical materials and locations, does it not? *That's the entire reason this discussion was ever so fraught.* <</qSpeak>>
<<speak "karlie.glance">> It does, but... <</speak>>
<<text>>
With a furrowed brow and a bitten lip, Karlie thinks long and hard about the power you've handed her. Slowly, a sneer creeps across her face.
<</text>>
<<speak "karlie.neutral">> You want me to name my price? Fine. I want 120 for it. <</speak>>
<<text>>
She raises her chin, snickering. If there is a joke buried in her demand, it escapes you. 120 isn't much more than you considered offering, and yet she smirks, her arms crossed, as though she has bested you somehow.
<</text>>
<<qSpeak "quincy.lookaway">> Alright then. <</qSpeak>>
<<speak "karlie.surprised">> . . .!! <</speak>>
<<speak "karlie.squint">> @@.intense;You're serious!?@@ <</speak>>
<<qSpeak "quincy.eyebrow">> Yes...? <</qSpeak>>
<<text>>
Karlie gasps. Steadying herself on the frame of her stall, she looks as though she might be ill. Yet, her smile remains through all her swaying and flopping.
<</text>>
<<speak "karlie.smile">> I can't believe it! *She makes a noise which might be described as a giggle.* That's enough for us to make the journey out to Uncle Shaun's place in Delnaisi and then some! We could... <</speak>>
<<speak "karlie.surprised">> //We could actually leave Yolmar.// *She gasps.* <</speak>>
<<speak "karlie.smile">> @@.yell;We could actually leave Yolmar!!@@ <</speak>>
<<text>>
With this revelation, Karlie emits a terrible, high pitched squeal. It is the sort which is as painful to hear as the squealer is joyful.
``At least you've procured a shop for the Wings of Fortune.
<</text>>
<</switch>>
<<switch $response>>
<<case "worth">>
<<g -60>>
<<case "good">>
<<g -100>>
<<case "price">>
<<g -120>>
<</switch>>
@@.next;[[Continue.|S1E3: WoF Win Transition]]@@<<qSpeak "quincy.tilt">> I know you want to learn your father's trade, but there won't be a Yolmar to smith for if you do not sell this deed. <</qSpeak>>
<<text>>
Karlie emits a cry of frustration. Slinking into her cloak, she drags her hands across her face and makes a series of threatening hisses.
<</text>>
<<speak "karlie.angry">> @@.intense;I-- I know!@@ I know, it's just-- @@.surprise;urgh!@@ <</speak>>
<<speak "karlie.angry">> And-- and I know the money will do good for me and my sisters. Even if we have to leave Yolmar to spend it. <</speak>>
<<speak "karlie.sad">> //@@.stutter;But I don't want to!@@// <</speak>>
<<include "S1E3: wings karlie discuss sales">><<switch $response>>
<<case "no">>
<<text>>
You balk. Such a thing never crossed your mind. <<if setup.hasTrait("guilty")>>It feels sickening to imagine what sort of man you would be if it //had.//<<else>>Leave it to a child to imagine a trade so nonsensical.<</if>>
<</text>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.harrowed">> @@.intense;Wh-what!?@@ //Don't be absurd!// A blacksmith's shop is worth far more than a cloak! <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> Don't be absurd. A blacksmith's shop is worth far more than a cloak! <</qSpeak>>
<</if>>
<<speak "karlie.furrow">> Then why bribe me!? <</speak>>
<<case "ung">>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> There's-- there's no need to be ungrateful. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> There's no need to be ungrateful. <</qSpeak>>
<</if>>
<<speak "karlie.angry">> @@.intense;"Ungrateful!?"@@ *She snaps.* You're sick! No wonder they call you the Duke of dead-eyed shamblers - there's nothin' behind those eyes. You're hardly even human! <</speak>>
<<text>>
You frown. "Duke of dead-eyed shamblers?"
``You've no idea what to make of that one.<<if setup.hasTrait("dense")>> You hardly even understand it.<</if>> Just what is it in reference to? Do they really call you that?
<</text>>
<<speak "karlie.squint">> You're not swindling me outta Pa's smithy with a pretty bit of fur! <</speak>>
<<case "smooth">>
<<if setup.hasTrait("guilty")>>
<<text>>
Guilt twists in your chest like a blade. Faced with your own unscrupulous actions, you are forced to confess.
<</text>>
<<qSpeak "quincy.tilt">> I... I thought it might smooth things out... <</qSpeak>>
<<else>>
<<text>>
It sounds so //wrong// the way she says it.
<</text>>
<<qSpeak "quincy.lookaway">> *Sheepishly, you mumble:* I thought it might smooth things out... <</qSpeak>>
<</if>>
<<text>>
Clearly, it did anything but. The girl shakes in her furs, furious - <<snout "the juxtaposition of thin frame and large cloak would be humorous if it weren't you she were angry with" "beside her own rising coat, it makes her look a much larger animal than she is, and far more fearsome">>.
<</text>>
<<speak "karlie.angry">> @@.intense;You thought it might SMOOTH things!?@@ *She snaps.* You're sick! No wonder they call you the Duke of dead-eyed shamblers - there's nothin' behind those eyes. You're hardly even human! <</speak>>
<<text>>
You frown. "Duke of dead-eyed shamblers?"
``You've no idea what to make of that one.<<if setup.hasTrait("dense")>> You hardly even understand it.<</if>> Just what is it in reference to? Do they really call you that?
<</text>>
<<speak "karlie.angry">> You're a freak, and a dirty ''thief!'' <</speak>>
<<text>>
There's no denying the former accusation, but the latter is factually incorrect, and you cannot abide by that.
<</text>>
<</switch>>
<<choose>>
[[I'm not looking to steal anything. I intend to compensate you.|S1E3: wings karlie smith comp][$response to "thief"]]
<<decide false [[If you are unwilling to part with the deed, I won't force the matter.|S1E3: wings karlie smith discuss giveup]]>><<set $response to "first">><</decide>>
<</choose>><<if $response == "thief">>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I-- I'm no thief. I intend to give fair compensation. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'm no thief. I intend to give fair compensation. <</qSpeak>>
<</if>>
<<else>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I don't intend to take the deed without offering fair compensation. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I don't intend to take the deed without offering fair compensation. <</qSpeak>>
<</if>>
<</if>>
<<speak "karlie.squint">> There's no fair compensation for generations of my family's sweat and blood. Or is a glove like you so flush with guilders that you can just buy me a new family legacy?! <</speak>>
<<text>>
You blink. As if you would ever suggest something so intangible!
<</text>>
<<include "S1E3: wings karlie smith conv1">><<text>>
She is being hyperbolic when she says she would //never// part with the decrepit old shop. She's a starving youth<<if $tempQ.yolmar.karlieSisters>> with sisters to feed. Surely they must be<<else>>. Surely she has siblings to feed or hopes for the future or //something//<</if>> worth more than an abandoned, mouse-ridden building?
<</text>>
<<qSpeak "quincy.eyebrow">> Come now. You must have a price. <</qSpeak>>
<<speak "karlie.squint">> *With a cheeky sneer, she retorts:* I want my hair and lashes as pretty as Prince Oscar's. <</speak>>
<<text>>
Preposterous. Such adornments would look ridiculous on a mud-caked frontier girl.
<</text>>
<<qSpeak "quincy.lookaway">> I find that hard to believe. <</qSpeak>>
<<speak "karlie.furrow">> ''I'm not sellin' Pa's smithy.'' <</speak>>
<<include "S1E3: wings karlie smith conv1">><<choose>>
<<actions
[[There must be a price you're willing to sell for.|S1E3: wings karlie smith comp pay]]
[[So what, you would have the smithy lie in disrepair indefinitely?|S1E3: wings karlie deadforge]]>>
<<gate `["phys",1]` [[*Threaten.* You will sell the deed. You haven't any choice.|S1E3: wings karlie force]]>><</gate>>
<</choose>><<timebreak "day">>
<<set $tempQ.yolmar.foodDone to true>>
<<text>>
You are left to watch Karlie's stall while the girl locates the deed to her father's workshop. She mustn't live far from the Trading Hall, for you are not left waiting long.
``Her hand is shaking when she hands you the old tarnished papers she can only half read. She insists the shaking is from excitement. <<if hasVisited("S1E3: wings karlie apprentice")>>She will be an apprentice and learn her father's trade for good pay<<else>><<switch $tempQ.yolmar.karliePay>><<case "worth">>She has gotten her money's worth<<case "good">>This money is more than the forge she forfeits<<case "name">>This money will change her and her sister's lives<</switch>><</if>>, after all. <<if hasVisited("S1E3: wings karlie sales 2") && $tempQ.yolmar.karliePay == "name">>She has everything to look forward to.<<else>>She hasn't any reason for regrets.<</if>>
<<if hasVisited("S1E3: wings karlie sales 2") && $tempQ.yolmar.karliePay == "name">>Truth be told, you had imagined her feelings on the matter would be more fraught. Instead, it seems that your purchase of the forge has bought her both future and peace of mind. She tells you she will leave with conscience clear, knowing that the Wings of Fortune will look after the town in her absence.<<else>>The loss of the smithy will surely be a difficult adjustment. <<if hasVisited("S1E3: wings karlie apprentice")>>Of course, the forge will be in her life for some years to come. She will have time to make her peace.<<else>>Of course, she is a hardy girl. You trust she will manage.<</if>> And the Wings of Fortune - they will look after the town and keep it well.<</if>>
<</text>>
<<updateTask "13-yolmar-wof" "return">>
<<silently>>
<<run delete $objectives["13-yolmar-ip"]>>
<<run delete $objectives["13-yolmar-nomads"]>>
<</silently>>
@@.next;[[You've upheld your end of the bargain.|S1E3: Exploration Yolmar]]@@<<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"camp-generic.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Camp","Cradle Hills"]`>>
<<once>>
<<set $party to []>>
<</once>>
<<displayTask "13-yolmar" "next">>
<<timebreak "sunset">>
<<speak "imani.smirk">> Good work, men. When they tell our stories, they will cite today as the day we truly became the Fifth Convoy. <</speak>>
<<text>>
Imani speaks loud over the dining Convoy, as though she had the authority to dispense such praise.
``While her usual critics take note of this transgression, they are too preoccupied to correct her. Elijah scrubs fruitlessly a spot of mud which won't come out of his cape, and D'Angelo's mouth is full of salt orc. And so, she carries on unchallenged.
<</text>>
<<speak "imani.orate">> A green conductor brings life to their fields! A blue conductor, new water for the old well! A practitioner, aid to those in pain! Men of the highest order of birth set aside pretensions so that they might help all - even the humble farm animal! <</speak>>
<<speak "imani.smirk">> And that is to say nothing of the many gloveless hands who came together to mend the homes of strangers! <</speak>>
<<speak "imani.bow">> The people of Yolmar will sleep soundly tonight, and it is all thanks to our labor! <</speak>>
<<text>>
Beside you, you hear your brother's fork clank against the side of his dish. Shaking his head, he delays his next bite so that he might remind her:
<</text>>
<<speak "dangelo.smilestress">> ...Nini, we've only just started. You make it sound like we already won. <</speak>>
<<speak "dangelo.unsure">> I gave their fields a little juice, sure, but those fields - they're //messed up.// They're not gonna be growing much of anything without a green conductor helping 'em along. Unless we get a new glove out here soon, that little bit of carpentry we did's useless. <</speak>>
<<speak "imani.neutral">> That does not mean we cannot take pride in what we've accomplished. *She protests.* But... you are right. We've only just begun. <</speak>>
<<speak "imani.think">> I do wonder whether titling a Viscount is the best way to proceed. It is within the power of the Convoy Prince, yes, but given the reticence of the townsfolk, I think we ought to consider other options before foisting a new Noble upon them. <</speak>>
<<speak "imani.neutral">> We need a plan. <</speak>>
<<text>>
You sigh into your ration of boiled meat. You've not even finished dinner, and she is itching to decide solutions. <<if setup.hasRep("ambition")>>Whilst you can relate to her eagerness<<if setup.hasRep("orthodox")>> - //at least in some regards// -<<else>>,<</if>> you wish you had the<<else>><<if setup.hasRep("orthodox")>>It seems you will not even be<<else>>Whilst you understand her concerns, you wish you were<</if>> allowed the<</if>> decency of a moment's rest.
``Opposite to you, Lucas forces himself to choke down the last of his dinner in a rush to meet her mind where it is at. He lays thick his enthusiasm in an attempt to mask his own weariness.
<</text>>
<<speak "lucas.glasses">> I agree! We must honor the wishes of the people whenever feasible. Have you another approach in mind, Miss Khatar? <</speak>>
<<text>>
Imani blinks, taken aback. Her jaw hangs for a moment before bringing her teeth together in a sheepish grit.
<</text>>
<<speak "imani.lookaway">> I... I haven't. That is why I thought it pertinent to discuss. <</speak>>
<<speak "lucas.flustered">> *The Prince shrinks back.* Ah. Yes, that follows. <</speak>>
<<speak "lucas.neutral">> You are my advisor, after all. The realm of solutions is that of the Prince and his Hands. <</speak>>
<<text>>
Imani nods. Neither of them say another word. Instead, all eyes drift towards //you.// <<if !setup.hasTrait("dense")>>You are, after all, //Right Hand.// The discussion of tactics and solutions is as much your <<if setup.hasRep("ambition")>>responsibility<<else>>burden<</if>> as it is the Prince's.<</if>>
<</text>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.tilt">> ...Why look to me? <</qSpeak>>
<<speak "dangelo.eyeroll">> You're the Prince's Right Hand. <</speak>>
<<qSpeak "quincy.surprised">> ...Oh. <</qSpeak>>
<<text>>
That's right. The discussion of tactics and solutions is your <<if setup.hasRep("ambition")>>responsibility<<else>>burden<</if>> as much as it is the Prince's.
<</text>>
<</if>>
<<qSpeak "quincy.surprised">> I... <</qSpeak>>
<<text>>
Words fail you. You haven't an idea to share - you are as lost as anyone else.
``But you must say //something.// It is your duty.
<</text>>
<<choose>>
[[I don't yet know what we'll do - but we will find a way.|S1E3: Yolmar Interlude 2][$response to "calm"]]
<<link "@@.talk-action;You've no idea. Succumb to panic.@@" "S1E3: Yolmar Interlude 2">><<set $response to "panic">><</link>>
<</choose>><<set $tempQ.yolmar.tone to $response>>
<<if $response == "calm">>
<<toneGain "lucas">>
<<toneGain "imani">>
<<toneGain "dangelo" "mettle">>
<<toneGain "elijah" "intent">>
<<text>>
If you are to <<if setup.hasRep("ambition")>>fulfill<<else>>survive<</if>> your role as Right Hand, you mustn't allow yourself to be daunted by uncertainty. The troubles which have snared Yolmar must be unraveled swiftly, and //you// must be the man to do it. <<if setup.hasRep("apathy")>>You will have to bask in the crushing responsibility and the unfairness of it all at a later date.<</if>>
<</text>>
<<qSpeak "quincy.lookaway">> We need... more time to consider. More thought. <</qSpeak>>
<<qSpeak "quincy.think">> The most pressing threat to Yolmar is its lack of food. We ought to solve this in the short-term before we consider more permanent measures. <</qSpeak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> The Prince and I will discuss the issue tonight. In the morning, I will give orders as to how we are to proceed. Understood? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> The Prince and I will discuss the issue tonight. In the morning, I will... //give orders// as to how we are to proceed. <</qSpeak>>
<<qSpeak "quincy.neutral">> Understood? <</qSpeak>>
<</if>>
<<text>>
The look upon your companions' faces is both curious and unreadable. For a time, your question is left to hang in the air, and you find yourself wondering whether they can bring themselves to respect the authority you've been imbued. <<if setup.hasRep("apathy")>><<snout "You feel a trickle of sweat by your temple." "You feel your fur prickle.">> Perhaps they hadn't expected you to act authoritatively. Perhaps, in some terrible way, //you've called their bluff.//<<else>>There will be trouble if they cannot.<</if>>
``But then, your brother sets his bowl aside. With a casual, matter-of-fact cadence that he says:
<</text>>
<<speak "dangelo.neutral">> Sounds solid to me. <</speak>>
<<text>>
The others are quick to follow.
<</text>>
<<speak "vicky.sillysalute">> Understood. <</speak>>
<<speak "imani.neutral">> Right. <</speak>>
<<speak "elijah.neutral">> Of course, Your Grace. <</speak>>
<<if !hasVisited("S1E3: Yolmar Kaitos NoPermiss")>>
<<set _kaitosReact to "kaitos.look">>
<<else>>
<<set _kaitosReact to "kaitos.stare">>
<</if>>
<<speak _kaitosReact >> *Even Kaitos spares a nod, if only to show that he was listening.* <</speak>>
<<else>>
<<toneLoss "imani" "insight">>
<<toneLoss "dangelo" "mettle">>
<<toneLoss "vicky" "fun">>
<<toneLoss "kaitos" "insight">>
<<text>>
//You must say something. You must say something. You must say something.//
``You compel yourself in your mind, but you cannot speak. It feels as though a roc's shadow has fallen over you, and any movement might catch its attention. //<<if setup.hasRep("ambition")>>You thought you wanted this responsibility.<<else>>You never wanted this.<</if>>//
<</text>>
<<qSpeak "quincy.harrowed">> ...I don't... <</qSpeak>>
<<qSpeak "quincy.harrowed">> . . . <</qSpeak>>
<<text>>
Yolmar is a town without prospects. //Where would one even begin righting that?// Titling a Viscount is the only choice which comes to mind, but they expect you to muster a second.
``Staring down into your supper, the dish becomes repulsive. Your hunger twists into nausea, and the orc in your stomach feels heavier than stone. You might be sick.
<</text>>
<<qSpeak "quincy.harrowed">> . . . <</qSpeak>>
<<text>>
The sound of teeth against wood jars you from your trance. Turning your head, you see $licorice pace anxiously at her post on the edge of camp, gnawing and pawing at her restraints. //She means to break free, to save you.//
``Your chest aches. There is nothing she can do to rid you of <<if setup.hasRep("ambition")>>your own incompetence<<else>>the duty which binds you<</if>>.
<</text>>
<<if $bond != "lucas" && $bond != "imani">>
<<speak "dangelo.concern">> Woah. You alright? Deep breaths, man, just... think. <</speak>>
<<qSpeak "quincy.tilt">> *You already were breathing, and thinking... but you nod anyway and will yourself to relax. Your muscles are tense. It takes conscious effort.* <</qSpeak>>
<<speak "dangelo.unsure">> I think... first thing's first. This town needs to eat. The big ideas stuff can come later. <</speak>>
<<elseif $bond == "imani">>
<<speak "imani.neutral">> ...Perhaps you should start with the immediate. <</speak>>
<<qSpeak "quincy.tilt">> The... immediate. *You repeat.* <</qSpeak>>
<<speak "imani.tilt">> Yolmar is hungry. Whatever you and the Prince decide in the long-term, the town must be fed. <</speak>>
<<else>>
<<speak "lucas.weary">> *The Prince leaps to your defense.* The troubles Yolmar faces - I doubt they will be solved in one evening. <</speak>>
<<speak "lucas.glance">> Perhaps-- perhaps we should focus on the immediate instead. That will give us time to know the issue in detail and reason through our options. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Right... right... <</qSpeak>>
<<text>>
Simple as they may be, <<switch $bond>><<case "lucas">>Lucas<<case "imani">>Imani<<default>>your brother<</switch>>'s words pull you from whatever psychic prison gripped you. The problem remains, but <<if $bond == "imani">>s<</if>>he has bought you time.
``The evening breeze cools your sweat. $licorice calms, licking splinters from her lip. Your mind returns.
<</text>>
<<speak "lucas.weary">> We'll discuss our course of action tonight. *Lucas offers.* Conjure a //real// plan, or something to start with at least. <</speak>>
<<qSpeak "quincy.tilt">> Right. And in the morning, I'll... <</qSpeak>>
<<text>>
...In the morning, you'll know what to say. Or at least, you hope.
<</text>>
<<speak "vicky.neutralserious">> . . . <</speak>>
<<if $bond == "imani">>
<<speak "lucas.glance">> . . . <</speak>>
<<speak "dangelo.concern">> . . . <</speak>>
<<elseif $bond == "lucas">>
<<speak "imani.lookaway">> . . . <</speak>>
<<speak "dangelo.concern">> . . . <</speak>>
<<else>>
<<speak "lucas.glance">> . . . <</speak>>
<<speak "imani.lookaway">> . . . <</speak>>
<</if>>
<<speak "elijah.frown">> . . . <</speak>>
<<speak "kaitos.glance" >> . . . <</speak>>
<</if>>
@@.next;[[Retire to your tent.|S1E3: Yolmar Interlude Lucas]]@@<<locationBoardSetup `[
{img:"place/convoy_tent.png"},
{img:"object/trunk.png"},
{img:"object/convoy_fancycot.png"}
]`>>
<<location "kagthur" `["Your Tent","Cradle Hills"]`>>
<<if $tempQ.yolmar.tone == "calm">>
<<text>>
The air of indecision puts a damper on your appetite, but you know better than to pass up a meal on a long journey. You finish anyway.
<</text>>
<<timebreak "night">>
<<text>>
You return to your tent to find Lucas in the midst of sorting his thoughts. It's a messy affair: between the ink and quills, the open books, and the unfurled map, not an inch of his desk remains unoccupied.
<</text>>
<<else>>
<<text>>
Your spoon drags through your bowl, but your appetite has long vacated. You retreat to your tent with a third of your supper uneaten.
``It is dark and quiet inside. You would normally appreciate the peace and quiet, but you find no solace in it now. It only offers a peaceful place to dread the inevitable. //Lucas is a quick eater.// He will join you once he is finished, and then you will be forced to together address your embarrassment. <<if setup.hasRep("ambition")>>Perhaps they were right to keep you out of politics. //Perhaps this was all a terrible, terrible mistake.//<<else>>You //told him// this would never work. //You warned him.//<</if>>
<</text>>
<<timebreak "night">>
<<text>>
However... when the Prince returns, his sharp tongue has no lashing for you. If he is frustrated by your failings, it is overshadowed by worry. For all the tension in his frame, there is no edge to his voice when he says:
<</text>>
<<speak "lucas.glance">> Let's get to it, shall we? <</speak>>
<<qSpeak "quincy.lookaway">> *You nod.* <</qSpeak>>
<<text>>
He doesn't ask much of you. The most you must do is fish a book from his trunk while he assembles his thoughts on his desk. It's a messy affair: between the ink and quills, the open books, and the unfurled map, not an inch of the surface remains unoccupied.
<</text>>
<</if>>
<<speak "lucas.thinking">> This was entrusted to me after the lustration. It's an attempt to summarize Convoy law, and the power we wield. *He explains, administering a gentle pat to an especially battered tome.* I was supposed to share it with you, but... well, it's taken quite the beating over the hundred years since it was last used, and the language is quite archaic... <</speak>>
<<speak "lucas.weary">> There's //at least// fifty pages dedicated to navigating laws which haven't been in practice for eighty years. Everything I read, I must //cross-reference// against something more modern... <</speak>>
<<speak "lucas.neutral">> I was //hoping// I'd have time to condense it. Draft a //legible// summary, for your use and mine. <</speak>>
<<speak "lucas.annoyed">> But that was optimistic. It seems we'll have to //decode// the damn thing as we go. <</speak>>
<<text>>
Studying the aged pages, you cannot help but think: //this isn't a duty of the Convoy Prince.//
<</text>>
<<qSpeak "quincy.lookaway">> Shouldn't this be another's work...? <</qSpeak>>
<<speak "lucas.glance">> It should. Had we a Left Hand, I imagine //he// would be in charge of this sort of thing. <</speak>>
<<speak "lucas.scowl">> But I cannot ask this of our scribe. This is far beyond the ability of //Oscar's pet.// I feel apprehensive enough as it is, trusting him with purchasing our //food.// <</speak>>
<<text>>
The Prince sighs, pinching the bridge of his nose.
<</text>>
<<if $tempQ.yolmar.tone == "calm">>
<<qSpeak "quincy.think">> So, then. What can we do? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> So... what can we do? <</qSpeak>>
<</if>>
<<speak "lucas.glance">> For Yolmar? I've hardly a clue. Thus far, most of what I've read has been about handling disputes between titled men and the diplomatic seizure of assets during Convoy emergencies. <</speak>>
<<speak "lucas.weary">> Neither feel especially helpful for //either// of Yolmar's troubles. <</speak>>
<<speak "lucas.neutral">> Twice, this village has lost the heart that sustains it. <<if $tempQ.yolmar.tone == "calm">>As you said, f<<else>>F<</if>>inding a new, third way of life for the people of Yolmar will take thorough investigation. <</speak>>
<<speak "lucas.thinking">> The matter of hunger, however... well... <</speak>>
<<include "S1E3: Yolmar InterludeQ">><<if $tempQ.yolmar.tone == "calm">>
<<set _quincyReact to "quincy.think">>
<<else>>
<<set _quincyReact to "quincy.tilt">>
<</if>>
<<choose _quincyReact>>
<<actions
[[Perhaps we could give the denizens of Yolmar a stipend, to buy food.|S1E3: Yolmar Interlude Stipend]]
[[If we rebuilt the bridge, traders could come and go freely again.|S1E3: Yolmar Interlude Bridge]]
>>
<<if hasVisited("S1E3: Yolmar Interlude Stipend")>>
<<onceLink "We could move the people of Yolmar elsewhere, temporarily." "S1E3: Yolmar Interlude Move">><</onceLink>>
<</if>>
<<if passage() != "S1E3: Yolmar Interlude Lucas">>
[[We've the ability to make Crown contracts, don't we?|S1E3: Yolmar Interlude Contract]]
<<decide false [[I'm out of ideas...|S1E3: Yolmar Interlude NoIdeas]] "Forfeit">><<set $response to "NOTfirst">><</decide>>
<<elseif $tempQ.yolmar.tone == "panic">>
<<decide false [[Don't ask me what to do, Lucas... I don't know...|S1E3: Yolmar Interlude NoIdeas]] "Forfeit">><<set $response to "first">><</decide>>
<</if>>
<</choose>><<text>>
Having seen the horses struggle up and down the trench of the dry river, you cannot imagine any solution that does not involve repairing Yolmar's bridge.
<</text>>
<<if $tempQ.yolmar.tone == "calm">>
<<qSpeak "quincy.think">> If we repaired the bridge, <<if hasVisited("S1E3: Yolmar Interlude Stipend")>>it would be easier for the people to get to market - and traders could come and go of their own accord as well<<else>>traders could come and go again<</if>>. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> If we repaired the bridge, then maybe... <<if hasVisited("S1E3: Yolmar Interlude Stipend")>>the people could get to market easier, and traders could come and go of their own accord as well<<else>>traders could come and go again<</if>>... <</qSpeak>>
<</if>>
<<speak "lucas.thinking">> <<if hasVisited("S1E3: Yolmar Interlude Stipend")>>It //would// make travel easier, yes. But... the problem of support remains. And those traders...<<else>>I see your point, but...<</if>> given how remote the town is, and how slow news travels up North, how long would it take for them to learn the bridge has been repaired? <</speak>>
<<if !hasVisited("S1E3: Yolmar Interlude Stipend")>>
<<speak "lucas.annoyed">> And so long as the town is without assets, traders haven't a reason to come anyway. "Charity" and "the good of mankind" seldom motivate the //mercantile// sort. <</speak>>
<<else>>
<<speak "lucas.glance">> Even if we gave the town that stipend, our solution remains... incomplete. <</speak>>
<</if>>
<<include "S1E3: Yolmar InterludeQ">><<qSpeak "quincy.lookaway">> Given how troublesome travel <<if hasVisited("S1E3: Yolmar Interlude Stipend") && hasVisited("S1E3: Yolmar Interlude Bridge")>>to and from<<elseif hasVisited("S1E3: Yolmar Interlude Stipend")>>from<<else>>to<</if>> Yolmar is, perhaps it would be more pragmatic to move the denizens of Yolmar somewhere else for the time being. <</qSpeak>>
<<qSpeak "quincy.think">> Give them a stipend to move, and return them to their homes once we've solved the greater issue at hand... <</qSpeak>>
<<text>>
It's a messy, patchy solution... but you haven't much to work with.
<</text>>
<<speak "lucas.glance">> The idea of relocation has certainly crossed my mind. <</speak>>
<<speak "lucas.neutral">> But... It's rather drastic. I've a feeling it would be difficult to enact, and likely... unpopular. I hesitate to make it my first choice. <</speak>>
<<include "S1E3: Yolmar InterludeQ">><<text>>
<<if $tempQ.yolmar.tone == "calm">>I<<else>>Your mind feels like sludge in your skull. Nevertheless, i<</if>>f there is one thing you know the Convoy possesses, it's guilders.
<</text>>
<<if $tempQ.yolmar.tone == "calm">>
<<qSpeak "quincy.think">> Perhaps we could award the residents of Yolmar a stipend to purchase food... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Perhaps we could... give Yolmar a stipend, for food... <</qSpeak>>
<</if>>
<<speak "lucas.neutral">> That was my first thought<<if !hasVisited("S1E3: Yolmar Interlude Bridge") || !hasVisited("S1E3: Yolmar Interlude Move")>> as well<</if>>. <</speak>>
<<speak "lucas.glance">> Alas, then I recalled my blunder at the chapel earlier... <</speak>>
<<text>>
He runs a finger over the map on his desk, drawing a circle around the space where Yolmar would be, were it deemed relevant enough by the cartographer to acknowledge.
<</text>>
<<speak "lucas.thinking">> If we gave them coin, where would they spend it? Would the markets of the towns nearby be able to support feeding another village...? How far would they have to journey? <</speak>>
<<if !hasVisited("S1E3: Yolmar Interlude Bridge")>>
<<speak "lucas.glance">> And they would have to cross that riverbed twice each and every time they went for supplies... <</speak>>
<</if>>
<<include "S1E3: Yolmar InterludeQ">><<toneGain "lucas">>
<<friend "lucas">>
<<text>>
<<if $tempQ.yolmar.tone == "calm">>Y<<else>>Your mind feels like sludge in your skull. Nevertheless, y<</if>>ou seem to recall the Convoy has the authority to make Crown contracts...
<</text>>
<<qSpeak "quincy.surprised">> Wait. <</qSpeak>>
<<speak "lucas.neutral">> What is it? <</speak>>
<<qSpeak "quincy.think">> The Convoy is fed by merchants through Crown contracts. Do we not have the authority to feed Yolmar the same way? <</qSpeak>>
<<speak "lucas.surprised">> . . .! *Lucas blinks.* You know, //we do!// <</speak>>
<<speak "lucas.thinking">> Of course, we would have to find a company that operates somewhat nearby - so that the deal would be fair and the delivery timely... <</speak>>
<<speak "lucas.weary">> But such a thing must exist. Cedrun is only so far from here, and there must be trade between Kagthur's capital and its other... cities...? <</speak>>
<<text>>
Though his use of the word "city" is uncertain, the idea is not.
<</text>>
<<if !hasVisited("S1E3: Yolmar Interlude Bridge")>>
<<speak "lucas.thinking">> Of course, we'd need to do something about the bridge... <</speak>>
<<qSpeak "quincy.think">> We'll have it repaired. <</qSpeak>>
<<else>>
<<speak "lucas.thinking">> So long as we fix that bridge, of course. <</speak>>
<<qSpeak "quincy.think">> Of course. Its repair is a priority. <</qSpeak>>
<</if>>
<<speak "lucas.weary">> But where will we source the wood? We used most of the town's timber during today's repairs... Do you think suitable wood could be logged from that little forest? <</speak>>
<<qSpeak "quincy.neutral">> Perhaps. And if not, D'Angelo can likely //make// suitable wood. <</qSpeak>>
<<text>>
There is a rhythm to the conversation, now. Yolmar's future might remain uncertain, but the task ahead is //manageable.// <<if $tempQ.yolmar.tone == "panic">>The fears that plagued you only moments ago begin to fade from memory.<</if>>
<</text>>
<<qSpeak "quincy.think">> You and I could ride to the next town over to investigate what traders in the area might be willing and able to fulfill a Crown contract. <</qSpeak>>
<<speak "lucas.glance">> I suppose we must take //Asenath// along, given that he is the closest thing the Convoy has to a treasurer. Ah, but it was my intention to send him off to the nearest market to fetch supplies: food to slake the people's hunger, and a few necessities the town is in need of... <</speak>>
<<qSpeak "quincy.neutral">> Is it not the same destination either way? <</qSpeak>>
<<speak "lucas.surprised">> //Well, yes, it is!// *He exclaims, blinking in disbelief at his own oversight.* I suppose that's not much of a problem at all, then. <</speak>>
<<speak "lucas.thinking">> Ah, but someone //should// remain in town, in case the people have need for us. <</speak>>
<<qSpeak "quincy.eyebrow">> Is that not the duty of our Man of the Third Estate? <</qSpeak>>
<<speak "lucas.surprised">> Well... yes, in a manner of speaking. <</speak>>
<<qSpeak "quincy.think">> In learning about their troubles in more detail, hopefully she will be able to give us better context for devising a real solution to Yolmar's ills... <</qSpeak>>
<<text>>
Lucas makes a strange noise. It sounds almost pained, but there is a grin upon his face.
<</text>>
<<speak "lucas.smug">> @@.lilt;Ah!@@ I //knew// you'd make a fine Right Hand. <</speak>>
<<choose "quincy.surprised">>
<<trait "jester" [["Fine?" I was going for something a little stronger.|S1E3: Yolmar Interlude Contract 2]]>><<set $response to "jester">><</trait>>
[[Thank you.|S1E3: Yolmar Interlude Contract 2][$response to "thanks"]]
[[I'm just doing what I must.|S1E3: Yolmar Interlude Contract 2][$response to "must"]]
<<if $tempQ.yolmar.tone == "panic">>
[[You say, after I humiliated myself.|S1E3: Yolmar Interlude Contract 2][$response to "panic"]]
<</if>>
<</choose>><<switch $response>>
<<case "jester">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral">> Only "fine?" I was going for something a little stronger. Perhaps "heroic?" <</qSpeak>>
<<speak "lucas.laugh">> @@.surprise;Hah!@@ You're getting ahead of yourself. <</speak>>
<<speak "lucas.smug">> Let's save a few more towns first. //Then// we'll reassess adjectives. <</speak>>
<<if setup.hasRep("apathy")>>
<<speak "lucas.smirk">> That said... I am pleased to see you rise to meet your role, Quintrell. I knew you could. <</speak>>
<<if $tempQ.yolmar.tone == "panic">>
<<qSpeak "quincy.pleased">> Yes. I'm sure the sight of me losing my nerve in front of the men was quite inspirational. <</qSpeak>>
<<speak "lucas.pleased">> Oh, please, Quintrell. All of history's great men have been made a fool in front of a crowd at least //once.// <</speak>>
<<qSpeak "quincy.think">> ...I don't think that's true. <</qSpeak>>
<<speak "lucas.smug">> Well, if it's not, I don't care to confirm! <</speak>>
<</if>>
<</if>>
<<case "thanks">>
<<toneGain "lucas">>
<<qSpeak "quincy.pleased">> Thank you. <</qSpeak>>
<<speak "lucas.pleased">> You are most welcome! <<if setup.hasRep("apathy")>>It's a pleasure to see you rise to meet your role.<</if>> <</speak>>
<<if setup.hasRep("apathy")>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<<case "must">>
<<qSpeak "quincy.neutral">> I'm only doing what I must. <</qSpeak>>
<<speak "lucas.pleased">> That doesn't mean you don't do it well! <<if setup.hasRep("apathy")>>It's a pleasure to see you rise to meet your role.<</if>> <</speak>>
<<if setup.hasRep("apathy")>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<</if>>
<<case "panic">>
<<qSpeak "quincy.lookaway">> A "fine Right Hand" who freezes before a crowd. <</qSpeak>>
<<speak "lucas.neutral">> It happens to the best of us. <</speak>>
<</switch>>
<<text>>
With your most imminent dilemma solved - or at least, with //a plan// to solve it - Lucas begins to tuck away his books and prepare for bed. Reflexively, you avert your eyes, and begin to do the same.
<</text>>
<<if $tempQ.yolmar.tone == "panic">>
<<qSpeak "quincy.lookaway">> I'll... have to give the order myself tomorrow, won't I? <</qSpeak>>
<<speak "lucas.glance">> It //is// your duty as Right Hand. <</speak>>
<<else>>
<<qSpeak "quincy.think">> Tomorrow I'll be giving my first orders... <</qSpeak>>
<<speak "lucas.pleased">> Indeed. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Hm. <</qSpeak>>
<<text>>
It's a strange thought to bring to bed with you.
<</text>>
@@.next;[[Take to your cot and succumb to sleep.|S1E3: Yolmar Interlude Morning]]@@<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<if $response == "first">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<enemy "lucas">>
<</if>>
<<text>>
<<if $response == "first">>A sense of disbelief turns your stomach further. <<else>>You find your mind is frustratingly empty. It seems that the exhaustion from your day's work is taking its toll.<</if>>
``<<if $tempQ.yolmar.tone == "panic">>How is it that, after your outburst, he still expects you capable of meaningful contribution? <<if setup.hasRep("ambition")>>Is he blind to your crushing inadequacy as Right Hand?<<else>>Have you not proven yourself inept enough?<</if>><<if setup.hasTrait("dense")>> Have you not proven yourself slow-witted, time and time again?<</if>><<else>><<if setup.hasRep("ambition")>>It is to your great frustration that m<<else>>M<</if>>eaningful contribution eludes you.<<if setup.hasRep("apathy") || setup.hasTrait("dense")>> You're uncertain why you expected anything else.<</if>><</if>>
<</text>>
<<qSpeak "quincy.tilt">> I've no idea, Lucas. <</qSpeak>>
<<speak "lucas.neutral">> Neither have I. *He coaxes:* We'll figure it out together. <</speak>>
<<if $tempQ.yolmar.tone == "calm">>
<<qSpeak "quincy.tilt">> *You shake your head.* I haven't any ideas left. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> *You shake your head.* . . . <</qSpeak>>
<</if>>
<<text>>
The Prince's face falls. Then his brow creases<<if $response == "first">>, revealing true irritation<</if>>. <<if $response != "first">>With a terse sigh, he turns back to his books.<</if>>
<</text>>
<<if $response == "first">>
<<speak "lucas.scowl">> Come now, Quintrell. You cannot quit before we even begin. <</speak>>
<<text>>
He forgets a key detail: he //wanted// to be Convoy Prince. The duty he embraces is not one you would have ever chosen for yourself.
<</text>>
<<if setup.flag(14)>>
<<qSpeak "quincy.furrow">> *You bristle.* Lucas, I never-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Lucas, I never-- <</qSpeak>>
<</if>>
<<speak "lucas.bigmad">> @@.intense;Don't you dare say you never wanted this!@@ <</speak>>
<<speak "lucas.annoyed">> //None of us. Ever. Wanted this.// But we are //Nobles.// "This" was always going to be a part of our lives. <</speak>>
<<speak "lucas.glasses">> Yes, I could have chosen another. Curse me for it all you'd like. It will never change the fact that ''you'' are a son of Malik Barghur and these are ''your'' people who suffer. <</speak>>
<<text>>
<<if setup.flag(14)>>Maddeningly,<<else>>You know that<</if>> he speaks the truth. There is no argument to be had.
<</text>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<text>>
In the absence of opposition, the Prince's expression softens. With a terse sigh and a shake of the head, he turns back to his books.
<</text>>
<<speak "lucas.glance">> I understand tonight was difficult for you. I will solve this myself. <</speak>>
<<else>>
<<speak "lucas.glance">> Very well, then. I will puzzle this out on my own. <<if $tempQ.yolmar.tone == "panic">>This night was... difficult for you. <<if setup.hasRep("ambition")>>Unexpectedly so.<</if>><</if>> <</speak>>
<<if $tempQ.yolmar.tone == "panic">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.tilt">> It was. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> I'm... trying. <</qSpeak>>
<<speak "lucas.glance">> I know. And believe me, I am grateful for it. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.tilt">> I'm sorry. I am just... tired. <</qSpeak>>
<<speak "lucas.neutral">> I know. We all are. But I've strength enough that I can offer a bit of mercy to a friend. <</speak>>
<</if>>
<</if>>
<<if $tempQ.yolmar.tone == "panic">>
<<speak "lucas.glasses">> ''However.'' I cannot head this Convoy alone. You ''are'' my Right Hand. Whatever I decide tonight, it will still be //your// duty to issue the order. <</speak>>
<<if $response == "first">>
<<speak "lucas.neutral">> Do you understand? Tonight was a fluke. Your ''one'' allowance. <<if setup.hasRep("apathy")>>I will not allow you to evade your responsibilities indefinitely.<</if>> <</speak>>
<</if>>
<<else>>
<<speak "lucas.thinking">> Whatever I decide tonight, it will be //your// duty to issue the order. <</speak>>
<</if>>
<<choose "quincy.tilt">>
[[I'm sorry.|S1E3: Yolmar Interlude NoIdeas2][$response to "sorry"]]
<<link "@@.talk-action;Say nothing.@@" "S1E3: Yolmar Interlude NoIdeas2">><<set $response to "na">><</link>>
<<if $response == "first" && setup.hasRep("apathy")>>
[[I told you this was a bad idea.|S1E3: Yolmar Interlude NoIdeas2][$response to "bad"]]
<</if>>
<</choose>><<switch $response>>
<<case "sorry">>
<<toneGain "lucas">>
<<if $response == "first">>
<<text>>
Frustrated as you are with the <<if setup.flag(14)>>Prince<<else>>situation<</if>>, you cannot help but feel a pang of guilt for your uselessness. Alas, you've nothing to offer the Prince but a shameful apology.
<</text>>
<<else>>
<<text>>
<<if setup.hasRep("ambition")>>You really had hoped to be more useful.<<else>>You fear you are more useless than the Prince had hoped.<</if>> Alas, you've nothing to offer the Prince but a shameful apology.
<</text>>
<</if>>
<<qSpeak "quincy.tilt">> I'm sorry. <</qSpeak>>
<<text>>
The Prince leans back in his seat, casting you a<<if $response == "first">> tired<<else>>n unbothered<</if>> look.
<</text>>
<<if $response == "first">>
<<speak "lucas.glance">> Just get some rest. <</speak>>
<<else>>
<<speak "lucas.glance">> Oh, don't start with that. *He snorts.* Rest well. <</speak>>
<</if>>
<<case "na">>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<text>>
His condition is fair, or at least as fair as anything can be given the situation. You haven't anything more to say on the matter.
``Your lack of response prompts the Prince to look up from his books. Your exhaustion must be evident; <<if $response == "first">>in spite of his frustrations, <</if>>his expression turns piteous.
<</text>>
<<if $response == "first">>
<<speak "lucas.neutral">> Get some rest. You'll need it. <</speak>>
<<else>>
<<speak "lucas.glance">> Rest well. <</speak>>
<</if>>
<<case "bad">>
<<toneLoss "lucas">>
<<text>>
You know there is no escaping your position, no matter how hard you wish for it. You will be his Right Hand, but you will not keep quiet and pretend <<if setup.flag(14)>>that you are Lucas's eager guardian<<else>>you ever wanted to be<</if>>.
<</text>>
<<if setup.flag(14)>>
<<qSpeak "quincy.furrow">> ...I told you this would never work. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> ...I told you this would never work. <</qSpeak>>
<</if>>
<<text>>
Lucas rolls his eyes, though his attention remains on his books.
<</text>>
<<speak "lucas.eyeroll">> Forgive me for seeing <<if setup.hasTrait("guilty")>>the good in my best friend<<else>>what others so oft overlook<</if>>. *He snips.* <</speak>>
<<text>>
There is nothing more to be said.
<</text>>
<</switch>>
@@.next;[[Take to your cot and succumb to sleep.|S1E3: Yolmar Interlude Morning]]@@<<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"camp-generic.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Camp","Cradle Hills"]`>>
<<timebreak "morning">>
<<set $justify to {}>>
<<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>
<<text>>
Your eyes open at the first sign of dawn. Lucas is still sound asleep. It is quiet outside your tent, save for the occasional shuffle from the guards on morning watch. You imagine you could steal a few minutes more of rest, if your mind allowed it. It doesn't.
``On the Prince's desk, you find a wordy missive addressed to your person detailing your next course of action.
``By time you've finished reading it, the entire Convoy is eating or has finished breakfast.. You don't want to imagine how late into the night the Prince was up writing it.
<</text>>
<<speak "lucas.weary">> *If his drooping posture <<snout "is" "and limp tail are">> anything to go by, it must have been late indeed.* <</speak>>
<<text>>
He has drafted a perfectly practical solution for feeding Yolmar in the short-term. Simply bestowing the town a stipend borders on useless, given the town's isolation. And so, the Prince's Convoy must take more proactive measures. It is within the Convoy's jurisdiction to pen contracts on behalf of the Crown. Thus, //you, the Prince, and your scribe// are to head to the nearest market. You and the Prince will search for a trader willing to contractually obligate himself to bring his goods to Yolmar for three months whilst the town recovers. Kaitos, meanwhile, will purchase whatever supplies the market can spare to keep Yolmar fed in the meantime. (Payment for both the food and its transport will come from the Convoy's own finances.)
``//D'Angelo and his men// are to head to the nearby forest and log whatever wood they can salvage for further repairs. Namely, the bridge. The way the Prince sees it, so long as the bridge is out, Yolmar will remain estranged from the world, and it would be unrealistic to expect whichever merchant or company you contract to cross the riverbed without one.
``Meanwhile, //Imani// will stay in town to continue her work with the people, and //Elijah// will remain available in case a practitioner is needed.
``A reasonable enough plan. The trouble is that //now you must present it as if it were your own idea.// <<if $tempQ.yolmar.tone == "calm">>You think you can manage such a thing...<<else>>You must beg your Convoy to take you seriously.<</if>>
<</text>>
<<else>>
<<text>>
Your eyes open at the first sign of dawn. Lucas is still sound asleep. It is quiet outside your tent, save for the occasional shuffle from the guards on morning watch. You imagine you could steal a few minutes more of rest, if your mind allowed it. It does not.
<<if $tempQ.yolmar.tone == "calm">>Thankfully, the more you think on it, the more certain of yourself you feel. You may not have the whole solution, but you've a start. That's worth something.<<else>>That said, you do feel any less mad than you did the night prior. The trouble will be convincing everyone else of this. You collapsed under pressure the minute you were regarded as any sort of authority, and now you must <<if setup.hasRep("ambition")>>convince<<else>>beg<</if>> them to take you seriously.<</if>>
<</text>>
<</if>>
<<set _justOpt to {key:"exp",stance:"Give your orders",pass:"S1E3: First Justify Stub"}>>
<<print setup.justifyPicker([_justOpt],"S1E3: Yolmar Interlude Explain")>><<set _justificationMap to {
contract:[],
bridge:[],
long:[],
}>>
<<run _justificationMap.contract.push({key:"na",title:"<b>Refuse to explain</b> why you should invoke a Crown contract.",icon:"cross"})>>
<<run _justificationMap.bridge.push({key:"na",title:"<b>Refuse to explain</b> why the bridge's repair is of importance.",icon:"cross"})>>
<<run _justificationMap.long.push({key:"na",title:"<b>Refuse to explain</b> why Imani should collect information in town.",icon:"cross"})>>
<<run _justificationMap.contract.push({key:"burden",title:"A Crown contract <b>spares the town the burden of travel and sourcing.</b>",icon:"collectivist"})>>
<<run _justificationMap.contract.push({key:"means",title:"A Crown contract is a <b>pragmatic option within our means.</b>",icon:"etiq"})>>
<<run _justificationMap.contract.push({key:"bridge",title:"A Crown contract is <b>necessary due to the broken bridge.</b>",icon:"dense"})>>
<<run _justificationMap.bridge.push({key:"trade",title:"The bridge must be repaired so that <b>Yolmar may engage in trade again.</b>",icon:"g"})>>
<<run _justificationMap.bridge.push({key:"goods",title:"The bridge must be repaired so that the <b>whoever we contract can bring the goods into Yolmar.</b>",icon:"item"})>>
<<run _justificationMap.long.push({key:"place",title:"Imani ought to stay in town in order to <b>learn more about the area's prospects.</b>",icon:"hunch"})>>
<<run _justificationMap.long.push({key:"people",title:"Imani ought to stay in town in order to <b>learn more about the peoples' troubles.</b>",icon:"emp"})>>
<<print setup.drawJustifications()>><<set _explainRank to 0>>
<<switch $justify.contract>>
<<case "burden">>
<<set _explainRank++>>
<<case "means">>
<<set _explainRank++>>
<<case "bridge">>
<<set _explainRank-->>
<<case "na">>
<<set _explainRank-->>
<</switch>>
<<switch $justify.bridge>>
<<case "goods">>
<<set _explainRank++>>
<<case "trade">>
<<set _explainRank-->>
<</switch>>
<<switch $justify.long>>
<<case "place">>
<<set _explainRank++>>
<<case "people">>
<<set _explainRank++>>
<<case "na">>
<<set _explainRank-->>
<</switch>>
<<text>>
<<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>You feel a sense of unease, approaching your fellow Convoymen. <<if $tempQ.yolmar.tone == "calm">>A<<else>>Not only have you recently embarrassed yourself, but an irrational<</if>> part of you fears they somehow //know// how little a hand you had in the solution you are about to propose.<<else>>The last man to finish eating is the Prince himself. As a mercy, you wait for him to finish before addressing your fellow Convoymen.<</if>>
``You are surprised to find that the words come easier than you had expected.
<</text>>
<<qSpeak "quincy.neutral">> Men. *You hesitate, realizing the holes in this method of address.* And Victoria. Imani. <</qSpeak>>
<<qSpeak "quincy.neutral">> The Prince and I have come to a consensus. I have your orders. <</qSpeak>>
<<text>>
Lucas laces his fingers upon his knee and turns his head; Imani and your brother watch with great interest;<<if !hasVisited("S1E3: Yolmar Kaitos NoPermiss")>> Kaitos <<snout "cocks his head" "unfurls an ear">>;<</if>> Elijah gives his full attention; Vicky gives hardly any of hers.
<</text>>
<<if $justify.contract == "na" && $justify.bridge == "na" && $justify.long == "na">>
<<include "S1E3: Yolmar Interlude NoExp">>
<<else>>
<<include "S1E3: Yolmar Interlude Exp">>
<<if _explainRank >= 2>>
<<speak "dangelo.silly">> Perfectly clear to me! <</speak>>
<<if $justify.bridge == "trade">>
<<speak "vicky.incredulous">> I've sure followed worse! <</speak>>
<<else>>
<<speak "vicky.sillysalute">> Yup! <</speak>>
<</if>>
<<else>>
<<speak "dangelo.smilestress">> Eh. //Clear enough.// <</speak>>
<<speak "vicky.incredulous">> I've prolly followed worse! <</speak>>
<</if>>
<<speak "dangelo.silly">> Whaddya say, men? Ready for a walk in the woods? <</speak>>
<<text>>
On prompt, his chorus of guards whoop in agreement.
<</text>>
<</if>>
@@.next;[[Continue.|S1E3: Yolmar Interlude Explain2]]@@<<qSpeak "quincy.think">> First: the matter of feeding Yolmar. <</qSpeak>>
<<if $justify.contract != "na" && $justify.contract != "bridge">>
<<toneGain "imani" "insight">>
<<toneGain "dangelo" "mettle">>
<<toneGain "elijah" "intent">>
<</if>>
<<switch $justify.contract>>
<<case "burden">>
<<qSpeak "quincy.lookaway">> Merely giving out guilder will not suffice. To do so would place the burden of obtaining food on a people who may not have the means or ability to travel to neighboring markets. <</qSpeak>>
<<qSpeak "quincy.neutral">> Thus, the only reasonable option we have is to both purchase the food for the town and negotiate its delivery. <</qSpeak>>
<<case "means">>
<<qSpeak "quincy.neutral">> It is within the Convoy's ability to negotiate contracts with merchants on behalf of the Crown. Our own food is shipped to capitals and large cities on our behalf; we can have the same done for Yolmar. <</qSpeak>>
<<case "bridge">>
<<qSpeak "quincy.tilt">> With the bridge out, travel from Yolmar is impractical, if not impossible. Thus, we'll have to pay to have goods transported to the town... <</qSpeak>>
<<case "na">>
<<qSpeak "quincy.neutral">> The Prince and I will head to the nearest market along with Asenath and seek a merchant to contract. <</qSpeak>>
<</switch>>
<<if $justify.contract != "na">>
<<qSpeak "quincy.think">> To this end, the Prince and I will head to the nearest market with Asenath. We will seek a company able to make such a deal, and Asenath will buy supplies for the town's immediate relief. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> The Prince and I will head to the nearest market with Asenath. We will seek a company able to make such a deal, and Asenath will buy supplies for the town's immediate relief. <</qSpeak>>
<</if>>
<<switch $justify.contract>>
<<case "na">>
<<toneLoss "imani" "insight">>
<<toneLoss "elijah" "intent">>
<<if !hasVisited("S1E3: Yolmar Kaitos NoPermiss")>>
<<toneLoss "kaitos" "insight">>
<</if>>
<<toneLoss "lucas">>
<<speak "imani.lookaway">> When you say... "a merchant to contract..." *She frowns.* I presume you mean to pay a man to bring his wares to town, correct? How will the people of Yolmar pay for his wares? <</speak>>
<<speak "lucas.weary">> Ah-- the Crown contract pays for the goods and their delivery.<<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>``<sup>My instructions were quite clear about... never mind.</sup><</if>> <</speak>>
<<speak "imani.think">> Ah. I suppose that would work, yes. <</speak>>
<<case "bridge">>
<<toneLoss "imani" "insight">>
<<toneLoss "kaitos" "insight">>
<<speak "elijah.confused">> Pardon, Your Grace. With the bridge out, isn't travel //to// Yolmar just as difficult? <</speak>>
<<speak "imani.think">> I was wondering the same myself... <</speak>>
<<text>>
You realize at once that you've misspoken.
<</text>>
<<qSpeak "quincy.surprised">> Er-- yes. <</qSpeak>>
<<speak "lucas.weary">> *Lucas sighs.* The fact of the matter is: asking the people of Yolmar to travel to other markets presents a number of difficulties. It is easier to have the food brought into town regardless. I believe that is what Quintrell was getting at. <</speak>>
<<qSpeak "quincy.lookaway">> Yes. <</qSpeak>>
<<speak "imani.lookaway">> And the bridge...? <</speak>>
<<qSpeak "quincy.lookaway">> I'm getting to the bridge. <</qSpeak>>
<</switch>>
<<if $justify.contract != "bridge">>
<<qSpeak "quincy.lookaway">> As for the bridge... <</qSpeak>>
<</if>>
<<switch $justify.bridge>>
<<case "na">>
<<qSpeak "quincy.neutral">> <<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>Lucas and <</if>>Imani will head to the bridge to take measurements of the river, and D'Angelo and his men will head to the woods and procure lumber for repairs. <</qSpeak>>
<<default>>
<<qSpeak "quincy.think">> It must be repaired post-haste, so that <<if $justify.bridge == "goods">>the merchants have the means to bring those goods to Yolmar<<elseif $justify.bridge == "trade">>trade may flow through the town once more<</if>>. D'Angelo and his men will head to the woods and procure lumber for repairs. <</qSpeak>>
<</switch>>
<<if $justify.bridge == "trade">>
<<if hasVisited("S1E3: Yolmar Kaitos NoPermiss")>>
<<toneLoss "vicky">>
<<speak "vicky.indifferent">> Don't think much trade's gonna be flowin' through that town regardless of whether there's a bridge to get there. <</speak>>
<<speak "lucas.glance">> He means the contracted merchants. //Obviously.// <</speak>>
<<else>>
<<toneLoss "kaitos" "insight">>
<<speak "kaitos.stare">> Um... what trade? <</speak>>
<<speak "lucas.eyeroll">> He means the contracted merchants. //Obviously.// <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> ...Er, yes. <</qSpeak>>
<</if>>
<<switch $justify.long>>
<<case "na">>
<<qSpeak "quincy.neutral">> Imani will remain in town to continue her work with the people. Following that, we will address the idea of long term solutions. Am I clear? <</qSpeak>>
<<default>>
<<qSpeak "quincy.neutral">> Imani will remain in town to continue her work with the people. We are strangers to this land, and so it is only logical that <<if $justify.long == "people">>we learn more of their fears and troubles<<else>>we consult those who live here on its prospects<</if>> if we are to resolve the issue at hand. Am I clear? <</qSpeak>>
<</switch>><<toneLoss "lucas">>
<<toneLoss "imani" "insight">>
<<toneLoss "kaitos" "insight">>
<<toneGain "dangelo" "mettle">>
<<toneGain "vicky" "fun">>
<<toneLoss "elijah" "intent">>
<<qSpeak "quincy.neutral">> The Prince and I will head to the nearest market with Asenath. We will seek a merchant to contract, and Asenath will purchase food for the town's immediate relief. D'Angelo and his men will head to the woods and procure lumber for repairs, and Imani will stay in town and continue her work with the people. <</qSpeak>>
<<qSpeak "quincy.think">> Following that, we will investigate the valley further for long-term solutions. <</qSpeak>>
<<text>>
It is a very short address. It... felt longer in your head.
<</text>>
<<speak "imani.lookaway">> When you say... "a merchant to contract..." *She frowns.* I presume you mean to pay a man to bring his wares to town, correct? How will the people of Yolmar pay for his wares? <</speak>>
<<speak "lucas.weary">> Ah-- the Crown contract pays for the goods and their delivery.<<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>``<sup>My instructions were quite clear about... never mind.</sup><</if>> <</speak>>
<<speak "imani.think">> Ah. I suppose that would work, yes. <</speak>>
<<speak "vicky.unimpressed">> Why don't you just give some guilders to the peasants and be done with it? Seems like that'd be easier. <</speak>>
<<qSpeak "quincy.eyebrow">> Because those aren't the orders I've given. <</qSpeak>>
<<speak "dangelo.silly">> Well, that sounds like a good enough reason to me, right men? <</speak>>
<<text>>
His chorus of guards agree in a chorus of whooping shouts, in spite of the lingering concerns of your companions.
<</text>><<text>>
With the meeting adjourned, the Convoy guard and your fellows begin to drift towards their proper places. For all your worries, it seems you have given your first order without incident.
``But when you and the Prince turn to trudge across camp to saddle your horses, you find Imani in your path.
<</text>>
<<speak "imani.neutral">> I would like to request an amendment. <</speak>>
<<text>>
She stands neatly with squared shoulders; only her firmly clasped hands and unblinking eyes betray her distress. Disoriented by her sudden appearance, the Prince blurts:
<</text>>
<<speak "lucas.weary">> An amendment? <</speak>>
<<speak "imani.lookaway">> Yes. *Her head turns in your direction, but she does not meet your eye.* I believe it would be best if Mr. Andimeur accompanied me rather than you. <</speak>>
<<choose>>
[[Why?|S1E3: Yolmar Interlude Explain3][$response to "why"]]
[[But he's needed for the contract.|S1E3: Yolmar Interlude Explain3][$response to "contract"]]
[[I gave my order.|S1E3: Yolmar Interlude Explain3][$response to "order"]]
<</choose>><<switch $response>>
<<case "why">>
<<text>>
To ask that the Convoy Prince work alongside //her// rather than his Right Hand is so plainly //strange// that the only thing you can do is ask:
<</text>>
<<qSpeak "quincy.surprised">> ...Why? <</qSpeak>>
<<case "contract">>
<<text>>
To ask that the Convoy Prince work alongside //her// rather than his Right Hand is so plainly //strange// that you wonder if you've misheard.
<</text>>
<<qSpeak "quincy.lookaway">> That doesn't follow. He's needed for the contract. <</qSpeak>>
<<speak "lucas.thinking">> Well, informally //yes,// but technically speaking //no.// All this business is traditionally the domain of the Left Hand, with //consultation// from the Prince and his Right. You and I are both standing in for a duty that isn't ours. <</speak>>
<<speak "lucas.weary">> But - what is it you want //me// for, Miss Khatar? <</speak>>
<<case "order">>
<<toneLoss "imani" "insight">>
<<toneLoss "imani">>
<<text>>
To ask that the Convoy Prince work alongside //her// rather than his Right Hand is so plainly //strange// that you wonder if you've misheard. And besides -
<</text>>
<<qSpeak "quincy.neutral">> I've given my order. <</qSpeak>>
<<speak "imani.lookaway">> *A sigh of irritation passes her breath, and her hands grip one another tighter.* I understand, however... <</speak>>
<<speak "lucas.thinking">> Hold on. What is it that you need me for? <</speak>>
<</switch>>
<<speak "imani.lookaway">> Well... this morning, I spoke to Victoria about yesterday's construction work, and she shared with me a disturbing detail. I... think it may be more urgent than she realized. <</speak>>
<<speak "imani.neutral">> You recall that the town hall collapsed? <</speak>>
<<qSpeak "quincy.think">> Yes... <</qSpeak>>
<<text>>
It was the entire reason you spoke with Jim in an old North Sect chapel instead of a proper government building.
<</text>>
<<speak "imani.lookaway">> When spring came, there were a few days of unusual warmth. The ground beneath the hall turned to mud, and what was left of the records office //sank.// There was an effort to salvage what they could, but more was lost. Town ordinances; documentation of births and deaths; woven history - all of it frozen beneath cold mud. <</speak>>
<<text>>
<<if setup.hasTrait("cleithro")>>//Ah. Documents.// For all your exposure to the world of bureaucracy, much of it opaque to you. Still, you've come to recognize that a claim can turn to law when signed and stamped. Arbitrary as it may be, few<<else>>A troubling situation indeed. Your work has intimately acquainted you with the world of bureaucracy. A claim becomes more than a man's word once signed and stamped - it becomes a binding thread in the tapestry of mankind's uneasy truce with itself. Few<</if>> things stay the bloodlust of rivals as effectively as statement upon paper. The less documentation a town has in its possession, the murkier its history. The murkier its history, the more inviting it becomes to <<if setup.hasTrait("dense")>>scoundrels who would twist it for their own gain<<else>>rapacious reinterpretation<</if>>.
``Granted, Yolmar is a small town with no wealth to speak of. There was never much to lose. But if the same were to happen to a mining town or a large city, it would be -
<</text>>
<<speak "lucas.stressed">> That's-- that's //terrible!// *He sputters.* A legal nightmare! <</speak>>
<<text>>
- as the Prince imagines. "A legal nightmare."
<</text>>
<<speak "imani.tilt">> Indeed. And... given that much of the town is illiterate... they've no idea. But //I am,// and //I do,// and so I cannot let the situation alone. <</speak>>
<<speak "imani.neutral">> Seeing that you, Mr. Andimeur, are familiar with the language of legal documentation - and that you are a red conductor who might be able to soften the ground whilst I dig... it follows that you would be the most logical assistant in my salvage effort. <</speak>>
<<qSpeak "quincy.surprised">> You intend to //dig// for these items? <</qSpeak>>
<<speak "imani.lookaway">> Yes. <</speak>>
<<qSpeak "quincy.tilt">> But - they must've been under mud for months...! <</qSpeak>>
<<speak "imani.think">> Yarn might be washed! *She insists.* And the paper records - those were likely stored in a chest or drawer, which may have shielded them from the elements. We can't know if they are lost unless we look for ourselves. <</speak>>
<<text>>
<<if $tempQ.yolmar.tone == "calm">>She's complicated matters where they weren't before.<<else>>Just when things began to feel feasible, she's made matters complicated where they weren't before.<</if>> She did not topple the town hall, nor is it her fault its records lie frozen in mud, but you find yourself resenting the messenger <<if $bond == "imani">>despite your best efforts<<else>>all the same<</if>>. Now Lucas's mind is elsewhere, and you are forced to defend the plan <<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>he himself wrote<<else>>you devised together<</if>>.
<</text>>
<<if $response != "contract">>
<<qSpeak "quincy.tilt">> Be that as it may, Yolmar must eat. And Lucas must be present to authorize a Crown contract. <</qSpeak>>
<<speak "lucas.weary">> Well, actually - informally //yes,// but technically speaking //no.// All this business is traditionally the domain of the Left Hand, with //consultation// from the Prince and his Right. You and I are both standing in for a job that isn't ours. There's no reason - legally speaking - that you could not stamp the contract on your own. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> But - we had a plan-- <</qSpeak>>
<<speak "lucas.weary">> The circumstance has changed. <</speak>>
<</if>>
<<text>>
You find yourself adrift. <<if $tempQ.yolmar.tone == "calm">>The idea of making a large decision on the Prince's behalf without his being there feels in conflict with your role as Right Hand.<<else>>You are still shaken from the night prior, and the idea of scouting a trader and drawing a contract without the Prince present is daunting.<</if>> But it sounds as though he's made up his mind already. <<switch $bond>><<case "lucas">>To force him to accompany you would cause grief for the both of you.<<case "imani">>And Imani - if she intends to right this mess, you wouldn't wish to deny her the help.<<default>>The two of them have found a fixation in common. You're doubtful you could change either mind if you tried.<</switch>>
<</text>>
<<choose "quincy.tilt">>
<<link "@@.talk-action;Let them do what they will. You'll manage on your own.@@" "S1E3: Yolmar Interlude Endish">><<set $response to "fine">><</link>>
<<link "@@.talk-action;You cannot stop them, and you resent the change of plans.@@" "S1E3: Yolmar Interlude Endish">><<set $response to "not">><</link>>
<</choose>><<text>>
<<if $response == "fine">>You really<<else>>As much as the change of plans irks, you know that you<</if>> ought to get going. The morning sun won't wait on the horizon forever, and you remain unclear as to how long or easy a ride to "the next town over" might be. <<if $response == "fine">>You will work through any lingering misgivings you have about the situation<<else>>You'd rather grieve this inconvenience<</if>> from the comfort of $licorice's saddle.
``And so, you <<if $response == "fine">>tip your hat<<else>>heave a sigh<</if>> and acquiesce.
<</text>>
<<if $response == "fine">>
<<set $tempQ.yolmar.friends to true>>
<<qSpeak "quincy.neutral">> I'll see the both of you this evening. <</qSpeak>>
<<else>>
<<set $tempQ.yolmar.friends to false>>
<<qSpeak "quincy.furrow">> I'll see the both of you this evening. <</qSpeak>>
<</if>>
<<speak "imani.bow">> We'll see you then. <</speak>>
<<speak "lucas.neutral">> Yes. And Quintrell? <</speak>>
<<if $response == "fine">>
<<qSpeak "quincy.eyebrow">> Yes? <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> What? <</qSpeak>>
<</if>>
<<speak "lucas.pleased">> Best of luck. *He smiles<<if $response == "not">>, ignorant<</if>>.* I trust your judgment. <</speak>>
<<if $response == "fine">>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<text>>
You would think he would know well by now that your luck is never //"best."//
<</text>>
<<else>>
<<qSpeak "quincy.furrow">> . . . <</qSpeak>>
<<text>>
Your luck is never //"best."// Had you any at all, you <<if setup.hasRep("ambition")>>would not be making a decision worthy of three men on your own<<else>>would never have been caught up in this Fifth Convoy mess in the first place<</if>>.
<</text>>
<</if>>
@@.next;[[Although...|S1E3: Yolmar Interlude Endish2]]@@<<if hasVisited("S1E3: Yolmar Kaitos NoPermiss")>>
<<text>>
At least you will not be entirely by your lonesome. Kaitos was to accompany you, and those orders have not changed.
``Except... where //is// Kaitos?
``Normally, you've no trouble spotting his maroon cloak and <<snout "dreaded bob" "lengthy snout">> amongst the camp bustle. Such a man is difficult to overlook, if you are actually looking.
<</text>>
<<qSpeak "quincy.think">> Asenath...? <</qSpeak>>
<<text>>
No response.
``The scribe's truancy adds yet another problem to a long list weighing on your mind. But, you've a full day ahead of you, and so you haven't the time to deal with it now. There is work to be done, and it seems you will have to do it entirely alone.
``At least you'll always have <<print $licorice>>.
<</text>>
<<else>>
<<text>>
At least you will not be entirely by your lonesome. Kaitos was to accompany you, and those orders have not changed.
``You find the Viscount dressed and ready, slouched beside the stakes where the horses were tied. Few remain hitched, now that D'Angelo and the men have left. At your approach, the Viscount springs to his feet with an unfamiliar level of promptness.
<</text>>
<<if !setup.tone("kaitos")>>
<<speak "kaitos.stare">> Hey. You ready? <</speak>>
<<else>>
<<speak "kaitos.neutral">> Hey. You ready? <</speak>>
<</if>>
<<qSpeak "quincy.tilt">> Almost. I need to saddle <<print $licorice>>. <</qSpeak>>
<<speak "kaitos.idle">> @@.lilt;Ahgh.@@ *His sound is impatient.* Been itching to get out since dawn. <</speak>>
<<speak "kaitos.neutralserious">> Next town over's Gharkan to the west, right? I'll meet you there. <</speak>>
<<text>>
You wouldn't mind a little time to yourself before business, and so you nod. Kaitos utters a //"gold"// of thanks and clambers onto his bay without waiting for further instruction. Before you have so much as picked up $licorice's bridle, he is off.
<</text>>
<</if>>
@@.next;[[Saddle your hare and set out.|S1E3: Interlude End]]@@<<updateTask "13-yolmar" "feed">>
<<silently>>
<<run delete $objectives["13-repairs"]>>
<</silently>>
@@.next;[[Continue.|S1E3: Elijah SQ Init]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"settle/cabin.png"}
]`>>
<<location "kagthur" `["Residential Area", "Yolmar"]`>>
<<passiveCheck 1 `["etiq",3]`>>
<<text>>
You expected to find the practitioner tending the sick or wounded. Instead, you happen upon two of the village women tending //him.// Elijah sits comfortably beneath the roof of a cabin porch, a book in one hand and a cup of tea in another. The pair offer him a second cup (which he accepts with gentle thanks) before hurrying back to the oven to monitor a promised loaf of bread.
<</text>>
<<speak "elijah.smile">> Ah, Your Highness! Your Grace! <</speak>>
<<text>>
He greets your confusion with a good-natured smile. The sight of his pearly teeth<<snout "" " and the thump of his gently wagging tail against the chair leg">> snaps Lucas's patience in twain.
<</text>>
<<speak "lucas.bigmad">> @@.intense;What the ''Hell'' are you doing!?@@ <</speak>>
<<text>>
The practitioner wilts under the intensity of his castigation.<<snout "" " His swaying tail slows to a stop.">> Dropping his gaze down into the contents of his steaming cup, Elijah stumbles in reply:
<</text>>
<<speak "elijah.confused">> I-- I only take a minute's rest, Your Highness. <</speak>>
<<speak "lucas.eyeroll">> @@.surprise;A minute's rest!@@ *Lucas cries, eyes rolling back in exasperation.* Tch! //We've barely started our work!// <</speak>>
<<speak "elijah.confused">> On the contrary, sir... I've finished mine. <</speak>>
<<speak "elijah.frown">> Yolmar is a small village. There are only so many residents to tend! Save for a few husbands still out foraging, I've seen to just about everyone! <</speak>>
<<qSpeak "quincy.think">> What about this one? *You nod in Jim's direction.* Have you seen to this one yet? <</qSpeak>>
<<speak "jim.frown">> Hey! I got a name, you know-- <</speak>>
<<speak "elijah.smilesad">> //Yes!// *He breathes.* I saw that one hours ago! <</speak>>
<<choose>>
[[I see. You've done what you can, then.|S1E3: Yolmar Elijah 2][$response to "done"]]
[[Surely there must be something else you can do?|S1E3: Yolmar Elijah 2][$response to "something"]]
[[It seems wrong to accept food from those we sought to help.|S1E3: Yolmar Elijah 2][$response to "inappropriate"]]
<</choose>><<set _hungerAsker to "Your Highness">>
<<switch $response>>
<<case "done">>
<<toneGain "elijah">>
<<toneLoss "lucas">>
<<qSpeak "quincy.tilt">> So you've done what you can already. <</qSpeak>>
<<speak "lucas.annoyed">> //Done what he can?// *Lucas<<snout "'s nose wrinkles" " wrinkles his whiskers">>.* He healed a few nicks and now he's drinking their tea and eating their bread! We came here to //help// these people, not take what little they have! <</speak>>
<<case "something">>
<<toneGain "lucas">>
<<toneLoss "elijah">>
<<qSpeak "quincy.think">> Our work is far from done here. There are other things you could do to be of use. <</qSpeak>>
<<speak "lucas.annoyed">> Things //aside// from pilfering food from those we sought to //aid.// <</speak>>
<<case "inappropriate">>
<<toneGain "lucas">>
<<toneLoss "elijah">>
<<set _hungerAsker to "Your Grace">>
<<qSpeak "quincy.neutral">> Does it not strike you as inappropriate to accept food from the hungry? <</qSpeak>>
<<speak "lucas.annoyed">> Because it most certainly //should!// <</speak>>
<</switch>>
<<text>>
But, what seems uncouth in <<if _hungerAsker == "Your Grace">>your<<else>>the Prince's<</if>> eyes does not seem so through the commoners'. Examined on the grounds of who has and who has not, <<if _hungerAsker == "Your Grace">>your<<else>>his<</if>> concerns ring true - but through the lense of pride and etiquette, <<if _hungerAsker == "Your Grace">>you find yourself incorrect yet again<<else>>he offends<</if>>. With an unruly huff, Jim shoulders past <<if _hungerAsker == "Your Grace">>Lucas<<else>>you<</if>> so that he stands between <<if _hungerAsker == "Your Grace">>you and Elijah<<else>>Prince and practitioner<</if>>.
<</text>>
<<speak "jim.frown">> Bein' hard up don't mean we can't afford //manners.// *He asserts.* We may not have much out here, but we still give our thanks. <</speak>>
<<speak "elijah.confused">> Now wait just one minute! <</speak>>
<<text>>
Elijah sets his book upon his knee so that he might address <<if _hungerAsker == "Your Grace">>your<<else>>Lucas's<</if>> allegations without distraction.
<</text>>
<<speak "elijah.smile">> Architect bless you, son, but you needn't defend me. <<if _hungerAsker == "Your Grace">>The Duke<<else>>The Prince<</if>> only speaks out of concern for the people. <</speak>>
<<speak "elijah.smilesad">> *Turning to <<if _hungerAsker == "Your Grace">>you<<else>>Lucas<</if>>, he continues:* It's not uncommon to offer a traveling practitioner bread or tea as thanks. It's not theft, <<print _hungerAsker>>, it is a courtesy that I'd be rude to refuse. <</speak>>
<<speak "lucas.glance">> <sup>How convenient that "courtesy" dictates //you// be coddled while the rest of us toil.</sup> <</speak>>
<<text>>
Though Lucas craves an argument, as he often does, you cannot imagine a merit to having one here and now. //Especially// under the watch of the boy.
<</text>>
<<qSpeak "quincy.neutral">> <<if !setup.tone("elijah") || setup.isEnemy("elijah") || $response == "inappropriate">>Never mind that.<<else>>So.<</if>> How did you find the health of the town? <</qSpeak>>
<<text>>
At this ask, Jim's head pivots towards Elijah. The practitioner's expression does not offer much on its own, but the lapse between question and answer is telling indeed. Casting a long-lashed glance into his teacup, he takes a long and leisurely sip as he tries to devise the gentlest synonym for "poor."
<</text>>
<<speak "elijah.neutralserious">> The woes of Yolmar's people are common frontier troubles with simple remedies. *He says, setting his empty cup aside on a splintered banister.* Unfortunately, the worst of these ailments aren't the sort I can simply conduct away. <</speak>>
<<speak "jim.surprised">> @@.intense;//What?//@@ But-- but you're a practitioner! <</speak>>
<<speak "elijah.frown">> Well son, hunger and thirst are not injuries one can simply heal. My meur can ease some of the associated pains, yes, but it cannot replace a good night's sleep or a proper meal. <</speak>>
<<speak "elijah.smilesad">> Imagine, if you will, a ship with a hole in its hull. Unless that hole is patched, the ship will inevitably sink, no matter how diligent you are in bailing the water out. Does that make sense? <</speak>>
<<speak "jim.glance">> Well, I guess-- <</speak>>
<<speak "lucas.scowl">> Yes, yes, your overly simplistic metaphor is perfectly clear. He isn't //stupid,// you know. <</speak>>
<<speak "elijah.nervous">> I never implied that-- *He stammers.* Why, I only mean to make a cryptic subject comprehensible to the layman. <</speak>>
<<choose>>
[[I see.|S1E3: Yolmar Elijah Health2][$response to "meh"]]
[[Thank you, Elijah. Good work.|S1E3: Yolmar Elijah Health2][$response to "ty"]]
[[Anyone could see the town was suffering from hunger.|S1E3: Yolmar Elijah Health2][$response to "pfft"]]
<</choose>><<if $response == "ty">>
<<toneGain "elijah">>
<<toneGain "elijah" "intent">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral">> Good work, Elijah. <</qSpeak>>
<<speak "elijah.neutral">> Just abiding by my pledge, Your Grace. <</speak>>
<<qSpeak "quincy.neutral">> Even so, your expertise is of great use. Thank you. <</qSpeak>>
<<speak "lucas.glance">> *The Prince rolls his eyes.* Yes, great work, Elijah. No one would have ever realized //hunger is bad// without you. <</speak>>
<<elseif $response == "meh">>
<<qSpeak "quincy.think">> I see. So starvation is the biggest threat to the town as it stands. <</qSpeak>>
<<speak "elijah.neutralserious">> Yes. <</speak>>
<<speak "lucas.glance">> <sup>I feel as though we already knew that.</sup> <</speak>>
<<else>>
<<toneLoss "elijah">>
<<toneLoss "elijah">>
<<toneGain "lucas">>
<<qSpeak "quincy.eyebrow">> So you've only confirmed what we already knew. <</qSpeak>>
<</if>>
<<speak "elijah.point">> @@.lilt;No news is better than evil news, Your <<if $response == "pfft">>Grace<<else>>Highness<</if>>!@@ <</speak>>
<<speak "elijah.neutral">> If all we've to worry about is hunger, then the matter is simple. <</speak>>
<<speak "jim.glance">> So... we'll be alright, if we get somethin' to eat soon...? <</speak>>
<<speak "elijah.smile">> @@.singsong;Precisely!@@ <</speak>>
<<text>>
He offers Jim a smile and a nod for good measure. Neither seem to do much for the boy's spirits.
``If feeding the town were a simple matter, Yolmar never would have fallen into such a dire state in the first place.
<</text>>
<<removeTask "13-repairs" "elijah">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos") && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah")>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Yolmar", "Amalugh's Cradle"]`>>
<<locLinkStub "settle/village_north_1">><<text>>
Winter has wrought terrible misfortune upon this little tundra town. Bereft of resources and preoccupied with the imminent threats of cold and starvation, any damage which did not pose an //immediate// crisis was simply left as it was. When spring came, the melting snow seeped through every hole and crevice left exposed. The rot was quick to follow.
``Were it not inhabited, you would think this place abandoned. Or, if you were "spiritually inclined," //haunted.// The mist which creeps between dark-windowed cabins and barely-standing fences only strengthens this impression.
<</text>><</locLinkStub>>
<<set _sublocations to {
chapel:{link:"S1E3: Yolmar Jim",img:"settle/chapel_rural",text:"Speak with Jim"},
tradehall:{link:"S1E3: Yolmar Karlie Post",img:"settle/north_tradinghall_small",text:"Trading Hall"},
townhall:{link:false,img:"land/rubble_foundation",text:"Town Hall Ruins",disabled:true},
residential:{link:"S1E3: Yolmar Elijah",img:"village-mid4",text:"Town"},
commons:{link:"S1E3: Yolmar Imani",img:"settle/shed_rundown",text:"Hare Commons"},
fields:{link:"S1E3: Yolmar DAngelo",img:"land/dirt_poor",text:"Fields"},
well:{link:"S1E3: Yolmar Kaitos",img:"settle/well",text:"Old Well"},
forge:{link:false,img:"settle/blacksmith_tools",text:"Abandoned Workshop"},
construct:{link:"S1E3: Yolmar Vicky",img:"object/planks",text:"Rubble Heap"}
}>>
<<set _sublocations.forge.disabled to true>>
<<if hasVisited("S1E3: Yolmar Karlie Post")>>
<<set _sublocations.tradehall.disabled to true>>
<<else>>
<<set _sublocations.tradehall.objective to ["13-yolmar","start2"]>>
<</if>>
<<if hasVisited("S1E3: Yolmar Elijah")>>
<<set _sublocations.residential.disabled to true>>
<<else>>
<<set _sublocations.residential.objective to ["13-repairs","elijah"]>>
<</if>>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<set _sublocations.commons.disabled to true>>
<<else>>
<<set _sublocations.commons.objective to ["13-repairs","imani"]>>
<</if>>
<<if hasVisited("S1E3: Yolmar DAngelo")>>
<<set _sublocations.fields.disabled to true>>
<<else>>
<<set _sublocations.fields.objective to ["13-repairs","dangelo"]>>
<</if>>
<<if hasVisited("S1E3: Yolmar Kaitos")>>
<<set _sublocations.well.disabled to true>>
<<else>>
<<set _sublocations.well.objective to ["13-repairs","kaitos"]>>
<</if>>
<<if hasVisited("S1E3: Yolmar Vicky")>>
<<set _sublocations.construct.disabled to true>>
<<else>>
<<set _sublocations.construct.objective to ["13-repairs","vicky"]>>
<</if>>
<<if hasVisited("S1E3: ExYol Jim Yolmar","S1E3: ExYol Jim Parents","S1E3: ExYol Jim Aunt","S1E3: ExYol Jim Worry")>>
<<set _sublocations.chapel.disabled to true>>
<</if>>
<<print setup.locLinks(_sublocations)>>
<<if hasVisited("S1E3: Yolmar Karlie Post")>>
<<if !hasVisited("S1E3: Yolmar DAngelo") && !hasVisited("S1E3: Yolmar Vicky") && !hasVisited("S1E3: Yolmar Kaitos") && !hasVisited("S1E3: Yolmar Elijah") && !hasVisited("S1E3: Yolmar Imani")>>
<<if !hasVisited("S1E3: Yolmar Arrive Nowhere")>>
@@.next;<<link "Retire from your wandering. <<icon 'end'>>" "S1E3: Yolmar Arrive Nowhere">><</link>>@@
<<else>>
@@.next;Check on your companions.@@
<</if>>
<<else>>
@@.next;<<link "Retire from your wandering. <<icon 'end'>>" "S1E3: Yolmar Arrive Pre-End">><</link>>@@
<</if>>
<<else>>
@@.next;Return the smithy key to the girl.@@
<</if>><<text>>
Having fulfilled your alotted work and returned the girl's key, you find yourself disinterested in the prospect of lingering.
<</text>>
<<qSpeak "quincy.tilt">> *You sigh.* I think I've had enough wandering, actually. <</qSpeak>>
<<speak "lucas.weary">> I know there is more that //could// be done, but I find myself thinking the same thing. My shoulders ache still from working that stock. Perhaps we ought to simply call it a day. <</speak>>
<<speak "jim.surprised">> //What?// <</speak>>
<<text>>
You turn. Behind you, Jim has stopped dead in his tracks, his eyes wide and uncanny in the dark hollows of their bony sockets.
<</text>>
<<speak "jim.glance">> But you - but I thought you were gonna check in on the Convoy. Weren't you worried about 'em a moment ago? <</speak>>
<<qSpeak "quincy.lookaway">> Well, yes-- <</qSpeak>>
<<speak "jim.frown">> Man, everybody's lookin' to you to save this town. Can't you at least //try// to be gallant Convoymen? <</speak>>
<<text>>
The boy's bluntness catches both you and the Prince by surprise. You exchange apprehensive glances as you scramble for a proper response.
<</text>>
<<choose "quincy.lookaway">>
<<link "@@.talk-action;Remain in town.@@ You're right. We ought to see this through." "S1E3: Yolmar Arrive Nowhere2">><</link>>
<<special "end" [[*Leave town for the day.* Saving the town is important. Looking gallant is not.|S1E3: Yolmar Arrive Nowhere End]]>>
<</choose>><<qSpeak "quincy.lookaway">> We... were worried, yes... <</qSpeak>>
<<speak "lucas.glance">> And I suppose we still are. And it would reflect poorly upon is to leave now, so... <</speak>>
<<qSpeak "quincy.think">> So we ought to stay a bit longer. <</qSpeak>>
<<speak "jim.frown">> Exactly. So //come on.// <</speak>>
<<text>>
The boy turns and begins his march back to the center of town. In spite of his own weariness, Lucas follows. You do, too.
<</text>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.eyebrow">> The town's wellbeing is important. Appearing gallant is a secondary concern at best. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> The town's wellbeing is important, yes, but appearing gallant is not our concern. <</qSpeak>>
<</if>>
<<speak "jim.surprised">> @@.intense;//But...!//@@ <</speak>>
<<speak "lucas.weary">> We had a long and grueling ride out here, Mr. James. Please - spare us some time to regain our strength. We'll be here in the valley for some time, after all. <</speak>>
<<speak "jim.glance">> . . . <</speak>>
<<text>>
This promise does little to soothe the boy's concerns. Nevertheless, he nods, and does not follow you to the edge of town where your steeds have been hitched.
<</text>>
@@.next;[[Return to your camp in the hills.|S1E3: Yolmar Arrive End]]@@<<set _tasksDone to 0>>
<<if hasVisited("S1E3: Yolmar DAngelo")>>
<<set _tasksDone++>>
<</if>>
<<if hasVisited("S1E3: Yolmar Vicky")>>
<<set _tasksDone++>>
<</if>>
<<if hasVisited("S1E3: Yolmar Kaitos")>>
<<set _tasksDone++>>
<</if>>
<<if hasVisited("S1E3: Yolmar Elijah")>>
<<set _tasksDone++>>
<</if>>
<<if hasVisited("S1E3: Yolmar Imani")>>
<<set _tasksDone++>>
<</if>>
<<if _tasksDone < 3>>
<<qSpeak "quincy.tilt">> I think that's about all I can manage today. <</qSpeak>>
<<speak "lucas.weary">> What an exhausting day. <</speak>>
<<speak "jim.glance">> Exhausting? But you barely did anything. <</speak>>
<<qSpeak "quincy.furrow">> Shoeing six goats is no easy task. <</qSpeak>>
<<if hasVisited("S1E3: quincy split dead")>>
<<text>>
//Especially// not when you die in the process. Not that anyone but you would have the context to understand that. Perhaps Jim would feel moved by your argument if he did. As it stands, the toils of physical labor are expected on the frontier. To a young man in rural Kagthur, your complaints are little more than childish mewling.
<</text>>
<<else>>
<<text>>
But Jim seems unmoved by this argument. The toils of physical labor are expected on the frontier. To a young man in rural Kagthur, your complaints are little more than childish mewling.
<</text>>
<</if>>
<<elseif _tasksDone >= 5>>
<<qSpeak "quincy.tilt">> I think that's about everything. <</qSpeak>>
<<speak "lucas.devastated">> What an exhausting day! <</speak>>
<<text>>
For the first time, you hear Jim stifle a snicker. The toils of physical labor are expected on the frontier; to a young man in rural Kagthur, your complaints must be little more than childish mewling.
<</text>>
<<else>>
<<qSpeak "quincy.tilt">> I think that's about it. <</qSpeak>>
<<speak "lucas.weary">> What an exhausting day. <</speak>>
<<text>>
For the first time, you hear Jim stifle a snicker. The toils of physical labor are expected on the frontier; to a young man in rural Kagthur, your complaints must be little more than childish mewling.
<</text>>
<</if>>
<<speak "jim.neutral">> You're an odd bunch of gloves. <</speak>>
<<speak "lucas.glance">> So we are told. <</speak>>
<<qSpeak "quincy.eyebrow">> Often. <</qSpeak>>
<<text>>
Jim's jaw flexes. You presume he means to say something, but he does not. Instead, the three of you trade wordless looks for two minutes. Perhaps a man more socially adept than you might recognize some emotion or intention in how the boy's eyes drift or how his nose scrunches, but that individual is not you. It is only when he finally manages to get a word out that you identify the worry haunting his features.
<</text>>
<<speak "jim.glance">> I'm... real grateful the Prince's Convoy came to Yolmar. *He says, the concern disrupting the defensive character of his voice.* But I'm real afraid, too... <</speak>>
<<speak "lucas.thinking">> Afraid? What for? <</speak>>
<<speak "jim.neutral">> That things are gonna change. <</speak>>
@@.next;[[Continue.|S1E3: Yolmar Arrive End]]@@<<updateTask "13-yolmar" "next">>
@@.next;[[Continue.|S1E3: Yolmar Interlude 1]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"settle/pasture_fence.png"}
]`>>
<<location "kagthur" `["Hare Commons", "Yolmar"]`>>
<<text>>
Post offices are a precious rarity in the North, a liability most postal agencies sneeringly refer to as a "guilder hole," and patrons refer to as "trustworthy as a rake in a maiden store." Your own experiences corroborate this. Harsh Northern winds blow the postal pigeons off course, and jagged mountain peaks chew their tiny bodies as readily as the tundra hares who snatch them from the skies.
``To send a letter in the North by pigeon is ten times as expensive as sending it by ground, and so most commoners simply send theirs by hare taxi. Mail will get to its destination when it gets to its destination, and no sooner.
``Unfortunately for the literate of Yolmar, their resident taxi hasn't left town since mid-winter. The taximan is //"Old Man Colby,"// the very same elder who spat at your arrival, and his doe is in no shape for the ride. A romp with a wild buck left her pregnant. Now she is late in kit, and overdue at that. A haretouched man would rather let letters pile high than put a doe in her state under saddle.
``When Imani heard of the doe's troubles, she pulled a fistful of herbs from her haversack and departed for Yolmar's hare commons immediately. You presume she is still there.
``Yolmar's commons bear little resemblance to the iron-fenced fortresses seen in the North's cities. In place of Morbre's many caged pastures is a single paddock with an equally single shed. Through its glassless windows, you spot movement in the shadow. The forms are indistinct, but the noise which follows is hauntingly clear: //the bleat of a doe in distress.// Jim and the Prince recoil, hands clasped tight over <<snout "ears" "wilting ears">>. The cry is stomach-churning. She must be in great pain. The tug in your heart compels you to move forward, despite Jim's stammered warnings not to cross into the pen. You ignore him.
<</text>>
<<qSpeak "quincy.harrowed">> What's happened!? I heard her screech. <</qSpeak>>
<<text>>
Your muscles are taut with stress. You lean into the darkness of the shed, arms braced against the doorframe, willing your eyes to adjust to the light. Lucas peers under your arm.
<</text>>
<<speak "imani.neutral" >> Kitting. <</speak>>
<<speak "lucas.surprised" >> //@@.surprise;Kitting?!@@// <</speak>>
<<qSpeak "quincy.surprised" >> //Now?!// <</qSpeak>>
<<speak "imani.neutral" >> ''Now.'' <</speak>>
<<text>>
Imani barges past you through the doorframe, forcing you to flatten against one side and nearly knocking the Prince off his feet. She offers no apology when she returns carrying a bucket of water and a length of rope.
``Her explanation is hurried.
<</text>>
<<speak "imani.think" >> I gave her raspberry leaf, to help with the kitting. Didn't think it'd be so immediate... <</speak>>
<<speak "imani.furrow" >> You should keep a distance, Mr. Andimeur. Even taxi does forget their decorum when in pain. <</speak>>
<<speak "colby.neutral" >> @@.on;Well looky'that, Dura! More'o'them //"Prince's Convoy"s,// here ta'see an ol' harlot suffer.@@ <</speak>>
<<qSpeak "quincy.lookaway">> Old... harlot? <</qSpeak>>
<<text>>
The light which drifts through the windows falls on the rapid rise and fall of silky plum fur. On the far end of the shed, where it opens into the paddock, a matronly hare kneels on the ground. Her nicked ears pin with worry, and her breaths come in audible snorts.
<</text>>
<<speak "hareplum.angry" "Dura">> *As you watch, she seizes and lets loose another terrible cry. You feel it in your teeth.* <</speak>>
<<text>>
The pain sends the doe to her feet. The hay below her is wet, and her rump fur stands in spiky tufts. She is laboring indeed.
``It's a process you have only read about.
<</text>>
<<speak "imani.neutral">> Quintrell. I suggest you take the Prince and leave. <</speak>>
<<passiveCheck 1 `["hare",10]`>>
<<choose>>
[[I want to help.|S1E3: Yolmar Imani Y][$response to "help"]]
[[What if you need something?|S1E3: Yolmar Imani Y][$response to "need"]]
[[Come, Lucas. Let's give her space.|S1E3: Yolmar Imani N][$response to "first"]]
<</choose>><<toneGain "imani" "insight">>
<<text>>
Your curiosity is great, but you will not interfere with the wellbeing of the doe. And the Prince... <<if $bond == "lucas" || setup.tone("lucas") || setup.hasRep("ambition")>>he is delicate when it comes to bodily matters. It will do his dignity no good to vomit on the first day of his first working day as the Convoy Prince.<<else>>he is squeamish, and a birthing is messy enough without a queasy spectator on the scene.<</if>> Giving Imani a nod, you peel yourself from the wall and step back from the shed.
``Taking Lucas by the shoulder, you lead him from the commons. He protests, but only barely.
<</text>>
<<speak "lucas.weary">> She'll be alright without our help? <</speak>>
<<qSpeak "quincy.neutral">> She is in good hands. Allowing Imani space to work is the best help we can give her now. <</qSpeak>>
<<speak "lucas.weary">> I-- I was speaking of Miss Khatar. <</speak>>
<<qSpeak "quincy.surprised">> Ah. *That makes sense.* <</qSpeak>>
<<text>>
As the two of you clamber back over the fence and rejoin Jim, another pained bleat rings out from the shed and freezes you midstep. You resist the urge to turn back, and force yourself onward instead.
<</text>>
<<removeTask "13-repairs" "imani">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos" && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah"))>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<switch $response>>
<<case "help">>
<<toneGain "imani">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I want to help. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> Wait. I want to help. <</qSpeak>>
<</if>>
<<case "need">>
<<toneGain "imani">>
<<qSpeak "quincy.surprised">> But - what if you need help? <</qSpeak>>
<</switch>>
<<speak "imani.neutral">> Have you ever assisted in a kitting before? <</speak>>
<<qSpeak "quincy.lookaway">> No, but I've read about it. <</qSpeak>>
<<speak "imani.furrow">> This could be a troubled kitting, Quintrell. Are you sure you want to help? <</speak>>
<<text>>
You hesitate. Watching the doe heave and struggle, your chest aches. To leave her in pain simply isn't an option.
<</text>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "imani.furrow">> Very well. But you must do as I tell you. This is //not// the time to learn. <</speak>>
<<qSpeak "quincy.tilt">> Understood. <</qSpeak>>
<<if setup.checkPass(1)>>
<<toneGain "imani">>
<<toneGain "imani">>
<<toneGain "imani" "insight">>
<<toneGain "imani" "insight">>
<<text>>
She slings the coil of rope off her shoulders and holds it with an outstretched hand. You stare at it thoughtlessly for a moment, before a set of somewhat disturbing plates from the //"Kitting Complications"// chapter in your careworn copy of //"A Newly Touched's Guide to Hares"// surfaces in your memory.
``<<if setup.hasTrait("shameless")>>You scrutinize<<else>>You summon the bravery to examine<</if>> the doe's hindquarters. Through the mucous and the fur... you can make out the fuzzy, slippered bottom of a baby hare's foot. In spite of the unpleasantness of the scene before you (the woodcuts failed to properly capture the sheet amount of fluids), you find yourself amazed by its smallness.
``Yet... something is certainly amiss all the same.
<</text>>
<<skillCheck 1>>
<<qSpeak "quincy.surprised" >> The kit - it isn't breaching properly. <</qSpeak>>
<<speak "imani.surprised" >> No. *She blinks, as though surprised you knew this.* It's coming head first, thank Amalugh, but the wrong way up. <</speak>>
<<speak "colby.neutral">> @@.on;Birds flyin' north for the win'er.@@ *The old man grumbles.* @@.on;'Course't's wrong! Nothin's ever right here.@@ <</speak>>
<<speak "imani.furrow" >> *Imani is so focused that she pays him no mind; all her attention is on the task at hand.* Chances are, the kit's braced its legs. We'll have to pull it out. <</speak>>
<<text>>
You nod. As the books detail, this is common practice with stubborn kittings. If a kit refuses to come out on its own, all that can be done is to throw a loop around each foreleg and yank it into the world with force.
``//"Hares should come out like a child sliding down a snowhill on their stomach,"// but you only see the one foot. If the other remains curled inside the doe, the kit risks wrenching the limb backwards and breaking it during the birth. Pocketing your gloves, you reach into the doe with your bare hands in search of the hare's other missing foot.
``It is not easy - a horrendously slippery process, in fact - but you are able to retrieve the other foot, and confirm the kit's hind legs are positioned for safe exit. Imani's face softens. It seems her concerns about your competency have been assuaged.
<</text>>
<<speak "imani.neutral">> Good work. Let's secure these legs. <</speak>>
<<qSpeak "quincy.neutral">> Right. <</qSpeak>>
<<else>>
<<toneLoss "imani" "insight">>
<<toneLoss "imani" "insight">>
<<text>>
She slings the coil of rope off her shoulders and holds it with an outstretched hand. You take it from her, trying to recall its usage as you stare dumbly at the doe's hindquarters. Alas, the kitting-related chapters of //"A Newly Touched Guide to Hares"// escape your memory.
<</text>>
<<skillCheck 1>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "imani.neutral" >> The kit is coming out upside-down. *She explains with steel calm.* <</speak>>
<<qSpeak "quincy.surprised" >> Ah. That is... bad. *You surmise.* Tell me what to do. <</qSpeak>>
<<speak "imani.think" >> We're going to pull it out. A rope around each leg, then tug. <</speak>>
<<text>>
You nod. If a kit refuses to come out on its own, all that can be done is to throw a loop around each foreleg and yank it into the world with force. It works with goats and horses; it will work with hares too.
``You pocket your gloves and approach the ailing doe. Tentatively, you reach for the slimy mass that you are told is a kit. Your fingers confirm this to be true: first, they find a triangular nose, then one tiny slipper of a paw. But... the other foreleg is nowhere to be found.
<</text>>
<<qSpeak "quincy.tilt" >> I can only find one foot. <</qSpeak>>
<<speak "imani.furrow" >> Then the other must be stuck in the doe. Reach in and pull it free. <</speak>>
<<qSpeak "quincy.harrowed" >> R... right. <</qSpeak>>
<<text>>
It is not an easy process - nor is it kind to the senses - but you manage to retrieve the other foot in spite of your blind fumbling. You breathe a sigh of relief as it finally unfurls.
<</text>>
<<speak "imani.tilt">> Thank Amalugh. Now, the rope. <</speak>>
<<qSpeak "quincy.tilt">> Yes... the rope. <</qSpeak>>
<</if>>
<<speak "imani.neutral">> Mr. Andimeur - <</speak>>
<<text>>
Lucas answers her address with a yelp of shock. Since you've last laid eyes on him, he has flattened himself into the corner by the door. He cannot bear to watch, nor can he bear to look away, and so he is frozen in disgust.
<</text>>
<<speak "lucas.weary">> @@.stutter;Yes?@@ *He asks, his voice equal parts fearful and nauseous.* <</speak>>
<<speak "imani.smirk" >> If you could prepare a damp cloth... <</speak>>
<<speak "lucas.surprised" >> Oh! I can - I can do that. *His voice rises a hopeful octave.* What for? <</speak>>
<<speak "imani.neutral" >> Wiping the afterbirth off the kit. <</speak>>
<<speak "lucas.weary" >> The... oh, dear. <</speak>>
<<text>>
He begins walking.
<</text>>
<<speak "lucas.stressed" >> @@.stutter;Oh dear.@@ <</speak>>
<<text>>
He backs out of the shed and disappears from view. Old Man Colby lets out a rasping howl of laughter as he flees.
<</text>>
<<qSpeak "quincy.lookaway">> ...Imani, I don't think he's coming back. <</qSpeak>>
<<speak "imani.neutral">> Leave him. We've work to do. <</speak>>
<<speak "colby.neutral">> @@.intense.on;"Work," ya callit?@@ *The old man barks, incredulous.* @@.on;Inn't work left in Yolmar 'cept fer the carcass-pickers.@@ <</speak>>
<<if setup.checkPass(1)>>
<<speak "colby.furrow">> @@.on;Digging 'round innan ol' goat passed her prime dun' count none.@@ <</speak>>
<<speak "imani.furrow">> *This time, Imani deigns to reply:* It counts for more than you realize. Dura and her child are the future of this town. <</speak>>
<<else>>
<<speak "colby.furrow">> @@.on;Carcass-pickers n' hobbyist hare-gropers...@@ <</speak>>
<<speak "imani.furrow">> *This time, Imani deigns to reply:* If you would not heckle us while we help your doe, it would be greatly appreciated. <</speak>>
<<speak "colby.furrow">> <span class='on'>Tryin'na //help?// @@.intense;Pfthah!@@ Yer diggin'round in there fer the fun'nuvvit.</span> <</speak>>
<<speak "imani.furrow">> Dura and her child are the future of this town. <</speak>>
<</if>>
<<speak "colby.furrow">> @@.intense.on;Feh!@@ *He spits.* @@.on;Future? What future? Talkin' nonsense, girl. Whole place here's dead. Dead, dead, dead. The whole valley. Wayward tramp n' her half-wild kit inn't gonna change nothin'.@@ <</speak>>
@@.next;[[Continue.|S1E3: Yolmar Imani2]]@@<<text>>
Old Man Colby's squawking is ongoing as you and Imani loop the kit's legs. How can he be so callous to you as his doe suffers? A frustrated part of you wishes to argue, but unlike Imani, your ear parses only every third word in his raving. Enough to know you are being mocked, but not enough to say how. You focus on the kit instead. It has emerged enough that you can see the translucent, red lids of its closed eyes. You take care to be gentle as you knot the rope around its twiggy wrists.
<</text>>
<<speak "imani.neutral" >> Alright, Quintrell. When she pushes, we are to pull. Understood? <</speak>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral" >> Understood. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Understood. <</qSpeak>>
<</if>>
<<text>>
And so you wait for the doe to strain, rope coiled tight in your fists. When her flanks heave and she bleats her mournful bellow, you tug downward on the rope. Out of the corner of your eye, Imani is doing the same, her feet braced apart and <<snout "mouth tight" "tail held stiff">>.
``Slowly at first, then with the speed of a greased seal, the kit tumbles from its mother into the hay with a wet //plop.// <<if setup.checkPass(1)>>Imani dives to help clear the mucous from its nostrils.<<else>>You immediately dive to clear the mucous from its nostrils.<</if>>
``You hold your breath. Imani stills. Old Man Colby ceases his grumbling immediately.
<</text>>
<<qSpeak "quincy.surprised" >> . . . !! <</qSpeak>>
<<speak "imani.surprised" >> . . . !! <</speak>>
<<speak "colby.surprised" >> @@.on;. . . !!@@ <</speak>>
<<img 3 "3_birth.png" "The kit is born." `["modeNeutral"]`>>
<<if setup.checkPass(1)>>
<<friend "imani">>
<<set $tempQ.yolmar.duraTrust to true>>
<<text>>
The kit's nose begins to twitch, and it blinks open a pair of small ruby eyes. All are rendered speechless. A darling little buck, plum like his mother, looks about in wonder at the strange world around him.
``You untie the rope from around his forepaws. Imani plays the midwife, rubbing the buckling vigorously with a scrap of rag (it seems she did not, in fact, need Lucas's help) until his fur is ruffled and dried. With nudging guidance from Dura, the kit takes its first, wobbling steps on spindly legs and is nursing within the quarter hour.
``Your front is streaked with blood and gunge, but you can't recall when last you beheld a moment so beautiful.
<</text>>
<<speak "imani.bow" >> *She exhales slowly, eyes softening as she watches the kit nudge at his mothers belly.* Thank you, Quintrell. You were a great help. <</speak>>
<<speak "hareplum.closedEye" "Dura">> *Dura seems to agree, for the old doe takes a moment to touch her nose to your head in thanks.* <</speak>>
<<else>>
<<text>>
The kit's nose begins to twitch, and it blinks open a pair of small ruby eyes. You are rendered speechless as the rest. A darling little buck, plum like his mother, looks about in wonder in wonder at the strange world around him.
``Imani plays the midwife, untying the buckling and rubbing his fur clean with a scrap of rag (it seems she did not, in fact, need Lucas's help) until his fur is ruffled and dried. With nudging guidance from Dura, the kit takes its first, wobbling steps on spindly legs and is nursing within the quarter hour.
``The Man of the Third Estate (as well as your own hands) may be covered in blood and gunge, but you can't recall when last you beheld a moment so beautiful.
<</text>>
<<speak "imani.bow" >> *She exhales slowly, eyes softening as she watches the kit nudge at his mothers belly.* A healthy child. What a relief... <</speak>>
<</if>>
<<speak "colby.eyeroll" >> *The old man has been in a daze since the kit was pulled loose. Now, his voice wavers with tears as he takes the doe's head in his hands and pulls her close.* @@.on;Arch'tect, Dura. He's beautiful. A pebble-brain tramp, but'cha always pop such preddy kits...@@ <</speak>>
<<speak "colby.cry">> @@.stutter.on;'Nother perfect baby boy at age sevendy-eight... tsk... how could you...?@@ <</speak>>
<<qSpeak "quincy.neutral">> Some does have been known to kit past age one-hundred. <</qSpeak>>
<<speak "colby.cry">> ''@@.stutter.on;Hell.@@'' *He chokes, tipping the brim of his hat to hide his tears.* @@.stutter.on;Oh, Dura, don'tchu dare...!@@ <</speak>>
<<speak "imani.think" >> How many has she borne? <</speak>>
<<speak "colby.cry" >> @@.on;This boy's numb'r six.@@ *He sniffs.* @@.on;Last kit was'n'er thirties... her gillflirt years.@@ <</speak>>
<<speak "imani.neutral" >> Then she has borne six futures: six brothers and sisters of men. The other five may have left to forge their own paths, but this kit... perhaps he is the child who will carry his mother's legacy and serve Yolmar. <</speak>>
<<speak "colby.cry">> @@.on;. . .@@ <</speak>>
<<speak "imani.bow" >> I know your town has suffered. The path forward is not always a gentle one. Sometimes, the future must be pulled forth kicking and screaming. <</speak>>
@@.next;[[Continue.|S1E3: Yolmar Imani3]]@@<<text>>
You emerge into the blinding white mist, squinting and shielding your eyes.
``At the edge of the paddock, Lucas leans against the bleached fencepost, one hand upon his queasy stomach. Beside him, your child tag along offers advice most unhelpful.
<</text>>
<<speak "jim.glance">> Look, if you need to spit up, I can look away... <</speak>>
<<speak "lucas.annoyed">> I do not need to //"spit up."// I am not an infant. <</speak>>
<<text>>
Upon hearing your approach, the Prince perks up. The relief on his face is short lived and curdles at the sight of you.
<</text>>
<<speak "lucas.flustered">> @@.surprise;//Quintrell!//@@ *He whines, as though you've done something improper.* <</speak>>
<<qSpeak "quincy.neutral">> ...Is something the matter? <</qSpeak>>
<<speak "lucas.stressed">> @@.stutter;Your@@ ''@@.stutter;hands!@@'' *He yips, averting his eyes.* <</speak>>
<<text>>
The Prince averts his eyes. In your confusion, you briefly make eye contact with the village boy before he does the same.
``You look down. You rinsed <<if setup.checkPass(1)>>your coat and hands<<else>>them<</if>> clean after the kitting was through, but you've neglected to replace your gloves. You pull them from your coat and slip them back on.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> You can look now. I've replaced them. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> My apologies. I am decent again. <</qSpeak>>
<</if>>
<<speak "lucas.annoyed">> Thank Architect! *He breathes a sigh of relief.* You can be so //improper// sometimes. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I'm haretouched. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> The curse... *You begin.* <</qSpeak>>
<</if>>
<<speak "lucas.weary">> //I am aware!// <</speak>>
<<speak "jim.glance">> Um... Old Man Colby's doe, is she alright...? <</speak>>
<<qSpeak "quincy.neutral">> She is fine. Birthed a beautiful little plum buck. Healthy. <</qSpeak>>
<<speak "jim.surprised">> Oh. That's... that's good. <</speak>>
<<speak "lucas.glance">> @@.stutter;Happy to hear it.@@ *His voice is thin.* <</speak>>
<<removeTask "13-repairs" "imani">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos") && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah")>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<locationBoardSetup `[
{img:"settle/chapel_rural.png"},
{img:"settle/village_north_1.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Chapel Exterior","Yolmar"]`>>
<<if !$tempQ.hasOwnProperty("jim")>>
<<set $tempQ.jim to {faith:false}>>
<<if $rumor.faith>>
<<set $tempQ.jim.faith to true>>
<</if>>
<</if>>
<<text>>
The exterior of Yolmar's chapel has few features of note. Given the climate, it hasn't so much of a tree to sit beneath. And so, you, the Prince, and Jim awkwardly lean against the old wooden walls for respite instead.
<</text>>
<<if !hasVisited("S1E3: ExYol Jim Worry") && !hasVisited("S1E3: ExYol Jim Lazarus") && !hasVisited("S1E3: ExYol Jim Viscount") && !hasVisited("S1E3: ExYol Jim You")>>
<<speak "jim.neutral">> So... what're we stoppin' here for? <</speak>>
<<qSpeak "quincy.neutral">> I've a few questions. <</qSpeak>>
<<speak "jim.surprised">> //Questions?// <</speak>>
<<speak "lucas.neutral">> We are strangers to this town, Mr. James. We'll need your guidance if we are to give it the proper help it deserves. <</speak>>
<<speak "jim.surprised">> O-oh. Well, alright... <</speak>>
<<else>>
<<speak "jim.neutral">> Um... you got somethin' to ask? <</speak>>
<</if>>
<<include "S1E3: Yolmar Jim Hub">><<choose>>
<<actions
[[The fearful nature of the townspeople...|S1E3: ExYol Jim Worry]]
>>
<<if !hasVisited("S1E3: ExYol Jim Yolmar","S1E3: ExYol Jim Parents","S1E3: ExYol Jim Aunt")>>
[[About yourself...|S1E3: ExYol Jim You]]
<</if>>
<<special "end" [[*Return to Yolmar.* We should get moving.|S1E3: Yolmar Arrive Hub]]>>
<</choose>><<if !hasVisited("S1E3: Yolmar Interlude 1")>>
<<switch passage()>>
<<case "S1E3: ExYol Jim Yolmar">>
<<text>>
Lucas lays a hand over his chest.
<</text>>
<<speak "lucas.smirk">> Ah! *He exclaims.* A beautiful answer. <</speak>>
<<speak "jim.glance">> //Huh?// I... I guess... <</speak>>
<<case "S1E3: ExYol Jim Aunt">>
<<speak "lucas.glasses">> It seems we've common ground, then. I was raised by the High Sybil following the death of my mother... if you were unaware. <</speak>>
<<text>>
It is clear upon his face that Jim hasn't the slightest idea what to do with Lucas's attempt to draw parallel in their lives. His eyes drift to you for direction, but you haven't any to give.
<</text>>
<<speak "jim.glance">> ...Huh. I didn't... I didn't know that. <</speak>>
<<text>>
//Except he almost certainly did.// The tragic death of the Prince's mother and his subsequent adoption by High Sybil Sadaltajir is ubiquitous knowledge, even in the far-flung corners of Vestur. Of course, Lucas hasn't enough familiarity with such corners to identify the lie. He readily accepts this improbable bit of ignorance as fact.
<</text>>
<<speak "lucas.neutral">> I am most sorry for your loss, Mr. James. I may not have much respect for the First Estate, but I know well how women of Ceros shelter children in need... <</speak>>
<<speak "jim.frown">> But, then... don't you kinda owe 'em your respect? <</speak>>
<<speak "lucas.flustered">> It's a //complicated// matter! *He insists.* <</speak>>
<<case "S1E3: ExYol Jim Worry2">>
<<text>>
A terse sigh slips from Lucas. Looking out over the fogbound half-ruins of the town, he grimaces. Knowing how the man thinks, you'd guess that troubled scrunch in his nose correlates to some relational sense of guilt - a guilt you both share as gloved men.
<</text>>
<<speak "lucas.scowl">> It's no wonder the people have turned to Lazarus, if ''this'' is how their Second Estate treats them. <</speak>>
<<speak "jim.glance">> . . . <</speak>>
<<speak "lucas.neutral">> Mr. James, we will do everything in our power to reclaim dignity and security for your town. You have my word. <</speak>>
<<if hasVisited("S1E3: Yolmar Karlie Post3")>>
<<text>>
He is giving quite a lot of those words today. <<if setup.hasRep("ambition")>>There is work ahead for you both if he is to keep those promises.<<else>>You only hope they can be kept.<</if>>
<</text>>
<</if>>
<</switch>>
<</if>><<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/pasture_fence.png"},
{img:"settle/well.png"}
]`>>
<<location "kagthur" `["Town Well", "Yolmar"]`>>
<<text>>
On the edge of town is a crude well - the one Jim had told you ran dry. The ring of stones which comprise the wellhead are weathered, though it is difficult to discern if it is actually //old// or simply well-used. A patchy wooden roof just barely shelters the winch and shaft from the elements.
``Being that he is the Convoy's lone blue conductor, Kaitos had been assigned the task of returning the well to proper function. (Assuming such a thing was possible, of course.) Yet, as you scan the horizon, his maroon cloak <<snout "is" "and red fur are">> nowhere to be seen.
<</text>>
<<speak "jim.neutral">> Hey... wasn't that Southerner supposed to be fixin' the well...? <</speak>>
<<qSpeak "quincy.lookaway">> ...He was, yes. <</qSpeak>>
<<speak "lucas.weary">> Ugh. Of //course// he would desert the minute he's asked to //work.// *The Prince lets out an irritated sigh.* I don't know why I expected //anything// else. <</speak>>
<<choose>>
[[Perhaps he left for a reason...?|S1E3: Yolmar Kaitos 2][$response to "left"]]
[[We really should have known better.|S1E3: Yolmar Kaitos 2][$response to "known"]]
<</choose>><<if $response == "left">>
<<toneGain "kaitos">>
<<qSpeak "quincy.think">> Perhaps he left for good reason...? <</qSpeak>>
<<speak "kaitos.look" `["shadow"]`>> *A cheeky retort echoes from the mouth of the well.* Or maybe... he @@.singsong;never left at all.@@ <</speak>>
<<else>>
<<toneLoss "kaitos">>
<<qSpeak "quincy.neutral">> I suppose we should have known better, yes. <</qSpeak>>
<<speak "kaitos.stare" `["shadow"]`>> *A thin-tempered response echoes from the mouth of the well.* Or maybe you knew @@.singsong;perfectly best@@ the @@.singsong;whole time.@@ <</speak>>
<</if>>
<<text>>
Following the sound of the Viscount's voice, the two of you peer in over the wellhead. About eight meters down, you see a very muddy Kaitos staring up at you from the sludgy bottom of the shaft, a shovel in one hand and his rapier in the other. <<if $response == "left">>His eyes shine large and expectant in the dark<<snout "." ", and the sway of his corded tail slaps the muck below.">><<else>>Even in the dark of the well, you can easily make out his furrowed brow and <<snout "pouted lip" "flattened ears">>.<</if>>
<</text>>
<<speak "lucas.thinking">> Oh. I suppose you're just... down there. My mistake. <</speak>>
<<if $response == "left">>
<<speak "kaitos.stare">> *He rolls his eyes.* <</speak>>
<<else>>
<<speak "kaitos.scoff">> *He snorts.* Whatever, man. <</speak>>
<</if>>
<<speak "jim.surprised">> Did you fall down? <</speak>>
<<if $response == "left">>
<<speak "kaitos.look">> Um... no? Mostly no? <</speak>>
<<else>>
<<speak "kaitos.disgruntled">> Uh. No. *He scoffs.* <sup>Mostly.</sup> <</speak>>
<</if>>
<<speak "lucas.annoyed">> Then what, //pray tell,// are you ''doing'' down there? <</speak>>
<<if $response == "left">>
<<speak "kaitos.look">> *He raises his cuttlebone rapier.* Looking for water. <</speak>>
<<else>>
<<speak "kaitos.disgruntled">> *He raises his cuttlebone rapier, defensive.* Looking for water. <</speak>>
<</if>>
<<speak "lucas.weary">> And you need to be //in// the well for that? *He adjusts his glasses, as if the Viscount's reasoning might become clearer if he did.* <</speak>>
<<speak "kaitos.stare">> I mean, yeah? Sorta. <</speak>>
<<if setup.hasTrait("bluemeur")>>
<<text>>
His answer lacks enough information to convince the Prince. You decide to do everyone a kindness and provide that missing context.
<</text>>
<<qSpeak "quincy.neutral">> It's difficult to manipulate water you cannot see, especially when you haven't any idea how far it is beneath you. It's irresponsible to conduct groundwater upwards from a distance of two meters or more. <</qSpeak>>
<<speak "jim.glance">> Is it? <</speak>>
<<speak "kaitos.idle">> Yeah, what he said. <</speak>>
<<else>>
<<speak "jim.glance">> But isn't the water just in the ground? <</speak>>
<</if>>
<<text>>
Kaitos drops his gaze back to the mud he stands in. As he draws lines in the earth with the tip of his blade, he <<if setup.hasTrait("bluemeur")>>continues your explanation<<else>>attempts to explain his behavior<</if>>.
<</text>>
<<set _kaitosThink to "kaitos.thinking">>
<<if !setup.hasTrait("bluemeur")>>
<<set _kaitosThink to "kaitos.thinkinghard">>
<<speak "kaitos.neutralserious">> Well, yeah, but I can't see it. Hard to do meur on water if you don't know where it is. Slippery, y'know? <</speak>>
<<speak "kaitos.idle">> 'Sides. Not supposed to conduct water up through the ground if it's deeper then like... two meters. <</speak>>
<<speak "jim.glance">> Is it? <</speak>>
<</if>>
<<speak _kaitosThink >> <<if setup.hasTrait("bluemeur")>>Water's slippery. And like... h<<else>>Uh-huh. Like... h<</if>>ow much force do you use? You dunno. Water likes to go down, not up. Use too much force to make it go up and the ground goes //"pllthhh!"// and sinks. <</speak>>
<<speak "lucas.thinking">> Yes. I //suppose// that follows... <</speak>>
<<speak "jim.glance">> <sup>I... didn't know meur had so many rules...</sup> *He mumbles, resting his elbows on the bricks.* <</speak>>
<<speak "kaitos.stare">> So! Had to dig a little. Not easy. *He tosses the shovel to the ground.* Not a lotta room. But I got mud! So, water's gotta be close, right? <</speak>>
<<choose>>
<<trait "bluemeur" [[Actually, you should keep digging.|S1E3: Yolmar Kaitos 3]]>><<set $response to "blue">><</trait>>
[[I suppose.|S1E3: Yolmar Kaitos 3][$response to "reason"]]
[[Are you certain you know what you're doing?|S1E3: Yolmar Kaitos 3][$response to "certain"]]
<</choose>><<switch $response>>
<<case "blue">>
<<set $tempQ.yolmar.kWarn to true>>
<<toneGain "kaitos" "insight">>
<<text>>
He isn't wrong. He //could// pull the water now, technically speaking, but it would be poor form. Did he sleep through his practical applications class? There were more than a few lengthy lessons on blue meur and well-digging and other related work.
<</text>>
<<qSpeak "quincy.neutral">> Keep digging. It will be more effective to conduct once you've actually struck water. <</qSpeak>>
<<text>>
Of course, your objectively correct advice is met with resistance.
<</text>>
<<speak "kaitos.thinkinghard">> Um, no? If I dig 'til there's water then they've already got it. The whole point of doing this with meur is to do it less. <</speak>>
<<qSpeak "quincy.furrow">> Incorrect. The "point" of using blue meur when digging a well is to //finish// and //enhance// the structure, not bypass its creation. <</qSpeak>>
<<speak "kaitos.smile">> Well, that's what you think. //I// think the water'll push the mud up, and then I won't have to dig. <</speak>>
<<text>>
A brute force solution. Perhaps it wasn't the best idea to task a man who flushes canals for a living with righting the town's water supply.
<</text>>
<<speak "kaitos.smug">> Watch. <</speak>>
<<case "reason">>
<<toneLoss "kaitos" "insight">>
<<if setup.hasTrait("bluemeur") && !setup.hasTrait("dense")>>
<<text>>
You know well from your studies that this is //not// standard procedure at all. But, it is not your fault if Kaitos slept through his classes, nor is it your responsibility to explain to the Viscount his own field.
<</text>>
<<qSpeak "quincy.neutral">> I suppose. <</qSpeak>>
<<else>>
<<text>>
If there is mud, then it only follows that water cannot be far.
<</text>>
<<qSpeak "quincy.think">> That seems like a reasonable assumption, yes. <</qSpeak>>
<</if>>
<<speak "kaitos.smile">> I got this. Watch. <</speak>>
<<case "certain">>
<<set $tempQ.yolmar.kDoofus to true>>
<<text>>
An unconscious crease has appeared between your brows. <<if setup.hasTrait("blueMeur") && !setup.hasTrait("dense")>>You know well from your studies that this is //not// standard procedure at all.<<else>>His casual air does not inspire your confidence.
<</if>>
<</text>>
<<qSpeak "quincy.tilt">> Are you certain you know what you are doing? <</qSpeak>>
<<speak "kaitos.smile">> *He shrugs.* S'all water. <</speak>>
<</switch>>
<<text>>
Kaitos assumes a stance for conduction. Or, rather, he attempts //three different// stances before he finds one feasible in such a narrow space. <<if $response == "certain" || $response == "blue">>You suppose there is no stopping him now. The only thing you can do is protect Jim and the Prince from the consequence of his foolhardy approach.<<elseif setup.hasTrait("blueMeur") && !setup.hasTrait("dense")>>He is beyond help now. The only thing you can do is protect Jim and the Prince from the consequence of his foolhardy approach.<<else>>Curious, you, Lucas, and Jim lean further still over the mouth of the well to watch.<</if>>
<</text>>
<<set _helpLucas to false>>
<<if $response == "certain" || $response == "blue">><<set _helpLucas to true>><<elseif setup.hasTrait("blueMeur") && !setup.hasTrait("dense")>><<set _helpLucas to true>><</if>>
<<if _helpLucas>>
<<qSpeak "quincy.lookaway">> You may want to take a step back. <</qSpeak>>
<<speak "jim.surprised">> Huh? <</speak>>
<<speak "lucas.weary">> Do as he says, James. <</speak>>
<<speak "jim.glance">> *With gritted teeth<<snout "" " and a tucked tail">>, he heeds your warning.* <</speak>>
<</if>>
@@.next;[[Continue.|S1E3: Yolmar Kaitos 4]]@@<<set _helpLucas to false>>
<<if $response == "certain" || $response == "blue">><<set _helpLucas to true>><<elseif setup.hasTrait("blueMeur") && !setup.hasTrait("dense")>><<set _helpLucas to true>><</if>>
<<if _helpLucas>>
<<text>>
You cannot see what transpires inside the well from where you stand, but your ears hear everything there is to know. Moist slopping of water gathering underfoot; the terrible //clang// of Kaitos's blade smacking into something it shouldn't. A soft //"uh oh"// of doomed realization. The roar of rushing water paired with high-voiced yelping.
<</text>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "lucas.weary">> . . . <</speak>>
<<speak "jim.glance">> . . . <</speak>>
<<else>>
<<text>>
Flecks of blue light crackle around Kaitos's raised rapier. A small flick of his wrist is all he has the room for, but it is enough to will the water up from the earth. It seeps through the mud and pools slowly at his feet. A result, certainly, but not an impressive one. In the interest of speeding the process, he tries again.
``His swing is too wide for the space. The tip of his cuttlebone blade collides with a stone embedded in the shaft wall, making a terrible clang. Whether this misstep is the cause of what ensues or merely a symptom, you cannot say.
<</text>>
<<speak "kaitos.surprised">> Oops. <</speak>>
<<text>>
Water spurts forth from beneath his boot, knocking the Viscount off his feet. His panicked yelps are barely audible over the rush of the wellwater as it flows against gravity. There is little time to act.
<</text>>
<<qSpeak "quincy.surprised">> //@@.intense;Move!@@// <</qSpeak>>
<<speak "lucas.surprised">> //@@.surprise;Ack!@@// <</speak>>
<<speak "jim.surprised">> //@@.surprise;Woah--!!@@// <</speak>>
<</if>>
<<text>>
<<if _helpLucas>>You are relieved to stand at a safe distance as<<else>>The three of you just barely escape the splatter when<</if>> the well erupts in a thunderous torrent of brown water. It spits the man and his tools onto the ground like lunch from the mouth of a drunkard. All those layered Southern cloaks must be terribly heavy when wet; pinned to the ground, Kaitos is the spit and image of a drowned moth.
<</text>>
<<choose>>
[[Are you alright?|S1E3: Yolmar Kaitos 5][$response to "ok"]]
[[I thought you said you knew what you were doing.|S1E3: Yolmar Kaitos 5][$response to "knew"]]
<</choose>><<if $response == "ok">>
<<toneGain "kaitos">>
<<toneLoss "lucas">>
<<text>>
The likeness stirs pity. Kneeling beside the sputtering heap of Kaitos Asenath, you ask:
<</text>>
<<qSpeak "quincy.surprised">> Are you alright? <</qSpeak>>
<<speak "kaitos.frighten">> @@.stutter;Fine.@@ *He wheezes.* <</speak>>
<<text>>
Propping himself up on his elbows, he manages to lift himself off the ground so that he sits on his knees. He casts a miserable look at his mud-soaked clothes and frowns at the grit caught in <<snout "his hair" "the ruff of his neck">>.
<</text>>
<<if $tempQ.yolmar.kWarn == true>>
<<qSpeak "quincy.lookaway">> I did warn you... <</qSpeak>>
<<speak "kaitos.smug">> *His demeanor shifts.* Yeah? *He pants.* And I @@.stutter;puh--proved@@ you wrong. <</speak>>
<<else>>
<<speak "kaitos.glance">> //Fine.// <</speak>>
<</if>>
<<speak "kaitos.pleased">> @@.stutter;All worth it.@@ All part of my plan. <</speak>>
<<else>>
<<toneLoss "kaitos">>
<<toneGain "lucas">>
<<text>>
The sodden heap stirs. Propping himself up on his elbows, Kaitos manages to lift himself off the ground so that he sits on his knees. He casts a miserable look at his mud-soaked clothes and frowns at the grit caught in <<snout "his hair" "the ruff of his neck">>.
<</text>>
<<qSpeak "quincy.lookaway">> I thought you knew what you were doing. <</qSpeak>>
<<speak "kaitos.smug">> @@.stutter;Pff.@@ *He coughs.* <<if $tempQ.yolmar.kDoofus == true>>I don't remember say--saying that.<<else>>You say that like I--I messed up.<</if>> <</speak>>
<</if>>
<<text>>
A gasp of shock shifts your attention to Jim standing at the well's edge. He stares down into its depths with slack-jawed reverence. Taking care not to step in the patch of swamp Kaitos has made, Lucas cranes his neck over the boy's shoulder and takes a look for himself.
<</text>>
<<speak "jim.surprised">> @@.lilt;It's full again!@@ <</speak>>
<<speak "lucas.thinking">> So it is. Hm. I thought the water would be murkier... <</speak>>
<<speak "kaitos.pleased">> Nope. Washed it up. Washed it out. Did it. Did the Noble thing. <</speak>>
<<text>>
Despite the weight of his drenched clothes, Kaitos lifts himself from the ground and staggers to his feet.
<</text>>
<<speak "kaitos.doleful">> Now I'm muddy. Cold. Gotta get clean. Gotta get dried. @@.lilt;//Whew!//@@ <</speak>>
<<qSpeak "quincy.neutral">> *You nod. To wear wet clothing in this weather is unpleasant, if not outright dangerous.* <</qSpeak>>
<<speak "kaitos.idle">> And - after that - gonna go ask around about my uncle. <</speak>>
<<text>>
Lucas turns from the well's edge in a whirl of silver-tipped dreads<<snout "" " and flopping ears">>. It takes him a moment to decide which bothers him more: the premise, or the scribe's audacity.
<</text>>
<<speak "lucas.weary">> ...Out //here?// In //Yolmar?// *He scoffs.* <</speak>>
<<speak "kaitos.glance">> *He shakes his head, kneeling down to retrieve his rapier from the marsh he's created.* Gotta start somewhere. <</speak>>
<<speak "lucas.scowl">> No one gave you permission for this! <</speak>>
<<choose "quincy.think">>
<<decide true [[Kaitos has done his work. Let him look, Lucas.|S1E3: Yolmar Kaitos YesPermiss]] "Allow">><</decide>>
<<decide false [[Lucas is right. This isn't your call to make, Kaitos.|S1E3: Yolmar Kaitos NoPermiss]] "Forbid">><</decide>>
<</choose>><<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<toneLoss "kaitos">>
<<enemy "kaitos">>
<<toneGain "lucas">>
<<qSpeak "quincy.eyebrow">> The Prince is right. You cannot simply decide these things for yourself. And besides - Yolmar is a rural outpost. I doubt Kalas passed through here. <</qSpeak>>
<<speak "kaitos.neutralserious">> Look, I conducted. Did my duty. //I'm on the vinnie,// man. Convoy's not the only thing I gotta worry about-- <</speak>>
<<qSpeak "quincy.furrow">> I said no. <</qSpeak>>
<<text>>
The Viscount crosses his arms with a sullen huff. The creasing of his arms wrings even more muddy water from his cloak.
<</text>>
<<speak "kaitos.scoff">> //Yeah?// Since when do you make the rules? <</speak>>
<<qSpeak "quincy.furrow">> Since I was named Right Hand. <</qSpeak>>
<<speak "kaitos.stare">> Y'know, maybe you outta be //less// of a "right hand," if you feel me. *With his own, he grasps an invisible shape in the air and runs his grip up and down its fictitious length.* <</speak>>
<<qSpeak "quincy.think">> *Your eyes follow the path of his hand. The motion seems familiar, but where...?* <</qSpeak>>
<<speak "lucas.stressed">> //<span class='intense'>@@.stutter;Ughk!!@@</span>// <</speak>>
<<text>>
The Prince's scandalized gurgle and abject horror jostle something in your mind. <<if setup.hasTrait("shameless")>>It dawns on you that you stand accused of //taking carnal gratification in your rank.//<<else>>//Architect. This is a lewd gesture.//<</if>>
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> I derive no self-pleasure from my work. //Now stop that.// <</qSpeak>>
<<elseif setup.hasRep("ambition")>>
<<qSpeak "quincy.furrow">> *Your ears tinge warm.* //Stop that.// Show some respect, Asenath. <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> *Your ears tinge warm.* //Stop that.// <</qSpeak>>
<</if>>
<<text>>
He gives the air one last pump out of spite before flicking the mud off of his filth-caked gloves and onto your boots. Your boots are already muddy. The gesture accomplishes nothing.
<</text>>
<<speak "lucas.annoyed">> Just because Oscar allows you to do whatever you please doesn't mean we will allow the same. I accepted your //extortion// on the condition that you respect our mission and follow orders. <</speak>>
<<speak "kaitos.scoff">> Whatever, Luke. I'm gonna go wash. <</speak>>
<<speak "kaitos.sulk">> //So silver.// <</speak>>
<<text>>
Kaitos eyes you with contempt as he meanders back towards camp, leaving a trail of mud and wellwater in his wake.
<</text>>
<<speak "jim.glance">> What was that about...? <</speak>>
<<speak "lucas.glance">> Nothing. *He snorts.* Only reminding a fool of the hierarchy, that's all. <</speak>>
<<removeTask "13-repairs" "kaitos">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos" && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah"))>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<toneGain "kaitos">>
<<toneGain "kaitos">>
<<toneGain "kaitos">>
<<friend "kaitos">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral">> He's fulfilled his duties. I see no harm in letting him look. <</qSpeak>>
<<speak "lucas.eyeroll">> If you say so. //I// think you're being much too lenient with him. <</speak>>
<<text>>
As if relieved of a burden, Kaitos heaves a great sigh. Or perhaps he's still catching his breath. It could be either.
<</text>>
<<speak "kaitos.pleased">> Thanks, man. <<if setup.tone("kaitos") == false || setup.isEnemy("kaitos")>>Hey, you're not as much of a prick as you look.<</if>> *He gives you an appreciative pat on the shoulder.* <</speak>>
<<qSpeak "quincy.tilt">> *...His filth-caked gloves leave a muddy print behind.* <</qSpeak>>
<<speak "lucas.weary">> Ew. <</speak>>
<<speak "kaitos.look">> Guess I'd better get washing. Gotta get all this rinsed. *He gestures to his <<snout "locs" "corded neck and tail">> with a sigh.* <</speak>>
<<text>>
As Kaitos meanders away, he mutters to himself about //"pickle <<snout "hair" "fur">>."// He leaves a trail of mud and wellwater splattered in his wake.
<</text>>
<<speak "lucas.thinking">> Tsk. I can't believe you took such mercy on him. *He pauses, regarding the new lake surrounding the well.* Do you think he'll be alright unsupervised? <</speak>>
<<qSpeak "quincy.think">> Would he be alright supervised? <</qSpeak>>
<<speak "lucas.neutral">> No. <</speak>>
<<if setup.hasTrait("jester")>>
<<qSpeak "quincy.neutral">> Well then. *You shrug your shoulders.* Nothing to be done but leave him to fate... <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Then there is nothing to be done about it. <</qSpeak>>
<</if>>
<<removeTask "13-repairs" "kaitos">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos" && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah"))>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<locationBoardSetup `[
{img:"settle/blacksmith_furnace_unlit.png",text:"There hasn't been a fire here for two seasons at the very least. Snow, which fell through the chimney over winter, is heaped upon the hearth - shielded from the warming spring outside."},
{img:"settle/blacksmith_tools.png",text:"Fishing spears, saws, and hatchets lean against the wall. With no fish to skewer or trees to fell, they've gone orange with rust."},
{img:"object/pulley.png",text:"Of course, you are not here to foster sentimentality for abandoned things. You are here to make use of what remains in working order."}
]`>>
<<location "kagthur" `["Abandoned Blacksmithy","Yolmar"]`>>
<<once>>
<<set $party to ["lucas"]>>
<</once>>
<<locationDesc>><<processTxt>>
Even with the barn-style doors thrown wide open, the far corners of the smithy remain in shadow. You throw open the shutters whilst Lucas rummages through the dark for a candle. He finds one still standing upon a table covered in dust and mouse droppings and wills it alight. Between its flame and the bit of sun which makes it through the workshop's clouded windows, you've just enough light to take in the terrible state of Yolmar's blacksmithy.
<</processTxt>>
<<locationDetails>>
<</locationDesc>>
@@.next;[[Continue.|S1E3: quincy split blacksmith 2]]@@<<text>>
Without a smith to tend it, ownership of Yolmar's blacksmithy falls to the shoulders of a brittle, stern-faced girl. She granted the Convoy permission to use the building, although you suspect only because it was Jim who had asked.
<</text>>
<<speak "karlie.neutral" "Gaunt Youth" >> 'Right, Your Gloveses. Pa's key. *She drops the key to the smithy into your hands. It is as rusted as anything else in the room.* Drop it back to me at the trading hall when you're done... And remember to lock up. Pa hated when the North Jays would make nests in the rafters. <</speak>>
<<speak "lucas.neutral">> Of course, Miss...? <</speak>>
<<text>>
But the youth does not share her name. She departs with little more than a laconic wave of the hand. Lucas merely watches as she goes.
<</text>>
<<speak "lucas.glance">> The girl said there should be shoes from a previous season somewhere? <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<speak "lucas.neutral">> Did she happen to say where...? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "lucas.scowl">> *He groans.* <</speak>>
<<text>>
With a <<if setup.flag(14) && $bond != "lucas">>petty<<else>>woeful<</if>> exhale, Lucas turns to the grimy old cabinets and begins his search. Each drawer pulled open with a single finger so as to minimize the grime on his gloves, and then upon failing to yield the object of his search, slammed with great prejudice.
``Imani's "alternative" has put him in a foul mood, though his principles bar him from stating it. When she suggested that the Prince's Convoy, //Prince included,// put itself to work like a company of common laborers, he found the idea revolting from every angle save for the rational. The only defensible thing he could say in turn was, //"what a marvelous idea."//
<</text>>
<<speak "lucas.neutral">> Found them. *He growls.* Right beside the //third// rat's nest. <</speak>>
<<qSpeak "quincy.neutral">> Good. I'll prepare the stock. <</qSpeak>>
<<text>>
The old contraption gathers dust in the corner of the shop, but <<if setup.hasTrait("cleithro")>>the build is solid and the frame holds true<<else>>the battered wooden frame stands<</if>> despite its neglect. You've never used such a thing, but the crank still turns and its operation seems simple enough.
<</text>>
<<speak "lucas.thinking" >> ...I've never seen a horseshoeing stock like //this// one. Why the canvas...? <</speak>>
<<qSpeak "quincy.neutral" >> To suspend the oxgoats for shoeing. <</qSpeak>>
<<speak "lucas.weary" >> //Suspend them?// Can you not simply //ask// for their hoof? <</speak>>
<<qSpeak "quincy.neutral">> No. They cannot stand on three like a horse can. <</qSpeak>>
<<text>>
This is a perfectly reasonable bit of ignorance. The shoeing of goats is archaic - there is little use for their labor in modern Vestur when a draught horse turns a field in half the time. The North alone still clings to the oxgoat of yesteryear, as only the oxgoat is both willing and able to pull the heavy ploughs needed to loosen the cold rock and clay of Northern soil. Through strength and stubbornness, they persist where horses falter and hares refuse.
<</text>>
<<speak "lucas.glance">> Ah. I see... *He adjusts his spectacles with a sniff.* Well, I'd suppose we'd best get to it. We'd best... //shoe the beasts.// <</speak>>
<<choose>>
[[Yes. We'd best.|S1E3: quincy split blacksmith 3][$response to "best"]]
[[Don't worry; the hardest work is mine.|S1E3: quincy split blacksmith 3][$response to "dont"]]
[[Man up. You agreed to this.|S1E3: quincy split blacksmith 3][$response to "man"]]
<</choose>><<switch $response>>
<<case "best">>
<<qSpeak "quincy.neutral">> Yes. We'd best. <</qSpeak>>
<<speak "lucas.glance">> ...I must say, it's not what I was imagining when I pictured my first act of Crown charity. <</speak>>
<<case "dont">>
<<toneGain "lucas">>
<<qSpeak "quincy.neutral">> You needn't worry. The worst of the work is mine. <</qSpeak>>
<<speak "lucas.glance">> I know. *He sighs.* It's just-- it's not what I pictured when I imagined my first act of Crown charity. <</speak>>
<<case "man">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral">> Need I remind you that you agreed to this? <</qSpeak>>
<<speak "lucas.scowl">> I agreed to it because I know it must be done. *He scoffs.* It's just-- it's not what I pictured when I imagined my first act of Crown charity, alright? <</speak>>
<<speak "lucas.annoyed">> Grubbing about with //farm animals.// Tsk! <</speak>>
<</switch>>
<<if $response != "man">>
<<qSpeak "quincy.neutral">> And what did you imagine? <</qSpeak>>
<<speak "lucas.weary">> Architect knows. Something //gallant?// Certainly not //grubbing about// with //farm animals.// <</speak>>
<</if>>
<<text>>
<<if $response == "man">>Petulant as he sounds, you do understand where he comes from.<<else>>You imagine not.<</if>> His would be the first Convoy whose legend opens with hoof clipping. That said, the working goats of Yolmar are in dire condition. There //is// a mundane heroism to the task, though it makes for an underwhelming tale.
``The herd outside the shop has gone thin and bony over the winter, but they are no less stubborn for their hunger. As you walk the first of the herd through the double doors and to the stock, the old beast suddenly recalls his past shoeings and freezes where he stands.
<</text>>
<<img 3 "3_goat.png" "The oxgoat, wary." `["modeNeutral"]`>>
<<text>>
You are forced to take him by the nose ring in order to coax him into the stall.
``With the goat secured, you turn the winch. The wood creaks ominously under the tension, but the canvas pulls taut against the oxgoat's belly and he rises nevertheless. As you heave the animal upwards, Lucas continues his <<if $response != "man">>musing<<else>>griping<</if>> over the sound of your exertion.
<</text>>
<<if $response != "man">>
<<speak "lucas.thinking">> There was a certain dignity I had taken for granted, I suppose. <</speak>>
<<speak "lucas.scowl">> I cannot imagine anyone suggesting that //Convoy Prince Oscar// shoe goats. <</speak>>
<<else>>
<<speak "lucas.eyeroll">> There was a certain dignity I had taken for granted, I suppose. <</speak>>
<<speak "lucas.annoyed">> No one would dare suggest that //Convoy Prince Oscar// shoe goats. Ah, but I suppose it was //my// mistake to assume I would ever be seen a Prince his equal...! <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> <<if $response == "man">>I disagree.<<else>>I can.<</if>> *You huff. Each turn of the winch is more stubborn than the last.* Imani would. <</qSpeak>>
<<speak "lucas.surprised">> *Your assertion shakes him from his <<if $response != "man">>lowly<<else>>bitter<</if>> mood. He hadn't considered this.* <</speak>>
<<speak "lucas.laugh">> @@.singsong;Ahah~!@@ *He laughs, his sourness forgotten.* She //would,// wouldn't she? Oh, she is a gem on the frontier! <</speak>>
<<text>>
The goat has finally finished its ascent. You breathe a sigh of relief.
``(You //only// need to raise two more before your work is through.)
<</text>>
<<qSpeak "quincy.neutral">> Prepare the shoes. <</qSpeak>>
<<speak "lucas.surprised">> Ah! Right. <</speak>>
@@.next;[[Continue.|S1E3: quincy split blacksmith 4]]@@<<text>>
You are no farrier, but a man finds himself in all manner of strange situations out in the remote reaches of the North. If the ox which hauls the artefacts from mine to town has a bad hoof in need of tending, it takes four men to hold the beast and complete the task. If the situation is urgent, the nearest four men will have to do. Sometimes, you are one of those men.
``Despite your questionable experience, you find the ox so overgrown that anyone with common sense could at least //improve// his situation. With a pair of old, flaky nippers, you clip as much of the extra hoof as you can, returning it to something approximating a normal shape.
``Once it is fit to be shoed, you call to Lucas:
<</text>>
<<qSpeak "quincy.neutral" >> Mark. <</qSpeak>>
<<speak "lucas.neutral" >> What? <</speak>>
<<text>>
His stare is guileless. Though the oxshoe burns red hot with meur, he holds each half between two fingers with the same nonchalant pinch one might hold a pastry.
<</text>>
<<speak "lucas.neutral" >> Quintrell, I don't know what that means. <</speak>>
<<qSpeak "quincy.lookaway" >> Press it to the hoof. I need to check the fit. <</qSpeak>>
<<text>>
He obliges, stamping shoe to hoof like a seal into wax. The contact gives off a cloud of smoke that smells of burning <<snout "hair" "fur">>. Lucas coughs. The oxgoat bleats.
<</text>>
<<speak "lucas.weary">> @@.stutter;Ack!@@ <</speak>>
<<qSpeak "quincy.neutral" >> Don't worry. He can't feel it, he just doesn't like us touching his feet. <</qSpeak>>
<<qSpeak "quincy.think" >> ...Fit still needs some work. <</qSpeak>>
<<speak "lucas.neutral">> Right. <</speak>>
<<text>>
There is a surprising seriousness to how Lucas works the shoe. This is a task far outside the realm of his caring, never mind his expertise - and yet, he is attentive and particular as he twists the molten metal into a shape more suited to the specific hoof. It is mesmerizing to watch. It doesn't even occur to you that you've been distracted until he scoffs at your staring.
<</text>>
<<speak "lucas.eyeroll" >> Any man knows how terrible an ill-fitting heel feels. I wouldn't wish it on an enemy, much less a stupid animal. <</speak>>
<<text>>
In all, this is going as well as you dared hope. It does the Prince good to be absorbed in a task. He even goes so far as to find satisfaction watching you hammer fitted shoe to hoof.
<</text>>
<<passiveCheck 1 `["etiq",setup.DCKey["easy"]]`>>
@@.next;[[Continue.|S1E3: quincy split trouble]]@@<<text>>
With each hammered shoe, the oxgoat loses an equal measure of patience. As you place the final nail on his back hoof, his hock twitches with the desire to kick you.
``Normally, a shoeing stock is built so that the animal enters on one end and passes out the other. Unfortunately, that is not the case for this stock. Perhaps it was meant as a space-saving measure. You cannot say. All you know is that releasing the goat will be a cumbersome task in and of itself. You'll need to lower the animal and release him promptly to minimize any panicked thrashing.
``Unfortunately, the winch and the gate are on opposite ends of the frame. This is a two-man job.
<</text>>
<<qSpeak "quincy.think" >> We need to let him down quickly and safely. Lucas, I need you to man the winch. <</qSpeak>>
<<speak "lucas.surprised" >> Would it not be easier if I were at the gate? <</speak>>
<<qSpeak "quincy.neutral" >> *You shake your head.* He's going to come out kicking. You're safer at the winch. <</qSpeak>>
<<speak "lucas.weary" >> ...I see. <</speak>>
<<text>>
You untie the oxgoat's lead from the stall and take your place at the door, ready to throw it open the moment the oxgoat's hooves touch the ground. Lucas takes his place at the winch, looking at you with wide eyes for guidance. <<if setup.checkPass(1)>>He hasn't any experience with this sort of thing. You choose your words carefully.<<else>>Eager to get the next goat shoed, you grunt:<</if>>
<</text>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral">> Lower him. Slowly. <</qSpeak>>
<<skillCheck 1>>
<<include "S1E3: quincy split trouble live">>
<<else>>
<<qSpeak "quincy.neutral" >> Alright. Drop him down. <</qSpeak>>
<<skillCheck 1>>
@@.next;[[To your horror, the Prince does just that.|S1E3: quincy split trouble2]]@@
<</if>><<imgAnimate 3 `["death_goat_1.png","death_goat_2.png","death_goat_3.png"]` "A beautifully shoed hoof is the last sight Quincy sees alive." `["modeNeutral"]`>>
<<text>>
Released, the handle spirals out from Lucas's grasp. It takes but a moment for the winch to unspool - so fast that neither you nor the Prince have time to stop it. The thrashing oxgoat plummets to the floor with a terrified bleat.
``Panicked, you scramble to pull the stock's door open. The hinge is old; it sticks. You try to reason with it, but the beast has other ideas. A frenzied kick splinters the door from its frame and sends you breathless to the floor. As you lay stunned, you do so in the goat's path. Of course, you've hardly time to even feel fear at the prospect of your trampling; your chest is still heaving when the flurry of hooves passes over you. The pain is terrible, but brief - the second step comes down right upon your face.
``Lucas did an artful job fitting those shoes.
<</text>>
@@.next;[[Damn it.|S1E3: quincy split dead]]@@<<whitehare>>
<<text>>
//The white hare's ears twitch in amusement, as though this death were your fault. You wish to protest, but deep down you know that - perhaps - you should have been clearer in your wording.//
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|S1E3: quincy split trouble live]]@@<<if hasVisited("S1E3: quincy split dead")>>
<<text>>
There is Lucas at the stock again, looking to you for guidance, hands resting delicate upon the winch.
<</text>>
<<speak "lucas.weary" >> Well? I think we're only angering it by waiting. <</speak>>
<<text>>
You are. But you need the time to get your bearings, and so you let the goat dangle for half a minute longer.
<</text>>
<<qSpeak "quincy.tilt" >> Lower him down slowly. <</qSpeak>>
<<text>>
Lucas nods and reaches for the release. You cringe.
<</text>>
<<toneLoss "lucas">>
<<qSpeak "quincy.harrowed" >> //Very// slowly. <</qSpeak>>
<<speak "lucas.glance" >> I've ears, Quintrell. <</speak>>
<<text>>
The goat's descent is a slow and dreadful procedure. The goat drops a few inches with a disgruntled snort, but Lucas catches the handle before it falls any further than that. The Prince barely manages the weight of the crank; his strength provides just enough resistance to prevent the rope from unspooling all at once, and his shoulders shake from the effort. The chill <<snout "in your spine" "prickling your pelt">> does not abate until the animal and its hooves have left the shoeing stock.
``Nothing went wrong this time. And yet, the beast manages to be foul about it anyway. The goat exits the smithy, ears flattened and nostrils flared... but at least he takes no lives with him.
<</text>>
<<else>>
<<text>>
Lucas nods, and hits the winch release. The goat drops a few inches with a disgruntled snort, but he catches the handle before it falls any further than that. He is unprepared for the weight of the crank; his strength provides just enough resistance to prevent the rope from unspooling all at once. His shoulders shake from the effort.
``Once the oxgoat is on the floor, you throw open the gate of the stock and leap back as the ornery beast fumbles backward from the stall. For all your good work, the steer is in quite the mood - he exits the smithy, ears flattened and nostrils flared.
<</text>>
<</if>>
@@.next;[[Only two more to shoe...|S1E3: quincy split end]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Yolmar", "Amalugh's Cradle"]`>>
<<timebreak "day" "Eight shoes later...">>
<<text>>
It is just about noon when you send the final oxgoat trotting from the smithy, indignant and cleanly-shod. You and the Prince are no less eager than the beasts to bid farewell to the dirty old workshop and its <<if hasVisited("S1E3: quincy split dead")>>death trap of a<<else>>vexing<</if>> shoeing stock. The dreary gray mist of Yolmar is a welcome change from dust and dim candlelight.
<</text>>
<<speak "lucas.smug">> Well, that was enough //farm work// for a few reincarnations //at least.// <</speak>>
<<text>>
Your only reply is a grunt. You are too busy trying to turn a rusted key in a rusted keyhole to give a proper answer. <<if hasVisited("S1E3: quincy split dead")>>You'll feel much safer with a locked door between you and that stock, but "locking up"<<else>>"Locking up"<</if>> such a rusted mechanism is more difficult than the smithy girl made it sound.
<</text>>
<<speak "jim.neutral">> Lock's stubborn. You gotta turn it harder. <</speak>>
<<qSpeak "quincy.eyebrow">> It'll break if I-- <</qSpeak>>
<<text>>
Wait. Why is the boy here, and when did his eavesdropping begin?
<</text>>
<<qSpeak "quincy.lookaway">> Pardon. How long have you been sitting there? <</qSpeak>>
<<text>>
The boy gives a clueless shake of the head from his perch upon one of the few-stable posts of the pasture fence.
<</text>>
<<speak "jim.glance">> Since the second goat, I think. <</speak>>
<<qSpeak "quincy.lookaway">> ...Ah. <</qSpeak>>
<<text>>
Heeding Jim's advice, you push past the hitch in the shop's padlock. At last, you hear a click, and the doors hold closed. It //must// be locked now... unless you've broken it. But the key comes out whole and intact, and you find no evidence that the padlock's condition is any worse than the state you found it in.
<</text>>
<<speak "jim.neutral">> So... what're you gonna do now? <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> I suppose we return this key to the girl, and then... *Your mind is blank.* Hm. Truth be told, I hadn't thought this far ahead. <</qSpeak>>
<<speak "lucas.weary">> Neither had I. <</speak>>
<<text>>
But the Yolmarian boy watches your every move. You cannot leave your next action undefined with his expectant eyes fixed upon you - you are Right Hand, and you must act the part.
<</text>>
<<else>>
<<qSpeak "quincy.think">> We return the key to the girl...? <</qSpeak>>
<<speak "lucas.thinking">> And? <</speak>>
<<qSpeak "quincy.lookaway">> You're the Convoy Prince. Shouldn't you decide? <</qSpeak>>
<<speak "lucas.eyeroll">> I'm //consulting my Right Hand for his opinion.// It's part of the process, Quintrell! <</speak>>
<<text>>
Under other circumstances, you may have been tempted to remind him how it is you became his Right Hand in the first place. But, with the Yolmarian boy watching your every move, you feel pressured into cooperation. You must say something a Right Hand would say.
<</text>>
<</if>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> Perhaps we should take stock of our progress. Make sure everyone has what they need to do their job. <</qSpeak>>
<<speak "lucas.glance">> Make sure that they're //doing// their jobs. <</speak>>
<<qSpeak "quincy.neutral">> Yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I suppose we should... see how the others are doing. <</qSpeak>>
<<speak "lucas.glance">> Yes. We ought to make sure they haven't all //killed themselves// by way of incompetence. *He snorts.* <</speak>>
<<if hasVisited("S1E3: quincy split dead")>>
<<qSpeak "quincy.harrowed">> Yes. <sup>That would make for a poor first day.</sup> *The sensation of hooves upon you is still too fresh in your mind.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Yes. That would make for a poor first day. <</qSpeak>>
<</if>>
<</if>>
<<text>>
This bit of banter undoes whatever professionalism you meant to convey. From his seat on the fence, the boy eyes the pair of you like a scrutinous bird trying to discern whether or not the figure in the field is live or scarecrow.
<</text>>
<<speak "jim.glance">> You don't sound very sure of your men... <</speak>>
<<choose>>
[[We're all new to this. Give us time.|S1E3: quincy split end2][$response to "new"]]
[[No, we're not.|S1E3: quincy split end2][$response to "not"]]
<</choose>><<text>>
With a sigh, you admit:
<</text>>
<<switch $response>>
<<case "new">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think">> The Convoy is new. We're still adapting. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Truth be told, it's our first day on the job. <</qSpeak>>
<</if>>
<<case "not">>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.eyebrow">> To be blunt: we are not. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> We have... our concerns. <</qSpeak>>
<</if>>
<</switch>>
<<speak "lucas.glance">> Do forgive us, Mr. James. There hasn't been a Convoy in one hundred years; we've a lot to live up to. <</speak>>
<<speak "jim.surprised">> Oh. <</speak>>
<<speak "jim.glance">> Um... but you'll do a good job... right? <</speak>>
<<speak "lucas.weary">> Mr. James, I swear to you that we shall do the very best we can. <</speak>>
<<text>>
Jim nods, though his expression remains apprehensive. As you and the Prince pass him by, he slips from the fence and lands in the damp earth with a squelch. Glancing over your shoulder, you see that he follows behind.
<</text>>
<<qSpeak "quincy.lookaway">> @@.whisper;Lucas...@@ <</qSpeak>>
<<if setup.tone("lucas") == false || setup.isEnemy("lucas")>>
<<speak "lucas.scowl">> @@.whisper;Acclimate, Quintrell. We are a Convoy now!@@ <</speak>>
<<else>>
<<speak "lucas.weary">> @@.whisper;Acclimate, Quintrell. We are a Convoy, now.@@ <</speak>>
<</if>>
<<text>>
Even so, the prospect of close observation on your first day makes you leery. Jim is only a youth, but his expectant and unwavering eyes bring to mind memories of your time writing reports as an initiate at the Royal Agency of Artefact Mine Inspectors regardless. At least the old men scrutinizing you then were only concerned with clarity and penmanship. Who knows how this child might be judging you?
<</text>>
<<updateTask "13-yolmar" "start2">>
<<addTask "13-repairs" "start">>
<<silently>>
<<addTask "13-repairs" "imani">>
<<addTask "13-repairs" "dangelo">>
<<addTask "13-repairs" "kaitos">>
<<addTask "13-repairs" "elijah">>
<<addTask "13-repairs" "vicky">>
<</silently>>
@@.next;[[Continue.|S1E3: Yolmar Arrive Hub]]@@<<locationBoardSetup `[
{img:"settle/north_tradinghall_small.png"},
{img:"pelt.png"},
{img:"boxes.png"}
]`>>
<<location "kagthur" `["Trading Hall", "Yolmar"]`>>
<<text>>
Karlie - the girl who held the smithy key - "should be here in the hall," or so claims Jim.
``Stacks of empty barrels and a vast open floor indicate this was once a bustling little market. Alas, a town with nothing to barter has no need for a dedicated trading hall of any size, and so it is all but abandoned now. Of the stalls left standing, only one remains in stubborn operation: Karlie's.
``The scraggly girl sits in the far corner beneath a rickety old meat rack. The animals upon its hooks are the quarry of the desperate: rats; old and patchy foxes too mangled to use for fur; lean squirrels unfit for a decent stew. Her sunken face<<snout "" " and roughed fur">> look<<snout "s" "">>... //disconcertingly at home// amongst the carcasses.
<</text>>
<<speak "jim.glance">> Mornin', Karlie. <</speak>>
<<speak "karlie.glance">> It's noon, Jim. <</speak>>
<<speak "jim.frown">> *He whines.* //Same thing!// <</speak>>
<<text>>
It is not the same thing, but Karlie is less concerned with such contradictions than you are. Instead, her head pivots in your direction and issues a demand.
<</text>>
<<speak "karlie.squint">> Pa's key? <</speak>>
<<speak "lucas.neutral">> Yes - we've come to return it. <</speak>>
<<text>>
A bony hand and thin wrist extend from the girl's weathered fur cloak. You place the rusted old key in her demanding palm, and both disappear from sight.
<</text>>
<<speak "lucas.thinking">> *Eyeing an especially battered rat with concern, Lucas asks:* May I ask you a question, Miss...? <</speak>>
<<speak "karlie.neutral">> Karlie. <</speak>>
<<speak "lucas.thinking">> Yes, I am aware - and that is short for...? <</speak>>
<<speak "karlie.squint">> Nothin'. <</speak>>
<<speak "lucas.weary">> Ah. Miss... Karlie. Are you the only hunter still doing business here? <</speak>>
<<speak "karlie.glance">> Am today. Been a hard spring, Your Highness. Crows only get their pickings if a hare can make a kill. <</speak>>
<<text>>
No doubt, if her spindly figure and meager game are anything to go by.
<</text>>
<<choose "quincy.lookaway">>
[[You must be a good hunter to have stock at all, then.|S1E3: Yolmar Karlie Post2][$response to "good"]]
[[...Are you sure you can spare these?|S1E3: Yolmar Karlie Post2][$response to "spare"]]
[[This looks more like scraps than excess.|S1E3: Yolmar Karlie Post2][$response to "stretch"]]
<</choose>><<switch $response>>
<<case "good">>
<<set $tempQ.yolmar.karlieSisters to true>>
<<text>>
Sad as the selection on her sales rack is, there //is// selection. It takes speed and cunning to hunt small game.
<</text>>
<<qSpeak "quincy.think">> You must be quite the hunter to have anything to spare at all. <</qSpeak>>
<<speak "jim.neutral">> 'Course she is. She's the best shot in the whole valley! <</speak>>
<<speak "karlie.neutral">> I wouldn't say that, but. *The corner of her mouth tugs into something not unlike a smile. Pride evident in her voice, she replies:* I keep my sisters fed. <</speak>>
<<qSpeak "quincy.neutral">> So you're responsible for feeding the family? <</qSpeak>>
<<speak "karlie.neutral">> Uh huh. I'm the oldest of four. <</speak>>
<<text>>
To feed three children and herself //and// have anything left for trade is a feat indeed.
``(...It is no wonder that she looks tired.)
<</text>>
<<speak "karlie.neutral">> I give them all the good eating, of course. Me and everyone else gets the rats. <</speak>>
<<case "spare">>>
<<text>>
Comparing the girl's face to the adjacent hanging squirrel, she only looks slightly more lively than her prey. You cannot help but wonder:
<</text>>
<<qSpeak "quincy.tilt">> ...Are you sure it is wise to trade these away? You might do better to just eat them yourself. <</qSpeak>>
<<speak "karlie.glance">> *She shrugs.* Mine isn't the only family going hungry here, Your Glove. Taste of rat stew's not good enough to let the neighbors starve for an extra helping. <</speak>>
<<speak "karlie.neutral">> 'Specially Jim. He's a terrible shot. <</speak>>
<<speak "jim.frown">> @@.surprised;Hey!@@ That's not fair to say, you got the best aim in the valley! <</speak>>
<<case "stretch">>
<<text>>
Staring down the length of a decrepit old rat, you struggle to take her offerings seriously. You could imagine tossing a carcass like this to $licorice; you cannot imagine tossing a carcass like this into a //stew.// After one's removed the bones and entrails, what meat would be left?
<</text>>
<<qSpeak "quincy.think">> ...Your stock looks to be more scraps than excess to me. <</qSpeak>>
<<speak "jim.angry">> @@.intense;Hey!!@@ You take that back, Karlie's the best shot in the whole valley! <</speak>>
<<speak "karlie.glance">> //Calm down, Jim.// It's fine. <</speak>>
<<speak "jim.frown">> But-- <</speak>>
<<speak "karlie.squint">> I said //it's fine.// <</speak>>
<<speak "jim.glance">> . . . <</speak>>
<<speak "karlie.neutral">> Look, Your Glove. A fox'll eat rocks just to put something in his belly. Sometimes scraps're the difference between bad dinner and none. <</speak>>
<<speak "karlie.glance">> And I'd rather my neighbors eat. <</speak>>
<</switch>>
<<speak "lucas.weary">> That's... very noble of you. *He says, trying not to allow his nausea diminish the sincerity of his statement.* <</speak>>
<<speak "karlie.neutral">> <<if $response == "spare">>*Again, she shrugs.* <</if>>Gotta help each other however we can. "Not like a glove's gonna come save us." <</speak>>
<<speak "karlie.glance">> ...That's what we all used to say. But, guess we won't be sayin' that anymore, will we, Jim? <</speak>>
<<speak "jim.glance">> @@.stutter;I - uh--@@``N-No. Cause, the Prince is here, and - and - <</speak>>
<<speak "jim.frown">> @@.intense;Uh, his Convoy will fix all this!@@ <</speak>>
<<text>>
In the face of this promise, Karlie merely blinks.
<</text>>
<<speak "karlie.squint">> ...Hm. Is that so? <</speak>>
<<text>>
Her tone is flat as her eyes drift toward you and Lucas. Her question is not a question, rather, it is a statement of skepticism.
<</text>>
<<choose>>
<<ideal "orthodox" [[On behalf of the Northern aristocracy, I will make this right.|S1E3: Yolmar Karlie Post3]]>><<set $response to "orthodox">><</ideal>>
<<ideal "rebel" [[Keep your chin up. Change is coming.|S1E3: Yolmar Karlie Post3]]>><<set $response to "rebel">><</ideal>>
<<ideal "apathy" [[For what it's worth, we're here now.|S1E3: Yolmar Karlie Post3]]>><<set $response to "survival">><</ideal>>
<<link "@@.talk-action;Say nothing.@@" "S1E3: Yolmar Karlie Post3">><<set $response to "na">><</link>>
<</choose>><<if $response == "unexpected" || $response == "survival">>
<<text>>
As a Duke of the North, you suppose you should rightfully say //something// to your faithless subject. Something to acknowledge the breach of trust between Nobleman and commoner - to reassure this girl that the Fifth Convoy is here to help and listen.
<</text>>
<<elseif $response == "orthodox" || $response == "rebel">>
<<text>>
The extent of your authority remains murky. You've no idea what you can reasonably promise this girl, but her skepticism begs reply.
<</text>>
<</if>>
<<switch $response>>
<<case "orthodox">>
<<toneGain "lucas">>
<<qSpeak "quincy.lookaway">> On behalf of the Northern aristocracy, I swear I will right this neglect. <</qSpeak>>
<<speak "lucas.glasses">> Indeed, we shall make amends for the callousness of the Second Estate. You have our word! <</speak>>
<<case "rebel">>
<<toneGain "lucas">>
<<toneGain "lucas">>
<<qSpeak "quincy.lookaway">> Change is coming. Until then... keep up your hunt. <</qSpeak>>
<<speak "lucas.glasses">> Indeed, we shall make amends for the callousness of the Second Estate. You have our word! <</speak>>
<<case "survival">>
<<toneLoss "lucas">>
<<toneLoss "lucas">>
<<qSpeak "quincy.lookaway">> For what it's worth... we're here now. <</qSpeak>>
<<speak "lucas.eyeroll">> //"For what it's worth."// *He scoffs.* Quintrell, //please// - you're Right Hand. It wouldn't kill you to act the part. <</speak>>
<<speak "lucas.glasses">> Miss Karlie. The Fifth Convoy is at your service. As Convoy Prince, I swear we ''will'' make amends for the neglect of our predecessors. <</speak>>
<<case "unexpected">>
<<qSpeak "quincy.lookaway">> I suppose our arrival was rather... unexpected. <</qSpeak>>
<<speak "lucas.eyeroll">> To put it //gently.// *He scoffs.* Of course, how could the people of Yolmar think otherwise? //Lord Kagthur// certainly hasn't offered much to believe in. <</speak>>
<<speak "lucas.neutral">> Miss Karlie. On behalf of the Second Estate, I apologize. The Fifth Convoy //will// make amends for the neglect of your valley, this I promise you. <</speak>>
<<case "na">>
<<toneLoss "lucas">>
<<text>>
The Prince's eyes are upon you. He awaits his Right Hand's noble statement, but the words do not come. And so, he is made to proceed without you.
<</text>>
<<speak "lucas.weary">> ...I cannot say I blame you for your apprehension. <<if setup.tone("lucas") == false>>The Northern<<else>>Vestur's<</if>> aristocracy hasn't offered this town much to believe in. <</speak>>
<<speak "lucas.glasses">> But! Know this, Miss Karlie: we //will// make amends for the neglect of your valley. As Convoy Prince, I swear no further harm will come to Yolmar. <</speak>>
<</switch>>
<<text>>
But the girl's face remains unchanged. She hasn't reason to believe <<if $response == "na" || $response == "unexpected">>him<<else>>you<</if>>, and <<if $response == "na" || $response == "unexpected">>he is well aware of this<<else>>you know this just as well as she does<</if>>.
<</text>>
<<speak "karlie.neutral">> Of course, Your Glove. *She says. Her voice carries all the same boredom as a child brushing off her mother's pedantry.* <</speak>>
<<speak "jim.glance">> . . . <</speak>>
<<text>>
Lucas's lip stiffens.<<if $response != "na" && $response != "unexpected">> A tense breath lingers in your throat.<</if>> It is clear that only action can repair the town's damaged faith now.
<</text>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/shed_rundown.png"},
{img:"object/planks.png"}
]`>>
<<location "kagthur" `["Rubble Heap", "Yolmar"]`>>
<<text>>
As luck would have it, Yolmar //collectively// had just enough lumber to make emergency structural repairs to the town's homes and key buildings. (Provided that the Convoy paid residents handsomely for each piece and plank, which it did.) Larger construction efforts - such as the erection of a new bridge and a new town hall - are still out of the question, but the people will at least sleep easier trusting that their roofs will hold.
``Before such repairs can be made, the spring rot must be excised.
``With a labored grunt, Victoria hurls a decaying beam into the musty heap of woodrotted lumber which has been collecting at the town's western edge since morning. The thin, weathered planks beneath it splinter with a moist tear. Though the pile shifts and sinks, the reduction in size is negligible. The centermost peak stands nearly tall as a man and many times as wide.
<</text>>
<<speak "vicky.neutralserious">> @@.lilt;Whew!@@ That's it for //that// shed! <</speak>>
<<text>>
<<snout "Panting" "Tongue lolled">>, she wipes some sweat from her brow with her sleeve. It only smears mud across <<snout "" "the fur of ">>her forehead. She doesn't seem to notice.
<</text>>
<<speak "lucas.glance">> Excuse me, Victoria. You've got some mud there. <</speak>>
<<speak "vicky.think">> *She wipes again. It does not help.* <</speak>>
<<qSpeak "quincy.tilt">> ...Are you working alone? <</qSpeak>>
<<speak "vicky.incredulous">> @@.singsong;No!@@ @@.lilt;'Course not!@@ *She forces a squawking laugh.* Got the whole Convoy Guard out here! <</speak>>
<<text>>
Victoria's eyes dart briefly dart in Jim's direction. He examines one corner of the lumber pile with a mournful look in his eye. To you, it is a mushy pile of long-spent wood. To him, it is a monument to parts of Yolmar beyond salvage. Once Victoria is certain that his grief has preoccupied him, she leans in close to your side and drops her voice to something just above a whisper.
<</text>>
<<speak "vicky.unimpressed">> But I //might as well be,// with how the boys are dragging their heels. *She gives a snort like an agitated horse.* They're //supposed to be// takin' down the remains of some old curing shed on the other side of town, but I'm pretty sure I saw a few of 'em sniffing around town for somewhere to buy ale. Gutless dogs think they can shit the day away so long as a glove's not there to see 'em do it... <</speak>>
<<speak "vicky.indifferent">> @@.lilt;But, that's how it goes!@@``Every new batch of men've gotta learn two things. One: just because Angie's //cute,// that don't mean he's //soft.// Two: he'll take //my// word over theirs. <</speak>>
<<choose>>
[[Sounds like an irksome lesson to teach.|S1E3: Yolmar Vicky 2][$response to "irk"]]
[[Do you need our help corralling the men?|S1E3: Yolmar Vicky 2][$response to "help"]]
[[You intend to rat on your peers?|S1E3: Yolmar Vicky 2][$response to "rat"]]
<</choose>><<switch $response>>
<<case "help">>
<<toneGain "vicky">>
<<qSpeak "quincy.neutral">> Are you in need of help corralling the men? <</qSpeak>>
<<speak "vicky.wink">> Don't you worry your pretty little head, <<print $VQname>>. Let 'em fuck up. They learn better that way. <</speak>>
<<speak "vicky.neutral">> See, Convoy Guard's a mix of //"honorable men"// and boys from //"good families."// It takes those kinds a while to realize that the kid lieutenant-general means business, never mind takin' //me// seriously. Hold their hand and they'll //never// figure it out! <</speak>>
<<case "irk">>
<<qSpeak "quincy.neutral">> Mm. That sounds like an irksome lesson to be made to teach. <</qSpeak>>
<<speak "vicky.smirk">> "Irksome," sure. But, I'm used to it. I ain't too good at knowing stuff, but when it comes to hard lessons? I'm a ''damn great'' teacher. When some hard-headed idiot wants to make a big mistake, there's //nothin'// I love more than watchin' him walk right into the consequences. <</speak>>
<<speak "vicky.cackle">> Convoy Guard's a mix of //"honorable men"// and boys from //"good families."// Takes those kinds a while to realize that the kid lieutenant-general means business, never mind takin' //me// seriously. Always a laugh when they figure out what's what. Lookin' forward to it. <</speak>>
<<case "rat">>
<<toneLoss "vicky" "fun">>
<<toneLoss "vicky">>
<<qSpeak "quincy.eyebrow">> So you intend to rat on your fellow men? <</qSpeak>>
<<speak "vicky.cackle">> 'Course I do. These fellas don't even got the decency to offer a little coin when they slack off! I got no reason to turn my head for 'em. <</speak>>
<<text>>
Lucas's face scrunches.
<</text>>
<<speak "lucas.weary">> Pardon. You're complaining that they aren't //bribing// you? <</speak>>
<<speak "vicky.incredulous">> Hey, never said I'd //take the coin!// But it's bad manners that they don't got enough respect for my seniority to even //try.// <</speak>>
<<speak "vicky.unimpressed">> Figures, though. Convoy Guard's a mix of //"honorable men"// and boys from //"good families."// Takes those kinds a while to figure out that the kid lieutenant-general means business, never mind takin' //me// seriously. <</speak>>
<</switch>>
<<speak "vicky.incredulous">> But! Pecking order'll sort things out. Angie'll set 'em straight at first disappointment. Just gotta wait it out. <</speak>>
<<text>>
Though Victoria's frustrations show plainly in the <<snout "clench of her" "hold of her tail and the bare of her">> teeth, she sounds quite confident that a reckoning awaits her fellow guard. The <<snout "curl in her lip" "wrinkle in her snout">> passes quickly, and soon her attention returns to the demolition yet to be done.
<</text>>
<<speak "vicky.neutral">> Say, you boys busy? Been waiting for another set of hands so I can get those rotten shingles off that barn. *She jabs her thumb at the languishing barn which looms behind her.* Last big thing I gotta do before I can move on. Start puttin' boards over holes. <</speak>>
<<choose>>
<<decide true [[I can lend a hand.|S1E3: Yolmar Vicky Yes]]>><</decide>>
<<decide false [[No. We've our own work to do.|S1E3: Yolmar Vicky No]]>><</decide>>
<</choose>><<if setup.hasRep("collectivist")>>
<<qSpeak "quincy.neutral">> I'm afraid so. My apologies. <</qSpeak>>
<<speak "lucas.glance">> Yes. Unfortunately, heading the Convoy leaves us with little time to spare. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> *You shake your head.* We've our own work to do, the guard has theirs. <</qSpeak>>
<</if>>
<<text>>
A statement of plain fact - one which <<if setup.hasRep("collectivist")>>no one could<<else>>a guard could not<</if>> dispute. And so, Victoria simply shrugs and carries on.
<</text>>
<<if setup.hasRep("collectivist")>>
<<speak "vicky.neutral">> Eh. Figured as much. <</speak>>
<<else>>
<<speak "vicky.indifferent">> Fair enough. <</speak>>
<</if>>
<<speak "vicky.sillysalute">> Well, we'd better get to it then, eh? <</speak>>
<<text>>
You nod. She nods in return. Victoria turns back towards the dilapidated barn, and you and Lucas back towards Yolmar. Jim comes trotting behind soon after, his little brow furrowed in concern.
<</text>>
<<speak "jim.glance">> You're not going to help? But aren't you s'pposed to be gentlemen? My pa told me a gentleman always helps a woman in need. <</speak>>
<<speak "lucas.glance">> She's also a soldier. She'll manage. *He speaks with haste, looking to justify his choice and wash his hands of the transgression.* <</speak>>
<<speak "jim.glance">> Huh... <</speak>>
<<text>>
To Jim, it is clear that this explanation only raises further questions. You only hope that he saves those questions for someone else.
<</text>>
<<removeTask "13-repairs" "vicky">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos") && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah")>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<toneGain "vicky">>
<<friend "vicky">>
<<text>>
The deconstruction phase is nearly done. There's no reason to halt progress when <<if setup.hasRep("individualist")>>you have a perfectly able body yourself<<else>>you and the Prince are perfectly able men yourselves<</if>>.
<</text>>
<<if setup.hasRep("individualist")>>
<<qSpeak "quincy.neutral">> I can lend a hand. <</qSpeak>>
<<speak "vicky.neutral">> Great! Saves me from standin' around, then. <</speak>>
<<text>>
As you and Victoria begin your walk to the barn, worry creeps into Lucas's features.
<</text>>
<<speak "lucas.weary">> ...You don't need //my// assistance, do you? <</speak>>
<<speak "vicky.neutral">> Don't you worry, Your Highness. It's only a two-man job. <</speak>>
<<speak "vicky.wink">> All ''you'' need to do is stand around and //look pretty.// <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> We can spare a moment to lend a hand. <</qSpeak>>
<<speak "lucas.weary">> We //can?// *Lucas questions, a fearful rise in his voice.* <</speak>>
<<speak "vicky.smirk">> Don't worry, Your Highness. I only need <<if $VQname == "Gracie">>Gracie<<else>>His Grace<</if>> for this. No need to shit your breeches. <</speak>>
<</if>>
<<text>>
She extends a hand out to pat his shoulder; he cringes as though threatened.
<</text>>
<<speak "lucas.scowl">> //@@.surprise;Dirt!@@// *He yips, defensive.* //Mind the dirt!// <</speak>>
<<text>>
The shrill pitch of his yelp is enough to call Jim's attention away from the wood heap. Victoria pauses mid-reach to examine her hand. Dark grime has collected <<snout "beneath her nails and in the creases of her fingers" "beneath her claws and stains the short fur of her hands">>.
<</text>>
<<speak "vicky.smirk">> Minded. *She says, smearing her dirtied hands across her overcoat.* Alright, then, $VQname - let's get the ladder. <</speak>>
@@.next;[[You nod, and follow her to the barn.|S1E3: Yolmar Vicky Roof]]@@<<text>>
You would say, //"the thaw has not treated this barn kindly,"// but changing seasons can only take so much blame for the sorry state of things. The ladder looks more stable carried by Victoria than it does set against the foreboding planks of the barn wall; the roof indents where the ladder-frame sits against it.
``Still, it should be salvageable - you think. You're no builder, but if only a small portion of the roof is affected...
<</text>>
<<speak "vicky.neutral">> So, who gets the honors of climbing up? We wanna flip a coin, or...? <</speak>>
<<qSpeak "quincy.think">> Oh. I presumed I would be the one holding the ladder. <</qSpeak>>
<<speak "vicky.smirk">> @@.lilt;Scared of heights?@@ *She suggests, leaning against the barn.* <</speak>>
<<choose>>
[[To a sensible degree, yes.|S1E3: Yolmar Vicky Roof2][$response to "y"]]
[[Of course not.|S1E3: Yolmar Vicky Roof2][$response to "n"]]
<</choose>><<if $response == "y">>
<<toneLoss "vicky" "fun">>
<<qSpeak "quincy.neutral">> To a sensible degree. <</qSpeak>>
<<text>>
...Though, most men might disagree. They oft underestimate how small of a fall can lead to mortal consequences. You just happen to have //ample context//.
<</text>>
<<speak "vicky.incredulous">> Oh, sensible, //sure.// *Her mouth splits wider, grin broadening.* So you wanna switch, then? I hold the ladder, you climb? <</speak>>
<<qSpeak "quincy.neutral">> *You shake your head.* No. That's alright. <</qSpeak>>
<<else>>
<<toneGain "vicky" "fun">>
<<qSpeak "quincy.neutral">> Of course not. <</qSpeak>>
<<text>>
You've died by falling more times than you can count. It is quick enough. //Usually.//
<</text>>
<<speak "vicky.smirk">> Glad to hear it. Now, get on up there! <</speak>>
<</if>>
<<text>>
Victoria pulls a dirty hammer from the depths of her overcoat pocket. Holding it by the head, she wipes the dirt off the grip with her sleeve before offering it to you. Once you have taken it, she steps aside so as to allow your climb.
``<<if $response == "y">>With a sigh of resignation,<<else>>You feel a distinct absence of reasonable fear as<</if>> you place your hand on the rail and find the first rung with your boot. If anyone is to fall and die for the sake of this roof, it'd best be you.
<</text>>
@@.next;[[Climb.|S1E3: Yolmar Vicky Roof3]]@@<<text>>
The first section of your ascent is no trouble at all. The ladder is in decent condition, and Victoria's holds it firm.
<</text>>
<<img 3 "3_barnladder_1.png" "The ladder's daunting ascent." `["modeNeutral"]`>>
<<text>>
Once you are two-thirds up, that intangible sensation you know to be "mortal fear" creeps into your stomach. Other terrors have long exceeded it. But while the impermanence of your death dulls this animal sense, it does not extinguish it. You take a practiced breath and ignore it.
<</text>>
@@.next;[[Keep climbing.|S1E3: Yolmar Vicky Roof4]]@@<<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
<<text>>
You find yourself back upon the ladder. You tighten your grasp on the rungs and lean all your weight against the wall as you breathe and try to get your bearings. Once you've some stability, you pry your eyes from the barn and cast a tentative look towards the roof.
<</text>>
<</if>>
<<img 3 "3_barnladder_2.png" "The apex of the ladder is in sight..." `["modeNeutral"]`>>
<<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
@@.next;[[Try again.|S1E3: Yolmar Vicky Roof Start]]@@
<<else>>
<<text>>
The ladder creaks and sways as you climb. //It's a matter of height and weight distribution,// you remind yourself. The higher you are and the more you weigh, the less stable the ladder will feel beneath you.
``//A simple matter of physics. That is all.//
<</text>>
@@.next;[[Stay focused. Keep climbing.|S1E3: Yolmar Vicky Roof Start]]@@
<</if>>
<<passiveGate 1 `["hare",14]`>><<script>>
State.variables.tempQ.roof = {red:true,blue:true,green:true,yellow:true,redNails:false,hasNails:false};
<</script>>
<<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
<<text>>
You haul yourself to the top of the ladder, cautious step by cautious step. Each sway and creak of the ladder prompts a twinge in your gut, but you will yourself to keep moving. //The ladder is stable,// you remind yourself. //Your death was due to something else entirely.//
``Climbing to the ladder's apex a second time, you are greeted once more by the languishing roof and the vexing attempt at boarding over its rot.
<</text>>
<<else>>
<<if setup.hasTrait("cleithro")>>
<<text>>
At the apex of your climb, you find an unexpectedly charming peak made of rustic spruce shake. Whoever roofed this barn however long ago did a wonderful job with the materials they had. Care has been put into the lay of the wood. The weather-warped corner was no fault of the carpenter, rather an inevitability for a wooden roof in this climate. Once the wax coating fails, as it has on this edge here, the wood is at the mercy of the rain and snow.
``Your worries ebb away, replaced by a sense of duty and calm. You will do whatever you can to leave as much of the original shake intact as possible. It would be an easy task, were it not for the shabby attempt at boarding over the rot. You've no idea how anyone might come to the conclusion //this// would help anything.
<</text>>
<<else>>
<<text>>
At the apex of your climb, you find a peak made of rough wooden shingles. Thankfully, the rot does not extend as far as you feared from the ground; it's localized only to this corner. You presume, then, that you only need to peel off the affected tiles.
``It would be an easy task, if not for the shabby attempt at boarding over the rot. You've no idea how anyone might come to the conclusion //this// would help anything.
<</text>>
<</if>>
<</if>>
<<include "S1E3: Yolmar Vicky Roof Puzzle">><<if !$tempQ.roof.yellow>>
<<imgLayer 3 "roofrepairs_base_fin.png" "The rotten tiles peeled away, revealing the underlying structure of the barn." `["modeNeutral"]`>>
<</imgLayer>>
<<text>>
With the ''diagonal'' board removed, you are finally able to peel the shake from the barn roof. The wood is in such a state of advanced decay that it comes away in mushy chunks, leaving the roofing nails behind. But the hammer takes care of those, and the process is otherwise uncomplicated. With a little effort, they are excised, leaving the underlying structure of the barn clear.
<</text>>
@@.next;[[Return to the ground.|S1E3: Yolmar Vicky Roof Fin]]@@
<<else>>
<<include "S1E3: Yolmar Roof Img">>
<<if passage() == "S1E3: Yolmar Vicky Roof Start">>
<<if !hasVisited("S1E3: Yolmar Vicky Roof Fall") && setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
A chill falls over you. There is something... //suspect// about that horizontal-laying board. A cautious nudge with the end of your hammer reveals that it is far too loose on the //rightmost// side. You ought to be careful.
<</text>>
<<set $tempQ.roof.hPass to true>>
<</if>>
<<else>>
<<text>>
<<print $response>>
``<<print _roofTxt>>
<</text>>
<</if>>
<<include "S1E3: Yolmar Vicky Roof Puzzle Opts">>
<</if>><<set _allBoards to false>>
<<set _roofAlt to "The current state of the roof.">>
<<set _roofTxt to "">>
<<if $tempQ.roof.red && $tempQ.roof.yellow && $tempQ.roof.blue && $tempQ.roof.green>>
<<set _roofAlt += " Four boards cover the rot.">>
<<set _allBoards to true>>
<<set _roofTxt += "Presently, four boards cover the rot.">>
<<elseif $tempQ.roof.red && !$tempQ.roof.redNails>>
<<set _roofAlt += " A large board lies horizontally over the rot.">>
<<set _roofTxt += "Now, a large board lies horizontally over the rot.">>
<<elseif !$tempQ.roof.red>>
<<set _roofAlt += " One last board lies diagonally over the rot.">>
<<set _roofTxt += "Now, only a single plank lies diagonally over the rot.">>
<</if>>
<<if $tempQ.roof.red && !_allBoards>>
<<if $tempQ.roof.redNails>>
<<set _roofAlt += " It has been securely nailed.">>
<<set _roofTxt += " It has been securely nailed down.">>
<</if>>
<<if $tempQ.roof.blue && $tempQ.roof.green>>
<<set _roofAlt += " On either side, two vertical planks are nailed overtop it.">>
<<if !$tempQ.roof.redNails>>
<<set _roofTxt += " It seems rather loose beneath the two planks nailed overtop it.">>
<<else>>
<<set _roofTxt += " Two vertical planks lay atop it.">>
<</if>>
<<elseif $tempQ.roof.blue>>
<<set _roofAlt += " On the left, a single vertical plank is nailed overtop it.">>
<<set _roofTxt += " On the left, a single vertical plank lays over top it.">>
<<elseif $tempQ.roof.green>>
<<set _roofAlt += " On the right, a single vertical plank is nailed over top it.">>
<<if !$tempQ.roof.redNails>>
<<set _roofTxt += " It seems rather loose beneath the right plank nailed over top it.">>
<<else>>
<<set _roofTxt += " One vertical plank remains over its right corner.">>
<</if>>
<</if>>
<<set _roofAlt += " Beneath, another lies diagonally over the rot.">>
<<if $tempQ.roof.green || $tempQ.roof.blue>>
<<set _roofTxt += " Beneath the planks, another lies diagonally across the shake.">>
<<else>>
<<set _roofTxt += " Beneath it, another plank lies diagonally across the shake.">>
<</if>>
<</if>>
<<imgLayer 3 "roofrepairs_base.png" _roofAlt `["modeNeutral"]`>>
<<if $tempQ.roof.yellow>>
<<print setup.imgLayer(3,"roofrepairs_yellow.png",false)>>
<</if>>
<<if $tempQ.roof.red>>
<<print setup.imgLayer(3,"roofrepairs_red.png",false)>>
<</if>>
<<if $tempQ.roof.redNails>>
<<print setup.imgLayer(3,"roofrepairs_rednails.png",false)>>
<</if>>
<<if $tempQ.roof.blue>>
<<print setup.imgLayer(3,"roofrepairs_blue.png",false)>>
<</if>>
<<if $tempQ.roof.green>>
<<print setup.imgLayer(3,"roofrepairs_green.png",false)>>
<</if>>
<</imgLayer>><<if $tempQ.roof.red && $tempQ.roof.green && $tempQ.roof.blue && $tempQ.roof.yellow>>
<<set _puzzleStart to true>>
<</if>>
<<choose>>
<<if $tempQ.roof.green>>
<<if !hasVisited("S1E3: Yolmar Vicky Roof Fall") && !$tempQ.roof.blue && !$tempQ.roof.redNails>>
<<link "@@.talk-action;Remove the ''rightmost'' board.@@" "S1E3: Yolmar Vicky Roof Fall">><</link>>
<<elseif $tempQ.roof.redNails && hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
<<link "@@.talk-action;Remove the ''rightmost'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "With great suspense, you remove the ''rightmost'' board. The plank beneath it stays exactly where it is, thanks to the additional security you've added.">><<set $tempQ.roof.green to false>><</link>>
<<elseif $tempQ.roof.redNails>>
<<link "@@.talk-action;Remove the ''rightmost'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You remove the ''rightmost'' board. It's a good thing you secured the board beneath it... it doesn't look as though it was actually //nailed to the roof// on this side.">><<set $tempQ.roof.green to false>><</link>>
<</if>>
<</if>>
<<if $tempQ.roof.blue>>
<<link "@@.talk-action;Remove the ''leftmost'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You remove the ''leftmost'' board.">><<set $tempQ.roof.blue to false>><</link>>
<</if>>
<<if $tempQ.roof.red>>
<<if $tempQ.roof.blue && $tempQ.roof.green>>
<<link "@@.talk-action;Remove the ''horizontal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You jostle the ''horizontal'' board. It holds firm beneath the other planks.">><</link>>
<<elseif $tempQ.roof.blue>>
<<link "@@.talk-action;Remove the ''horizontal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You jostle the ''horizontal'' board. It holds firm beneath the plank on its left.">><</link>>
<<elseif $tempQ.roof.green && !$tempQ.roof.redNails>>
<<link "@@.talk-action;Remove the ''horizontal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You jostle the ''horizontal'' board. It wiggles loose beneath the plank on its right, but you cannot free it.">><</link>>
<<elseif $tempQ.roof.green>>
<<link "@@.talk-action;Remove the ''horizontal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You jostle the ''horizontal'' board. It holds firm beneath the plank on its right.">><</link>>
<<else>>
<<link "@@.talk-action;Remove the ''horizontal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "With great hesitance and care, you pull up the nails and remove the ''horizontal'' board. It parts from the roof without causing you harm.">><<set $tempQ.roof.red to false>><<set $tempQ.roof.redNails to false>><</link>>
<</if>>
<<if !$tempQ.roof.redNails && !$tempQ.roof.blue>>
<<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
<<link "@@.talk-action;Steady the ''horizontal'' board using the nails you've pulled.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "Using the nails acquired from pulling up the leftmost board, you secure the ''horizontal'' board's loose corner. Hopefully that will steady it enough to prevent a second accident.">><<set $tempQ.roof.redNails to true>><</link>>
<<elseif $tempQ.roof.hPass && !$tempQ.roof.blue>>
<<link "@@.talk-action;Steady the ''horizontal'' board using the nails you've pulled.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "Using the nails acquired from pulling up the leftmost board, you secure the ''horizontal'' board's loose corner.">><<set $tempQ.roof.redNails to true>><</link>>
<</if>>
<</if>>
<</if>>
<<if $tempQ.roof.yellow>>
<<if $tempQ.roof.red>>
<<link "@@.talk-action;Remove the ''diagonal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $response to "You try to shift the ''diagonal'' board, but it does not budge. It must be nailed firmly beneath the board on top of it.">><</link>>
<<else>>
<<link "@@.talk-action;Remove the ''diagonal'' board.@@" "S1E3: Yolmar Vicky Roof Puzzle Progress">><<set $tempQ.roof.yellow to false>><</link>>
<</if>>
<</if>>
<</choose>><<include "S1E3: Yolmar Vicky Roof Puzzle">><<imgAnimate 3 `["death_roof_1.png","death_roof_2.png","death_roof_3.png"]` "Quincy falls backwards from the ladder as it leans." >>
<<text>>
<<if $tempQ.roof.hPass>><p>//"You ought to be careful,"// you thought<<if setup.hasTrait("dense")>>. Perhaps you really are as stupid as they say...<<else>>, proceeding to be careless anyway...<</if>></p><</if>>
``<<if $tempQ.roof.hPass>>Indeed, the horizontal board was //not// properly secured. Upon unpinning it from the rightmost plank, it<<else>>Upon removing the rightmost board, the one beneath it<</if>> swings outward and collides //ever-so-gently// with your ladder. The board is only so heavy, but it is enough to set you off balance. It is a growing horror, watching the barn tilt away from you as the ladder begins its descent backward.
``Victoria makes her best effort to right your trajectory. You hear her curse and feel her strength push back against your fall. Perhaps she might have been able to steady you, had the hammer not slipped from your grasp. You're not certain where it struck her person, but the shriek does not make you keen to look. So you keep your eyes on the gray sky above as your hat flies from your head and you hurtle down towards the earth.
``<<if setup.hasTrait("guilty")>>You feel dreadful when someone tries to save you. It only ever brings more suffering.<<else>>You cannot help but feel embarrassed when someone tries to save you like this. It never turns out well for them.<</if>>
<</text>>
@@.next;[[Die.|S1E3: Roof Death]]@@<<whitehare>>
<<text>>
//The white hare tilts her ears back, slowly at first, then accelerating into a swift sweep. They bounce against her shoulders. Your fists clench; she is mocking your fall, isn't she?//
<</text>>
<<deathCounter>>
@@.next;[[Come, she beckons you to breathe again.|S1E3: Yolmar Vicky Roof4]]@@<<text>>
<<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>Your climb down is mercifully uneventful.<<else>>Your descent down the ladder is a rickety one, but ultimately quick and uneventful.<</if>> You breathe a sigh of relief once your boots are planted firmly in the mud.
<</text>>
<<speak "vicky.incredulous">> That was quick! <</speak>>
<<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
<<text>>
Was it? It felt anything but, but then again... these visions tend to skew your sense of time.
<</text>>
<</if>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.pleased">> There wasn't much to remove. *You explain.* This barn's presently in disrepair, but whoever raised this barn was a skilled craftsman. The corner was the only affected area. <</qSpeak>>
<<qSpeak "quincy.lookaway">> The same cannot be said for whoever tried to board over the afflicted tiles... <</qSpeak>>
<<elseif hasVisited("S1E3: Yolmar Vicky Roof Fall")>>
<<qSpeak "quincy.lookaway">> There wasn't much to remove. *You mutter.* The corner was the only affected area. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> There wasn't much to remove. *You explain.* The corner was the only affected area. <</qSpeak>>
<</if>>
<<speak "vicky.neutral">> Well that's good to hear, 'cause we sure don't got enough wood for a full roofing! <</speak>>
<<text>>
With that, she whips around and yells:
<</text>>
<<speak "vicky.cackle">> @@.yell;HEY, PRINCEY!@@ ``@@.surprise;He's back on the ground again, you can look now!@@ <</speak>>
<<text>>
<<if hasVisited("S1E3: Yolmar Imani3")>>For the second time today, you see Lucas hunched over, eyes cast down at the pebbles underfoot as he steadies himself against the wall of a nearby lean-to.<<else>>You turn your head to see the Prince hunched against the wall of a lean-to, eyes firmly planted on the pebbles underfoot.<</if>> <<if hasVisited("S1E3: Yolmar Vicky Roof Fall")>>He may not have seen your fall, but perhaps the sight of you precariously perched on an unsteady ladder was unsettling enough.<<else>>The sight of you precariously perched on an unsteady ladder must have unsettled him.<</if>> He does not respond immediately; it takes a cautious prompt from Jim for him to muster enough mind to reply.
<</text>>
<<speak "jim.glance">> <sup>Um, Mister-- uh, Your Highness--</sup> <</speak>>
<<speak "lucas.eyeroll">> *With a wrinkled <<snout "nose" "muzzle">>, his head whips up from the dirt and he snaps back at Victoria:* @@.intense;''I know!''@@ I am //well aware!// <</speak>>
<<speak "lucas.scowl">> Come, Quintrell. *He calls.* Let's move on! <</speak>>
<<text>>
With that, he straightens his necktie and dons his usual dignity. Once his wardrobe is in order, he squares his shoulders<<snout "" ", straightens his tucked tail,">> and takes a decisive step back towards town.
<</text>>
<<speak "vicky.neutral">> Heh. Guess you'd better go. //Can't disobey a direct order.// <</speak>>
<<qSpeak "quincy.lookaway">> Mm. <</qSpeak>>
<<removeTask "13-repairs" "vicky">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos") && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah")>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<locationBoardSetup `[
{img:"settle/village_north_1.png"},
{img:"settle/pasture_fence.png"},
{img:"land/dirt_poor.png"}
]`>>
<<location "kagthur" `["Fields", "Yolmar"]`>>
<<text>>
A Midland farmer might tend a large tract all his own. To the settled people of the North, however, arable land is a rare and precious resource to be shared amongst neighbors. Tended communally, these "common fields" are a spot of security in an inhospitable land.
``Or rather... that is how it is supposed to be. <<if setup.hasTrait("greenmeur")>>If this is the best land Yolmar has to offer, the town is in trouble indeed. You cannot imagine these infecund fields<<else>>It's hard to imagine this grim patch of dirt<</if>> providing much peace of mind to anyone. Somehow, the earth manages to be both hard and muddy underfoot, looking more like a turgid swamp than a spring field under plow.
``The bellow of a troubled oxgoat calls your attention. Through the mist, you see the beast at the end of the field, unhitched from a nearby plow, sunken past its hocks in mud. Men and women - farmer and not - toil in tandem to free the animal from its predicament, attempting to dig it out by hand. They sink alongside it.
``Your brother is among them, digging by the animal's back left leg.
<</text>>
<<speak "dangelo.unsure">> Almost there! Just a little more! <</speak>>
<<text>>
"A little more" frees one hoof. Then another.
``Alas, this is as much a victory as it is a danger. Sensing freedom, the goat begins to thrash and bleat. In the animal's panicked ignorance, the hooves its people sought to free turn deadly. As it scrambles from the trench, a leg flails in your brother's direction - //and you see him fall.//
<</text>>
<<speak "jim.surprised">> @@.yell;Ack--!!@@ <</speak>>
<<qSpeak "quincy.harrowed">> @@.yell;D'Angelo!@@ <</qSpeak>>
<<speak "lucas.stressed">> @@.yell;//Are you alright!?//@@ <</speak>>
<<text>>
As you rush to his side, D'Angelo hoists himself from the mud with complete nonchalance. The kick must have missed him; he seems more concerned about the dirt in his curls than anything.
<</text>>
<<speak "dangelo.unsure">> Yuck. Talk about ungrateful... *He mutters, pulling a clump of dirt from his <<snout "hair" "neck ruff">>.* <</speak>>
<<speak "lucas.scowl">> That beast nearly //killed// you, you know! <</speak>>
<<speak "dangelo.silly">> Yeah, but it didn't. *He says, wiping the mud off his hands and onto his trousers. He pulls his gloves back over his hands.* So how's your day going? Havin' fun with the local kids? Great to see you guys make a friend for once. <</speak>>
<<text>>
Your brother's jeers hardly register; <<if hasVisited("S1E3: quincy split dead")>>witnessing his near-hoof experience so soon after your own has shaken you<<else>>you are still in shock from witnessing his near-hoof experience<</if>>.
<</text>>
<<if hasVisited("S1E3: quincy split dead")>>
<<qSpeak "quincy.harrowed">> @@.stutter;Fine.@@ *You wheeze.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised">> Fine. *You stammer.* <</qSpeak>>
<</if>>
<<speak "dangelo.neutral">> That's good! *He chirps.* Good, good, good. <</speak>>
<<text>>
But... as the farmers disperse, D'Angelo's smile fades. With a pained curl of the lip, he lowers his voice and adds:
<</text>>
<<speak "dangelo.smilenervous">> ...'Cause it's //a mess// over here. I came out here thinkin' all I'd have to do is give the fields a spring boost, y'know? Take some seeds to seedlings, the standard stuff. <</speak>>
<<speak "dangelo.smilestress">> But this... uh, well, it's worse than I thought! And not just 'cause I almost got kicked in the head. <</speak>>
<<speak "dangelo.think">> There's something up with the soil here, but I can't quite place my finger on the "what" and "why." S'been a long time since I've done this farming stuff! The butcher's bramble we use in the army's not picky. It'll grow anywhere with a little push... <</speak>>
<<text>>
The Prince scoffs. <<if setup.hasTrait("greenmeur")>>From where he stands, he sees<<else>>There is<</if>> an obvious explanation for the poor state of the Yolmar's farmland.
<</text>>
<<speak "lucas.scowl">> Need I remind you this town lost an //entire river?// <</speak>>
<<speak "dangelo.eyeroll">> //I didn't forget!// *He scoffs, defensive.* Just-- trust me when I say there's gotta be something else going on here. <</speak>>
<<speak "dangelo.think">> The ground here is bad for normal reasons, yeah, but... I think there's meur reasons it's bad, too. <</speak>>
<<speak "jim.glance">> @@.stutter;"Meur reasons?"@@ *Jim questions, his voice quaking with fear of the unknown.* <</speak>>
<<choose>>
<<trait "greenmeur" [[*Speculate on what those "meur reasons" might be.*|S1E3: Yolmar DAngelo2]]>><<set $response to "green">><</trait>>
[[What do you mean?|S1E3: Yolmar DAngelo2][$response to "what"]]
<</choose>><<switch $response>>
<<case "green">>
<<toneGain "dangelo" "mettle">>
<<qSpeak "quincy.think">> Hm... <</qSpeak>>
<<text>>
Turning the sludgy dirt with the toe of your boot, you try to discern what the trouble is. The quality of Yolmar's farmland is poor in mundane, readily apparent ways: the ground is swamp atop hard clay. Not exactly ideal soil for planting crops, but the green conductors of the Northern frontier work with miserable conditions like these all the time.
``VRMA teaches its green conductors to rest fields, just as farmers allow their plots to fallow. Too much meur in the soil can degrade its natural quality. However, in regions with unfavorable land, it is imperative to bend this rule, as the soil's "natural quality" is nonarable. And so, a green conductor on the frontier maintains a constant level of meur in the earth at all times.
``These methods used run contrary to conventional wisdom, but they are no less sound for it. The act of pulling something from nothing has been refined to the point of procedure. Still, there is risk in defying nature.
<</text>>
<<qSpeak "quincy.think">> It's probably experiencing conduction fatigation. <</qSpeak>>
<<speak "dangelo.surprised">> *He claps his hands together, eyes wide in recognition.* @@.surprise;Conduction fatigation!@@ Right! That makes sense. I knew there was a name for it, I just couldn't remember what. <</speak>>
<<text>>
Of course, a fellow green conductor is the //only// one here who would recognize this concept. Lucas and Jim are no less in the dark than before.
<</text>>
<<speak "jim.frown">> Conduction... fat-ih-gashin? <</speak>>
<<speak "lucas.weary">> Yes, would you remind rephrasing for those of us who didn't major in //farming?// <</speak>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.lookaway">> *You are no teacher, but...* I could... try. <</qSpeak>>
<<qSpeak "quincy.neutral">> In VRMA, green conductors are taught to rest fields. Similar to how a farmer might let them fallow. But, up North, that is not an option. There must be meur in the soil at all times to grow anything. *You explain.* But, if a conductor does this across years, and then stops tending that field, it affects the land's ability to hold meur in the future. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> *You are no teacher, but...* Sorry. Allow me to explain. <</qSpeak>>
<<qSpeak "quincy.neutral">> When tending infertile land, green conductors must saturate fields with a low level of meur rather than resting them so that they remain arable. *You explain.* If a conductor stops tending such a field, it affects the land's ability to hold meur in the future. <</qSpeak>>
<</if>>
<<speak "dangelo.yeesh">> Yuppers. Tried giving these fields some soup, but it just wouldn't stick. Like pouring water through a sieve! //Really embarrassing,// by the way, when a bunch of commoners are watching and you struggle to even get a sprout up. <</speak>>
<<speak "dangelo.smilenervous">> Guess if someone's gonna restore their faith in green conductors, well, it's not gonna be me! *He laughs.* <</speak>>
<<case "what">>
<<text>>
<<if setup.hasTrait("greenmeur") && !setup.hasTrait("dense")>>You could make a guess as to what the problem is yourself, but you'd rather hear his theory.<<else>>You are as lost as the commoner is.<</if>>
<</text>>
<<qSpeak "quincy.eyebrow">> "Meur reasons?" *You question.* <</qSpeak>>
<<speak "dangelo.neutral">> Yuppers. <</speak>>
<<text>>
D'Angelo slips his jawbone scythe from his shoulder, tucking the pole under his arm so that he might run his fingers along its fearsome dentition.
<</text>>
<<speak "dangelo.yeesh">> See - I tried to give a little soup to these fields, but it was like pouring water through a sieve. Like it couldn't stick, or something. //Really embarrassing,// by the way, when a bunch of commoners are watching and you struggle to even get a sprout up. <</speak>>
<<speak "dangelo.unsure">> I'm pretty sure there's a name for the specific, uh, phenomenon, but I can't remember what it is. *He scratches his head, face scrunched in thought.* So I had nothing to tell 'em besides, "it's not my fault, I swear." <</speak>>
<<speak "dangelo.smilenervous">> Guess if someone's gonna restore their faith in green conductors, well, it's not gonna be me! *He laughs.* <</speak>>
<<qSpeak "quincy.think">> So, what do you think happened? <</qSpeak>>
<<speak "dangelo.think">> Well, lemme put it this way: farmland's fickle. You gotta let fields fallow every now and then, otherwise they stop growing so good. Usually, it's the same with green meur. It doesn't just make plants grow like magic, the stuff's hard on the soil. <</speak>>
<<speak "dangelo.unsure">> Up here, though... It works a little different. Growing stuff out of climate, you can't just let the fields alone like they teach at VRMA. The materials you're working with, well, they're worse. The dirt doesn't recover as quick, and people can't just sit around hungry in the meantime. <</speak>>
<<speak "dangelo.thinkinghard">> @@.singsong;Soooo@@... you ignore your schooling and keep the ground a @@.lilt;little@@ bit meurified all the time instead. If you do it right, you get dirt that's about as good as normal, every day Midland dirt. Do it wrong, and things get odd. Irregular growth on one end of the plot, everything dies on the other end. That kind of thing. <</speak>>
<<speak "lucas.weary">> And if a conductor stops tending a field entirely? <</speak>>
<<speak "dangelo.unsure">> Well, the meur sticks in the soil for a while, but... once it runs out, you get this. *He sweeps his free hand outward, towards the surrounding plots of barren farmland.* Dirt that doesn't hold meur. <</speak>>
<<if setup.hasTrait("greenmeur")>>
<<text>>
<<if setup.hasTrait("dense")>>Ah. You remember this idea. It's called "conduction fatigation," or something like that.<<else>>That sounds correct. The proper term is "conduction fatigation," if you recall.<</if>>
<</text>>
<</if>>
<</switch>>
<<itemAdd "yolmar-soil">>
<<text>>
Jim's face pales.
<</text>>
<<speak "jim.surprised">> But-- it's not //forever,// is it? You can fix it? <</speak>>
<<speak "dangelo.silly">> Don't worry, kid. It's not forever. But it //is// a pain to fix up once it's gone bad. And it's gone ''bad.'' <</speak>>
<<if $response == "green">>
<<text>>
D'Angelo brings his hand to his face so that he might stroke his chin in thought. Confronted by the mud upon his gloves, he sighs and returns it to his side instead.
<</text>>
<<else>>
<<text>>
D'Angelo foists Chaya over his shoulder, returning the scythe to its usual place upon his back. He brings his hand to his face so that he might stroke his chin in thought, only to be confronted by the mud upon his gloves. He sighs and returns it to his side instead.
<</text>>
<</if>>
<<speak "dangelo.disappointed">> You know, you and your town're pretty lucky these fields held out as long as they did. <</speak>>
<<speak "dangelo.yeesh">> That stray Viscount of yours? The meur he left in your dirt's been growing your crops the whole time. <</speak>>
<<text>>
Immediately, Jim erupts into shaking anger, his fists clamped shut like two steel traps. Lucas's face sours. Even your jaw slacks at your brother's thoughtlessness. <</text>>
<<speak "jim.angry">> @@.intense;You take that back!@@ *He growls, <<snout "shoulders squared" "fur bristling">> in a laughable attempt to look formidable.* <</speak>>
<<speak "dangelo.neutral">> *...But D'Angelo is utterly unbothered.* Easy, pipsqueak. I'm just tellin' it like it is. <</speak>>
<<choose>>
[[He's only stating fact, Jim, not insulting the town.|S1E3: Yolmar DAngelo3][$response to "owe"]]
[[So Viscount Tokhumal's abandonment is even worse than we thought.|S1E3: Yolmar DAngelo3][$response to "die"]]
[[I don't think soil holds meur that long.|S1E3: Yolmar DAngelo3][$response to "over"]]
<</choose>><<switch $response>>
<<case "owe">>
<<toneGain "dangelo">>
<<toneLoss "lucas">>
<<qSpeak "quincy.neutral">> Meur is a powerful thing, Jim. This has nothing to do with your town's pride. <</qSpeak>>
<<speak "dangelo.unsure">> Look, I'm sure you all work very hard. But this is the tundra! You weren't gonna get big carrots outta this dirt just by being good farmers. <</speak>>
<<speak "jim.angry">> @@.intense;Hmph!@@ Says you! <</speak>>
<<speak "dangelo.silly">> @@.singsong;Yeah!@@ Says me: a green conductor who schooled for this stuff! <</speak>>
<<speak "lucas.eyeroll">> Don't be daft! You cannot simply attribute this town's hard work to a man who abandoned them. <</speak>>
<<speak "dangelo.eyeroll">> Hey, I didn't say they did no work. Just that there's an ironic-ness here. <</speak>>
<<case "die">>
<<toneGain "lucas">>
<<qSpeak "quincy.tilt">> If that is the case, then Viscount Tokhumal left this town to die twice. <</qSpeak>>
<<speak "dangelo.eyeroll">> Uh huh. And now it's our job to clean up after him. <</speak>>
<<speak "lucas.weary">> Tsk. How utterly shameful. <</speak>>
<<case "over">>
<<toneGain "lucas">>
<<toneLoss "dangelo">>
<<qSpeak "quincy.neutral">> I think you may be overstating his importance, here. Their Viscount has been gone for over four years; it would be unlikely that his meur would linger so long. And besides, we've other explanations as to why the soil has changed for the worse. <</qSpeak>>
<<speak "jim.angry">> Like losin' //our whole river!// <</speak>>
<<speak "dangelo.think">> Eh, I don't think it's THAT out there. Meur can stick around for <<if setup.hasTrait("greenmeur")>>a long time. You know that, Quince<<else>>longer than you think<</if>>. <</speak>>
<<speak "dangelo.neutral">> But I hear ya. It's one piece of the puzzle, not the whole puzzle. <</speak>>
<</switch>>
<<speak "jim.glance">> . . . <</speak>>
<<speak "dangelo.neutral">> Don't worry, kid. We'll get it sorted. Right, Glasses? <</speak>>
<<speak "lucas.glance">> Right. *He exhales, frustrated.* No matter the particulars, we will not leave Yolmar to languish. <</speak>>
<<text>>
Staring out into the town's barren fields, the bleakness of it all lies plain to see. A serious expression crosses your brother's face as he <<switch $response>><<case "owe">>considers the "ironic-ness" of said particulars,<<case "die">>contemplates what "cleaning up" after the Viscount entails,<<case "over">>ponders the "whole puzzle,"<</switch>> but he is not one to dwell. It passes quickly.
<</text>>
<<speak "dangelo.neutral">> Well, guess I'd better get back to trying to pry sprouts outta the ground... and you guys should probably get back to Prince-ing and Hand-ing. <</speak>>
<<if setup.hasTrait("greenmeur")>>
<<qSpeak "quincy.neutral">> *You know that it will be a fight to get anything to grow in this soil.* I don't envy the task you have ahead of you. <</qSpeak>>
<<speak "dangelo.silly">> Thanks! I don't envy the task //you// have ahead of //you!// <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Yes. Best of luck. <</qSpeak>>
<</if>>
<<text>>
As you trudge towards the farmland's edge, your ear catches a furious breath through the squash of moist footsteps:
<</text>>
<<speak "jim.angry">> @@.whisper;Gloves.@@ <</speak>>
<<text>>
You pretend not to have heard.
<</text>>
<<removeTask "13-repairs" "dangelo">>
<<if !setup.hasTask("13-repairs", "dangelo") && !setup.hasTask("13-repairs", "vicky") && !setup.hasTask("13-repairs", "kaitos") && !setup.hasTask("13-repairs", "imani") && !setup.hasTask("13-repairs", "elijah")>>
<<endQuest "13-repairs" "a">>
<</if>>
@@.next;[[Return to Yolmar.|S1E3: Yolmar Arrive Hub]]@@<<include "S1E3: Bridge Dangelo Hub">><<choose>>
<<actions
[[The titling of a new Viscount...|S1E3: Bridge Dangelo Viscount]]
[[The destruction of the dam...|S1E3: Bridge Dangelo Dam]]
[[Have you any advice for me?|S1E3: Bridge Dangelo Advice]]
>>
<<if hasVisited("S1E3: Bridge Dangelo Viscount") || hasVisited("S1E3: Bridge Dangelo Dam") || hasVisited("S1E3: Bridge Dangelo Advice")>>
<<special "end" [[*Conclude conversation.* That is all.|S1E3: Bridge Dangelo End]]>>
<</if>>
<</choose>><<include "S1E3: Bridge Dangelo Hub">><<include "S1E3: Bridge Dangelo Hub">><<include "S1E3: Bridge Dangelo Hub">>@@.next;[[Return to the river.|S1E3: Bridge Camp]]@@<<set _firstVisited to true>>
<<if hasVisited("S1E3: Bridge Imani") || hasVisited("S1E3: Bridge Kaitos" || hasVisited("S1E3: Bridge Vicky"))>>
<<set _firstVisited to false>>
<</if>>
<<set _lowMood to false>>
<<set _elijahReact to "elijah.smilesad">>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<<set _elijahReact to "elijah.neutralserious">>
<</if>>
<<text>>
You and Lucas find Elijah tending a guardsman who has had some sort of terrible hammer-and-nail related accident. You are mercifully spared the details. The practitioner is all but finished <<snout "replacing his fingernail" "setting his claw back into his index finger">> by the time you've neared enough to be noticed.
``Once he has sent the man running back to his work, the practitioner greets the both of you with a dip of the head and <<if _lowMood>>a tense smile<<else>>his usual smile<</if>>, and Lucas can once again turn around without looking nauseous.
<</text>>
<<if _lowMood>>
<<speak "elijah.smilesad">> Your Highness. Your Grace. Have you, ah, need of my meur? <</speak>>
<<else>>
<<speak "elijah.smile">> Your Highness! Your Grace! Have you need of my meur? <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> Not today. <</qSpeak>>
<<speak "lucas.scowl">> <sup>Hopefully not any day.</sup> *breathes the Prince with contempt.* <</speak>>
<<speak _elijahReact >> Oh. Then... is something on your mind? <</speak>>
<<if _firstVisited>>
<<qSpeak "quincy.tilt">> Very much so, yes. There is much to consider, and... well... <</qSpeak>>
<<speak "lucas.glance">> We wish to consider every angle before we draw our final conclusion. <</speak>>
<<speak "lucas.annoyed">> Even if that means... considering //your// position. <</speak>>
<<else>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> We're consulting a few of our Convoymen before we retire to camp for our deliberations. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> We're consulting a few of our Convoymen before we retire to camp for our... deliberations. <</qSpeak>>
<</if>>
<<speak "lucas.neutral">> *He seconds this sentiment with a nod, though his face remains pinched.* <</speak>>
<</if>>
<<if _lowMood>>
<<speak "elijah.think">> That's quite reasonable of you, <<if _firstVisited>>Your Highness<<else>>Your Grace<</if>>. <</speak>>
<<speak "elijah.neutralserious">> I would be honored to provide <<if $tempQ.yolmar.tempSolution == "dam">>an alternate perspective<<else>>consult<</if>>. <</speak>>
<<text>>
Elijah does not speak curtly, or with coldness, but there is an absence of warmth in his words. The practitioner's pleasant demeanor is so ever-present that polite neutrality feels scornful by comparison. <<if hasVisited("S1E3: Elijah SQ Burial Approach")>><<if $tempQ.yolmar.tempSolution == "dam">>Something tells you it isn't just the dam which troubles him, either.<<else>>Your choice in Crown contract troubles him.<</if>> <<if $cFlags.elijah.faith>>You've meddled with a chapel of his own sect.<<else>>You've crossed a line a practitioner like himself would not: you've meddled with a town's faith.<</if>><<elseif $tempQ.yolmar.tempSolution == "dam">>Condoning the Prince's idea must've made you look quite foolish in his eyes.<<else>>You're uncertain how you've offended him.<</if>>
<</text>>
<<else>>
<<speak "elijah.bashful">> *Elijah shrugs off the Prince's disdain with a small chuckle.* Well, in that case I am honored to<<if $tempQ.yolmar.tempSolution == "dam">>, ah, provide an //alternate perspective.//<<else>> be your consult!<</if>> <</speak>>
<<text>>
For all his agreeable manner, <<if $tempQ.yolmar.tempSolution == "dam">>his disapproval of the Prince's idea is clear, even left unsaid. Even to you.<<else>>you sense a hint of nervousness about him. A fear you might //agree// with the Prince's proposal.<</if>>
<</text>>
<</if>>
<<include "S1E3: Bridge Elijah Hub">><<if passage() != "S1E3: Bridge Elijah Advice" && !hasVisited("S1E3: Bridge Elijah Advice")>>
<<passiveCheck 1 `["etiq",6]`>>
<</if>>
<<choose>>
<<actions
[[The titling of a new Viscount...|S1E3: Bridge Elijah Viscount]]
[[The destruction of the dam...|S1E3: Bridge Elijah Dam]]
[[Have you any advice for me?|S1E3: Bridge Elijah Advice]]
>>
<<if hasVisited("S1E3: Bridge Elijah Viscount") || hasVisited("S1E3: Bridge Elijah Dam") || hasVisited("S1E3: Bridge Elijah Advice")>>
<<special "end" [[*Conclude conversation.* That is all.|S1E3: Bridge Elijah End]]>>
<</if>>
<</choose>><<set _lowMood to false>>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<</if>>
<<if $tempQ.yolmar.tempSolution == "dam">>
<<qSpeak "quincy.lookaway">> I've gathered you are in favor of titling a new man to the valley. Care to share your rationale? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I surmise you are already in favor of titling a new man to the valley. Would you mind sharing your reasons? <</qSpeak>>
<</if>>
<<if _lowMood>>
<<set _elijahReact to "elijah.neutralserious">>
<<speak "elijah.neutralserious">> Of course. <</speak>>
<<else>>
<<set _elijahReact to "elijah.smile">>
<<speak "elijah.point">> Of course! <</speak>>
<</if>>
<<speak "elijah.think">> Now, as we are all aware, this town has been deeply hurt by its <<if hasVisited("S1E3: Elijah SQ Ravine")>>late<<else>>absent<</if>> Viscount. In the six years since his <<if hasVisited("S1E3: Elijah SQ Ravine")>>death<<else>>leave<</if>>, the people of Yolmar have grown bitter to the idea of relying upon the Second Estate. We have every reason to believe they will object to the appointment of a new conductor... <</speak>>
<<speak "lucas.scowl">> @@.lilt;What a persuasive argument.@@ <</speak>>
<<speak "elijah.frown">> I'm not... I'm not arguing! The Duke asked my thoughts! <</speak>>
<<speak "elijah.think">> //And,// these thoughts of mine come from a man nearly a decade your senior who has watched many Viscounts come and go in his own Lordship. My father has //very// high standards for the men he titles and he is not afraid to strip a man of that title should he prove himself unworthy. <</speak>>
<<speak _elijahReact>> What I mean to say, Your Highness, is that I am //aware// that these matters are not as simple as <<if hasVisited("S1E3: Elijah SQ Ravine")>>putting a just man in Viscount Tokhumal's place<<else>>replacing a bad man with a just one<</if>>. Were you to title a new Viscount to the valley, it would not be some uncomplicated matter. There are considerations. <</speak>>
<<if _lowMood>>
<<set _elijahReact2 to "elijah.smilesad">>
<<speak "elijah.think">> I am no fool. Only a humble optimist. And, as an optimist, I must believe that this distrust might be repaired. <</speak>>
<<else>>
<<set _elijahReact2 to "elijah.bashful">>
<<speak "elijah.point">> @@.singsong;I am an optimist!@@ Not a fool. <</speak>>
<<speak "elijah.neutral">> And, as an optimist, I believe that this distrust is worth mending. <</speak>>
<</if>>
<<speak "elijah.neutralserious">> <<if hasVisited("S1E3: Bridge Elijah Dam")>>Forget for a moment what I've said about the trouble razing the dam will bring<<else>>Forget for a moment all the troubles that might come with razing the dam<</if>> - let's pretend they are irrelevant. I would be in favor of titling a new man to Amalugh's Cradle even then. <</speak>>
<<speak _elijahReact2>> We are //Noblemen.// To look out for the common people is our divine duty. If they tell us //"we feel abandoned and that you do not care for us"// I don't believe the right thing to do is to say //"alright"// and let them alone. <</speak>>
<<speak "elijah.confused">> And //yes,// perhaps they would be alright without us, alone with their river. But! The same could be said for the barbarians living in the Laurentian wilds. <</speak>>
<<if _lowMood>>
<<speak "elijah.neutralserious">> //We// are the holy Tri-Kingdom of Vestur. We can do better for our subjects. <</speak>>
<<else>>
<<speak "elijah.smile">> //We// are the holy Tri-Kingdom of Vestur. I think we can do better for our subjects, don't you? <</speak>>
<</if>>
<<qSpeak "quincy.think">> Hm. <</qSpeak>>
<<include "S1E3: Bridge Elijah Hub">><<set _lowMood to false>>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<</if>>
<<qSpeak "quincy.think">> You said last evening that Prince's proposal sets a terrible precedent... <</qSpeak>>
<<speak "lucas.glance">> *Lucas scoffs.* <sup>Tch. Of course he would.</sup> <</speak>>
<<speak "elijah.neutralserious">> It does. And-- <</speak>>
<<speak "lucas.scowl">> Don't you dare say //"because it would offend the Lords"// or anything of the sort. <</speak>>
<<if _lowMood>>
<<speak "elijah.neutralserious">> And ''not only'' because it would offend the Lords, Your Grace. <</speak>>
<<else>>
<<speak "elijah.smile">> And ''not only'' because it would offend the Lords, Your Grace. <</speak>>
<</if>>
<<speak "elijah.think">> Yes, I am concerned about our standing with the Midland and Higher Nobility. But not for vanity's sake. What will be said at dinner parties is the least of my worries when I warn caution. <</speak>>
<<speak "elijah.confused">> The Barrens Dam was built for a reason, and that reason was not for the purpose of hurting some little frontier town miles to the south. If we raze the dam, some may agree it is an injustice righted, yes... but, to others? To others, we punish the very Nobles who keep relics in our gloves. Men whose only crime was one of //ignorance,// not malice. <</speak>>
<<speak "lucas.eyeroll">> Those poor, //poor// Midland Lords. Who might've thought //stealing an entire river// would have consequences for the land's people? <</speak>>
<<if _lowMood>>
<<speak "elijah.think">> Mocking the idea won't make it any less true. You might find it petty, or unjust, but it is the way of things. <</speak>>
<<speak "elijah.smilesad">> You would do well to mind that Yolmar is but our first stop on this journey. There will surely come a time when the Fifth Convoy must rely on the cooperation of our fellow Noblemen. If you burn good will at the outset, it could very well be another town's undoing later. <</speak>>
<<else>>
<<speak "elijah.point">> @@.singsong;Mocking the idea won't make it any less true, Your Highness!@@ ``Call it petty, call it unjust, but it is the way of things all the same. <</speak>>
<<speak "elijah.bashful">> Mind that Yolmar is but our first stop on this journey of ours. Surely, there will come a time when the Fifth Convoy must rely on the cooperation of our fellow Noblemen. If we burn our good will now, what will we do then? <</speak>>
<<speak "elijah.nervous">> I dread to think of it. <</speak>>
<</if>>
<<qSpeak "quincy.tilt">> I see. <</qSpeak>>
<<include "S1E3: Bridge Elijah Hub">><<set _lowMood to false>>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<</if>>
<<if _lowMood>>
<<qSpeak "quincy.neutral">> Have you any advice for me, as <<if hasVisited("S1E3: Bridge Elijah Viscount")>>a Nobleman my senior<<else>>a man more familiar with politicking<</if>>? <</qSpeak>>
<<speak "elijah.smilesad">> I do, Your Grace. <</speak>>
<<speak "elijah.think">> I will tell you what my father tells me whenever I find myself troubled by a choice: remember your pledge, and think beyond the day. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Have you any advice for me, as <<if hasVisited("S1E3: Bridge Elijah Viscount")>>a Nobleman my senior<<else>>a man more familiar with politicking<</if>>? <</qSpeak>>
<<if hasVisited("S1E3: Bridge Elijah Viscount")>>
<<speak "elijah.smile">> *He gives a soft snort, almost a chuckle.* Well, now you make me feel old! But yes, of course. <</speak>>
<<else>>
<<speak "elijah.smile">> Of course. <</speak>>
<</if>>
<<speak "elijah.point">> I will tell to you what my father tells me whenever I find myself troubled by a choice: remember your pledge, and think beyond the day. <</speak>>
<</if>>
<<speak "lucas.devastated">> *The Prince's face falls further still.* <</speak>>
<<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<else>>
<<qSpeak "quincy.eyebrow">> . . . <</qSpeak>>
<</if>>
<<text>>
Trite advice for another Noble, and irrelevant advice for you. <<if setup.hasTrait("guilty")>>Your pledge is hardly a beacon to follow, considering the circumstances under which you've sworn it.<<else>>Your pledge doesn't feel like much guidance here, being that it was earned by way of tragedy.<</if>>
<</text>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
Perhaps that is the point: a gentle reminder of what is regrettable so that you do not act in a regrettable manner again.
<</text>>
<<qSpeak "quincy.lookaway">> I... see. <</qSpeak>>
<<speak "elijah.smilesad">> *He gives you a nod, and a tight, uncomfortable smile.* I am glad. <</speak>>
<<else>>
<<text>>
Why would he say such a thing to you of all men?
<</text>>
<<speak "lucas.scowl">> //Useless.// <</speak>>
<</if>>
<<include "S1E3: Bridge Elijah Hub">><<qSpeak "quincy.neutral">> That is all. <</qSpeak>>
<<if $tempQ.yolmar.vibes <= 1 || $tempQ.yolmar.tempSolution == "dam">>
<<speak "elijah.smilesad">> The two of you hold a lot of power, Your Grace. Handle it with care, won't you? <</speak>>
<<if $tempQ.yolmar.vibes <= 1>>
<<speak "lucas.scowl">> //I will see to it that he does.// Don't hound the man. <</speak>>
<<else>>
<<speak "lucas.annoyed">> He //will.// Don't hound the man! <</speak>>
<</if>>
<<speak "elijah.think">> I'm not hounding. You asked for my thoughts and I gave them. <</speak>>
<<else>>
<<speak "elijah.smile">> The two of you hold a lot of power, Your Grace. Handle it with care, won't you? <</speak>>
<<qSpeak "quincy.lookaway">> <<if setup.hasRep("ambition")>>Right.<<else>>Er... right.<</if>> Of course. <</qSpeak>>
<<speak "lucas.annoyed">> He //will.// Don't hound the man. <</speak>>
<<speak "elijah.confused">> *Elijah blinks.* <<if hasVisited("S1E3: Bridge Elijah Viscount")>>I told you! I'm not //arguing// or<<else>>I'm not<</if>> //hounding.// You asked for my thoughts and I gave them! <</speak>>
<</if>>
@@.next;[[Return to the river.|S1E3: Bridge Camp]]@@<<set _visitedHall to false>>
<<set _lowMood to false>>
<<set _firstVisited to true>>
<<if hasVisited("S1E3: ExYol Hall")>>
<<set _visitedHall to true>>
<</if>>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<</if>>
<<if hasVisited("S1E3: Bridge Elijah") || hasVisited("S1E3: Bridge Kaitos" || hasVisited("S1E3: Bridge Vicky"))>>
<<set _firstVisited to false>>
<</if>>
<<text>>
You find the Man of the Third Estate standing in the deepest part of the river bed, <<if _visitedHall>>submerged to her knees in mud for the second time in two days.<<else>>submerged to the knees in mud, her skirt nearly black.<</if>> A few iron nails stick out of her pursed lips as she hammers together another in a long line of trestles, pausing after each nail to check it for wobble.
<</text>>
<<qSpeak "quincy.neutral" >> Imani. *You call to her, after several moments.* <</qSpeak>>
<<if _lowMood>>
<<speak "imani.furrow" >> *She grunts in acknowledgement, mid-drive with the hammer.* <</speak>>
<<else>>
<<speak "imani.neutral" >> *She spits out the nails into her muddy hand.* What? <</speak>>
<</if>>
<<if _firstVisited>>
<<qSpeak "quincy.think">> Well - as you know, we are to make the final decision regarding Yolmar's future. There is much to consider, and I thought it would be prudent to consult a few of our Convoymen before the Prince and I retire for deliberations. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> We've decided to consult our Convoymen before we return to camp to discuss our options. <</qSpeak>>
<</if>>
<<if _firstVisited>>
<<if _lowMood>>
<<speak "lucas.weary" >> Naturally, our Man of the Third Estate is at the top of said list... ah, if she'd lend a moment of her time. <</speak>>
<<else>>
<<speak "lucas.smirk" >> Naturally, our Man of the Third Estate is at the top of said list. <</speak>>
<</if>>
<</if>>
<<if _lowMood>>
<<speak "imani.lookaway" >> *Her lips tense in thought for a moment, before spitting the nails into her muddy hand.* Right. Be prompt, I've twenty more trestles to build.<</speak>>
<<if $tempQ.yolmar.tempSolution == "dam">>
<<speak "imani.neutral" >> You know already that I am in full agreement with removing this //inimicable structure.// *She gestures upriver.* <</speak>>
<<else>>
<<speak "imani.furrow" >> My opinions mirror Mr. Andimeur's. <</speak>><</if>>
<<else>>
<<speak "imani.neutral" >> <<if $tempQ.yolmar.tempSolution == "dam">>You know already that I am in full agreement with removing this //inimicable structure.// *She gestures upriver.*<<else>>You know my opinions mirror Mr. Andimeur's.<</if>> Your Man of the Third Estate has about twenty more trestles to build. <</speak>>
<</if>>
<<text>>
She leans against the newly-completed support, swaying the hammer in her free hand.
<</text>>
<<include "S1E3: Bridge Imani Hub">><<choose>>
<<actions
[[The titling of a new Viscount...|S1E3: Bridge Imani Viscount]]
[[The destruction of the dam...|S1E3: Bridge Imani Dam]]
[[Have you any advice for me?|S1E3: Bridge Imani Advice]]
>>
<<if hasVisited("S1E3: Bridge Imani Viscount") || hasVisited("S1E3: Bridge Imani Dam") || hasVisited("S1E3: Bridge Imani Advice")>>
<<special "end" [[*Conclude conversation.* That is all.|S1E3: Bridge Imani End]]>>
<</if>>
<</choose>><<qSpeak "quincy.neutral" >> Are you entirely against the titling of a Viscount for Yolmar? <</qSpeak>>
<<speak "imani.lookaway" >> If one asks the eider if she would rather take to the sky and feel the spring thermals underwing, or dive beneath the sea and discover the treasures within... she will answer, "both, of course!" <</speak>>
<<speak "imani.think" >> But she must choose. And so, I would say she ought to keep her wings. She learned to fly long before her feet knew water. The sea is a great friend of hers, but //only when it is in a good mood.// If a storm rages, it may dash her against the rocks, or hide the fish deep where she may never see them. <</speak>>
<<speak "imani.neutral" >> The people of Yolmar are birds, and the river's bounty their sky. A Viscount is a good asset, but //only if he is a good man.// Restoring the river does not come with these caveats of character. <</speak>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
<<qSpeak "quincy.lookaway" >> Hm... <</qSpeak>>
<<else>>
<<qSpeak "quincy.think" >> Hm. <</qSpeak>>
<</if>>
<<include "S1E3: Bridge Imani Hub">><<set _lowMood to false>>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<</if>>
<<qSpeak "quincy.neutral" >> Are you not bothered by the destruction bringing down the dam would cause? <</qSpeak>>
<<speak "imani.neutral" >> Are you not bothered by the destruction this dam's //construction// has caused? <</speak>>
<<speak "imani.think" >> One Viscount did not build the Barrens Dam and bring Amalugh's Cradle to destitution, and so titling another Viscount cannot singly lift it from the mire either.
``The dam's existence is the root trouble. Its undoing is the only way to //fully restore// a peace that never should have been disrupted. <</speak>>
<<speak "imani.furrow" >> The consequences of bringing down the dam are those of Noble guilders and time wasted in its construction. The consequences for getting this wrong -- of not solving Yolmar's problems in their entirety -- is potentially in the future of an entire town. <</speak>>
<<if _lowMood>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
<<if setup.hasRep("rebel")>>
<<speak "imani.furrow" >> It is lost on me how you do not see this readily! *A note of disbelief creeps into her voice.* <</speak>>
<<else>>
<<speak "imani.tilt" >> Your brother asks that you "see reason"... *She shakes her head.* I am only asking you to do the same. <</speak>>
<</if>>
<<else>>
<<speak "imani.neutral" >> "That just might work." Those were your own words. Perhap you should trust them. <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.think" >> Perhaps. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I don't think anyone is liable to trust my judgement presently. <</qSpeak>>
<<speak "imani.furrow" >> Then give them a reason to. <</speak>>
<</if>>
<</if>>
<<speak "imani.neutral" >> You have already acted in Yolmar's best interests. Why not continue to do so? <</speak>>
<</if>>
<<include "S1E3: Bridge Imani Hub">><<set _lowMood to false>>
<<if $tempQ.yolmar.vibes <= 1>>
<<set _lowMood to true>>
<</if>>
<<qSpeak "quincy.neutral" >> Have you any advice for me? <</qSpeak>>
<<if hasVisited("S1E3: Bridge Imani Dam") || hasVisited("S1E3: Bridge Imani Viscount")>>
<<text>>
At this question, her <<if _lowMood>>patience<<else>>eloquence<</if>> shows threadbare.
<</text>>
<<else>>
<<text>>
Perhaps caught out of her usual eloquence when past her skirts in muck, she puts her hand on her hip and says plainly:
<</text>>
<</if>>
<<if _lowMood>>
<<speak "imani.neutral" >> Nothing I haven't told you already, Quintrell. <</speak>>
<<else>>
<<speak "imani.bow" >> Nothing I haven't told you already, Quintrell. <</speak>>
<</if>>
<<include "S1E3: Bridge Imani Hub">><<if $tempQ.yolmar.vibes <= 1>>
<<qSpeak "quincy.lookaway" >> That is all I wanted to ask. <</qSpeak>>
<<speak "imani.think" >> *She gives a small nod, then turns away and sets to constructing the next trestle.* <</speak>>
<<speak "lucas.weary" >> . . . <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> That is all. <</qSpeak>>
<<speak "imani.neutral" >> Good luck, Quintrell. Mr. Andimeur. <</speak>>
<<text>>
She places the iron nails back between her teeth and sets to constructing the next trestle.
<</text>>
<</if>>
@@.next;[[Return to the river.|S1E3: Bridge Camp]]@@<<set _firstVisited to true>>
<<if hasVisited("S1E3: Bridge Imani") || hasVisited("S1E3: Bridge Vicky" || hasVisited("S1E3: Bridge Elijah"))>>
<<set _firstVisited to false>>
<</if>>
<<text>>
Kaitos drifts up and down the banks with his nose in his pocket book and graphite clasped firmly in hand. He wears a countenance so intent that you assume him to be deeply engrossed in important business. However, spend long enough watching and the aimlessness of his drifting reveals itself. He is ambling about, making a point of //looking// busy while //doing// nothing discernible.
<</text>>
<<speak "lucas.scowl">> Shirking work? Does your nonsense know no end? <</speak>>
<<speak "kaitos.surprised">> @@.surprise;Woah!@@ *He yelps, dropping his effects.* <</speak>>
<<text>>
With a pensive sigh, the scribe kneels to pick his things from the ground.
<</text>>
<<speak "kaitos.glance">> Whaddyou want, Luke? <</speak>>
<<if _firstVisited>>
<<qSpeak "quincy.think">> Well... as you know, we are to make the final decision regarding Yolmar's future. There is much to consider, and... <</qSpeak>>
<<speak "lucas.scowl">> ...And we wish to consider every angle before we draw our final conclusion. <</speak>>
<<speak "kaitos.thinkinghard">> //Every// angle? *He blinks, taken aback.* So you're here for like, my angle. <</speak>>
<<speak "lucas.annoyed">> Unfortunately. <</speak>>
<<else>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> We've decided to ask around awhile before we return to camp for deliberations. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> We've decided to... ask around for awhile. Before we return to camp for deliberations. <</qSpeak>>
<</if>>
<</if>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.disgruntled">> Um. Why? <</speak>>
<<qSpeak "quincy.neutral">> For thoroughness's sake. <</qSpeak>>
<<speak "lucas.neutral">> Yes, precisely. <</speak>>
<<speak "kaitos.scoff">> *He lets out a prolonged grumble of frustration.* Fine. Whatever. <</speak>>
<<elseif !setup.tone("kaitos")>>
<<speak "kaitos.stare">> ...'Kay. Don't get it, but... 'kay. <</speak>>
<<else>>
<<speak "kaitos.look">> Oh. 'Kay... <</speak>>
<<speak "kaitos.thinking">> I mean, dunno how useful that'd be, but... <</speak>>
<</if>>
<<include "S1E3: Bridge Kaitos Hub">><<choose>>
<<actions
[[The titling of a new Viscount...|S1E3: Bridge Kaitos Viscount]]
[[The destruction of the dam...|S1E3: Bridge Kaitos Dam]]
[[Have you any advice for me?|S1E3: Bridge Kaitos Advice]]
>>
<<if hasVisited("S1E3: Bridge Kaitos Viscount") || hasVisited("S1E3: Bridge Kaitos Dam") || hasVisited("S1E3: Bridge Kaitos Advice")>>
<<special "end" [[*Conclude conversation.* That is all.|S1E3: Bridge Kaitos End]]>>
<</if>>
<</choose>><<qSpeak "quincy.think">> What do you make of the idea of titling a new Viscount to the valley? <</qSpeak>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.scoff">> Place with //no Viscount.// Convoy with Prince that can //title Viscounts...// *He flourishes one hand, graphite still clutched beneath his thumb.* <</speak>>
<<speak "kaitos.disgruntled">> Like, just do it, man. S'not that complicated. <</speak>>
<<speak "lucas.eyeroll">> It is indeed "that complicated!" Just because you see the world through a simpleton's eyes does not mean the rest of us do! <</speak>>
<<elseif setup.tone("kaitos") || setup.tone("kaitos","insight")>>
<<speak "kaitos.thinking">> I mean... place with //no Viscount.// Convoy with Prince that can //title Viscounts...// seems pretty simple. <</speak>>
<<speak "lucas.eyeroll">> It is not! Just because you see the world through a simpleton's eyes does not mean the rest of us do. <</speak>>
<<speak "kaitos.stare">> You gonna let me finish? <</speak>>
<<speak "lucas.scowl">> *He growls, but holds his tongue thereafter.* <</speak>>
<<speak "kaitos.thinking">> Was gonna say - //seems// simple. But like... then you think of the guy. <</speak>>
<<qSpeak "quincy.eyebrow">> The... guy? <</qSpeak>>
<<speak "kaitos.idle">> Yeah, the guy we put here. I dunno, just feel bad for him. <</speak>>
<<speak "kaitos.thinkinghard">> The town, they hate the last guy for leaving. They'll prolly treat the next guy bad. <</speak>>
<<speak "kaitos.glance">> But maybe s'what needs to be done. I dunno. <</speak>>
<<speak "lucas.scowl">> Of course you don't. You don't know anything, Asenath. <</speak>>
<<speak "kaitos.smile">> Um, yeah, duh. S'what I just said. <</speak>>
<<else>>
<<speak "kaitos.look">> Place with //no Viscount.// Convoy with Prince that can //title Viscounts...// *He flourishes one hand, graphite still clutched beneath his thumb.* <</speak>>
<<speak "kaitos.stare">> Like, just do it, man. S'not that complicated. <</speak>>
<<speak "lucas.eyeroll">> It is indeed "that complicated!" Just because you see the world through a simpleton's eyes does not mean the rest of us do! <</speak>>
<</if>>
<<include "S1E3: Bridge Kaitos Hub">><<qSpeak "quincy.think">> Your opinion on the idea of razing the Barrens Dam? <</qSpeak>>
<<if $tempQ.yolmar.tempSolution == "dam" && $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<text>>
The sheen of Kaitos's cloak ripples as he shrugs beneath it.
<</text>>
<<speak "kaitos.stare">> S'probably a //bad idea.// <</speak>>
<<speak "lucas.scowl">> And just what makes you say that? <</speak>>
<<speak "kaitos.scoff">> 'Cause you and him both think it's a //good idea.// <</speak>>
<<speak "lucas.eyeroll">> *The Prince scoffs.* What a preposterous reason to dismiss a potential solution! <</speak>>
<<speak "kaitos.stare">> So be it. I'm a preposter. <</speak>>
<<else>>
<<text>>
A small snort passes through Kaitos's nostrils.
<</text>>
<<speak "kaitos.thinking">> S'a very //"Luke"// idea... <</speak>>
<<qSpeak "quincy.neutral">> And how do you mean? *You suspect this is not a compliment.* <</qSpeak>>
<<speak "kaitos.idle">> Y'know that saying 'bout red conductors, and how fire's always the answer, and how they gotta work back to figure out what that fire's the answer to...? <</speak>>
<<speak "lucas.annoyed">> @@.surprise;Tsk!@@ A //prejudiced and reductive// saying. <</speak>>
<<speak "kaitos.stare">> Reductive... //to ash?// <</speak>>
<<speak "lucas.eyeroll">> You irksome worm! This is no time for your jokes. They would be most unwanted even if you were intelligent enough to tell one with any coherency! <</speak>>
<<text>>
<<if setup.hasTrait("jester")>>It was rather poor form. And poor construction, for that matter<<else>>So it wasn't only you who found the scribe's joke perplexing<</if>>... logically, it should be the red conductors who are "reducing" things to ash, not their critics.
<</text>>
<<speak "kaitos.stare">> Ugh, //whatever.// Point is: Luke likes big fire, big talk, and big gestures. This's all three. @@.lilt;Le Lotto.@@ <</speak>>
<<speak "lucas.scowl">> Even if that were true, that doesn't mean the idea hasn't any merit! <</speak>>
<<speak "kaitos.look">> Didn't say it didn't. Just that it's "Luke." <</speak>>
<</if>>
<<include "S1E3: Bridge Kaitos Hub">><<qSpeak "quincy.neutral">> Any advice you wish to share with us? <</qSpeak>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.scoff">> Don't be a dick? *He huffs.* <</speak>>
<<speak "lucas.scowl">> Don't be petty, Asenath. <</speak>>
<<speak "kaitos.disgruntled">> Set a petty to catch a petty. <</speak>>
<<qSpeak "quincy.eyebrow">> That doesn't make sense.<<if setup.hasTrait("cerebral")>> "Petty" is not a noun, it is a descriptor.<</if>> How does one "catch" a "petty?" <</qSpeak>>
<<speak "kaitos.stare">> *He simply wrinkles his nose at you and shrugs.* <</speak>>
<<elseif !setup.tone("kaitos")>>
<<speak "kaitos.stare">> *With a shake of his head, he says:* Already in over my head. Dunno how to be in over yours. <</speak>>
<<speak "lucas.scowl">> True; I suppose there isn't any sense in asking //you// for wisdom when you haven't any of your own. <</speak>>
<<speak "kaitos.pleased">> Yeah, exactly. <</speak>>
<<else>>
<<speak "kaitos.glance">> *With a shake of his head, he says:* Already in over my head. Dunno how to be in over yours. <</speak>>
<<speak "lucas.scowl">> True; I suppose there isn't any sense in asking //you// for wisdom when you haven't any of your own. <</speak>>
<<if setup.tone("kaitos") || hasVisited("S1E3: tradefix kaitos kaltell")>>
<<speak "kaitos.doleful">> Um... good luck, though. <</speak>>
<<else>>
<<speak "kaitos.look">> Yeah, exactly. <</speak>>
<</if>>
<</if>>
<<include "S1E3: Bridge Kaitos Hub">><<qSpeak "quincy.lookaway">> We'd best be moving on. <</qSpeak>>
<<speak "lucas.scowl">> Yes. We've wasted enough time with this dullard as it is. <</speak>>
<<if $cFlags.kaitos.threats >= 1 && !hasVisited("S1E3: tradefix kaitos kaltell")>>
<<if hasVisited("S1E3: Bridge Kaitos Advice")>>
<<text>>
You begin your leave. Upon passing Kaitos by, you hear him whisper under his breath:
<</text>>
<<speak "kaitos.idle">> @@.whisper;Set a dullard to catch a dullard.@@ <</speak>>
<<else>>
<<text>>
Kaitos bids you farewell with a slow raise of the hand. Arm kept still, only his fingers move as he gives an unenthused wave "goodbye."
<</text>>
<</if>>
<<elseif !setup.tone("kaitos")>>
<<text>>
Kaitos bids you farewell with a slow raise of the hand. Arm kept still, only his fingers move as he gives an unenthused wave "goodbye."
<</text>>
<<else>>
<<speak "kaitos.thinking">> If you enjoyed the time, izzit really wasted? <</speak>>
<<speak "lucas.eyeroll">> Irrelevant, because I most certainly did ''not!'' <</speak>>
<<speak "lucas.scowl">> Come, Quintrell. Let us //GO.// <</speak>>
<<text>>
Without another word, the Prince begins his trudge elsewhere. You follow.
<</text>>
<</if>>
@@.next;[[Return to the river.|S1E3: Bridge Camp]]@@<<text>>
You slow to a stop at the sight of Pegasus's cart and donkey a little ways from the dry river's edge. You had been so preoccupied with your current predicament that her inviting herself down into the valley with the rest of the convoy nearly escaped your notice. Not that she is any help, of course; she sits idle on the back of her cart, watching the Fifth Convoy toil over the bridge as she does nothing in particular. Her son peacefully drools upon her shoulder in a state of half-sleep, seemingly lulled into ease by the sound of many hammers beating at once.
<</text>>
<<speak "lucas.weary">> Pardon me, ma'am - would it not be better to let your son rest back at camp where it is quiet? <</speak>>
<<speak "pegasus.baby.neutral">> @@.lilt;You'd think!@@ Turns out, he can't get a wink of sleep unless there's @@.singsong;noise, noise, noise!@@ <</speak>>
<<speak "lucas.devastated">> @@.surprise;My!@@ How dreadful! <</speak>>
<<speak "pegasus.baby.concern">> Oh, shush. //It's not that bad!// You boys'll understand when you got some of your own. <</speak>>
<<speak "pegasus.baby.neutral">> So why aren't you fellas rolling up your sleeves and gettin' down in there? @@.lilt;Eh?@@ <</speak>>
<<qSpeak "quincy.lookaway">> We've... other work to do. <</qSpeak>>
<<speak "pegasus.baby.concern">> Oh, right! You're gonna go <<if $tempQ.yolmar.tempSolution == "dam">>burn down some big dam<<else>>title a new glove for the valley<</if>>, aren'tcha? Don't know what goes into that, but I bet it takes a ''@@.singsong;LOT@@'' of planning! <</speak>>
<<speak "pegasus.baby.smile">> <<if $tempQ.yolmar.tempSolution == "dam">>@@.lilt;Kindling!@@ @@.singsong;Gunpowder!@@<<else>>@@.lilt;Letters!@@ @@.singsong;Ceremony!@@<</if>> @@.surprise;The works!@@``Oh, I can't WAIT to see! Bet it'll be a real show! <</speak>>
<<qSpeak "quincy.surprised">> . . . <</qSpeak>>
<<speak "lucas.weary">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> Actually, we've yet to decide our next move for certain. <</qSpeak>>
<<speak "lucas.glance">> It's a //very// delicate matter. <</speak>>
<<include "S1E3: Bridge Pegasus Hub">><<choose>>
<<actions
[[The titling of a new Viscount...|S1E3: Bridge Pegasus Viscount]]
[[The destruction of the dam...|S1E3: Bridge Pegasus Dam]]
[[Have you any advice for me?|S1E3: Bridge Pegasus Advice]]
>>
<<if hasVisited("S1E3: Bridge Pegasus Viscount") || hasVisited("S1E3: Bridge Pegasus Dam") || hasVisited("S1E3: Bridge Pegasus Advice")>>
<<special "end" [[*Conclude conversation.* That is all.|S1E3: Bridge Pegasus End]]>>
<</if>>
<</choose>><<if $tempQ.yolmar.tempSolution == "dam">>
<<qSpeak "quincy.think">> We... may title a Viscount here in the valley instead. <</qSpeak>>
<<speak "lucas.weary">> As a less contentious means to our end. <</speak>>
<<speak "pegasus.baby.neutral">> @@.surprise;Ah!@@ <</speak>>
<<speak "pegasus.baby.concern">> ...And what end is that, again? <</speak>>
<<text>>
Lucas gives a huff of annoyance. Raising his arm, he points his index finger towards the distant Yolmar.
<</text>>
<<speak "lucas.glance">> You see that town over there? //That// town depended on //this// river. As it stands, its people have //nothing to eat// and //no prospects.// <</speak>>
<<text>>
She blinks. Her eyes look first to the town, then to the dry riverbed adjacent.
<</text>>
<<speak "pegasus.baby.concern">> <sup>Oooohhh...</sup> <</speak>>
<<else>>
<<qSpeak "quincy.think">> Titling a Viscount would solve the valley's troubles, but... <</qSpeak>>
<<speak "lucas.glance">> It is but one possible solution. <</speak>>
<<speak "pegasus.baby.concern">> You boys don't sound too sure about it. <</speak>>
<<speak "lucas.weary">> As we said, it is a delicate matter. <</speak>>
<</if>>
<<speak "pegasus.baby.neutral">> Well, when making a big choice, I like to ask myself THREE things! <</speak>>
<<speak "pegasus.baby.neutral">> @@.singsong;Is it the fastest?@@ <</speak>>
<<qSpeak "quincy.lookaway">> Unlikely. <</qSpeak>>
<<speak "pegasus.baby.neutral">> @@.lilt;Is it the cheapest?@@ <</speak>>
<<speak "lucas.thinking">> //Eh...?// <</speak>>
<<speak "pegasus.baby.smile">> And, most importantly: ``@@.intense;is it THE BEST you can get on the market!?@@ <</speak>>
<<if hasVisited("S1E3: Bridge Pegasus Dam")>>
<<speak "lucas.weary">> ...I'm not certain //that// applies here either. <</speak>>
<<else>>
<<speak "lucas.weary">> ...I'm not certain that applies here, ma'am. <</speak>>
<<speak "pegasus.baby.neutral">> Your Highness, it applies @@.lilt;everywhere@@ that matters. Trust me. <</speak>>
<</if>>
<<include "S1E3: Bridge Pegasus Hub">><<if $tempQ.yolmar.tempSolution == "dam">>
<<qSpeak "quincy.think">> Razing the dam //is// a proper solution... but it carries its own complications... <</qSpeak>>
<<speak "lucas.thinking">> It has, //ahem,// the potential to be a //very// unpopular idea. <</speak>>
<<else>>
<<qSpeak "quincy.think">> Another idea we're considering is... razing the Barrens Dam. <</qSpeak>>
<<speak "pegasus.baby.concern">> @@.lilt;Huh?@@ Why? <</speak>>
<<text>>
Lucas gives a huff of annoyance. Raising his arm, he points his index finger towards the distant Yolmar.
<</text>>
<<speak "lucas.glance">> You see that town over there? //That// town depended on //this// river. Without it, its people have //nothing to eat// and //no prospects.// <</speak>>
<<text>>
She blinks. Her eyes look first to the town, then to the dry riverbed adjacent.
<</text>>
<<speak "pegasus.baby.concern">> <sup>Oooohhh...</sup> <</speak>>
<</if>>
<<speak "pegasus.baby.smile">> @@.lilt;Well, you know what they say!@@``Fortune favors the bold! <</speak>>
<<if hasVisited("S1E3: Bridge Pegasus Viscount")>>
<<qSpeak "quincy.lookaway">> I'm not certain that applies here, either. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I'm not certain that applies here. <</qSpeak>>
<<speak "pegasus.baby.neutral">> Your Grace, it applies @@.lilt;everywhere@@ that matters. Trust me. <</speak>>
<</if>>
<<include "S1E3: Bridge Pegasus Hub">><<qSpeak "quincy.lookaway">> If you've any advice to give... <</qSpeak>>
<<speak "lucas.weary">> I'm afraid we're sorely in need. <</speak>>
<<text>>
Pegasus's lips purse, then draw outward into a sympathetic smile.
<</text>>
<<speak "pegasus.baby.concern">> Sorry, Your Grace, Your Highness. Asteros Advice is @@.singsong;clooosed@@ for the time being. My little business partner needs his nap! <</speak>>
<<text>>
She reaches over her shoulder and gives her dozing son a hesitant pat, like one might give to a cat you know better than to disturb. Confused by this reaction, Lucas leans over and whispers to you with great concern:
<</text>>
<<speak "lucas.weary">> @@.whisper;I'm not sure I understand what's going on. //What is she talking about? What is Asteros Advice?//@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;Don't worry. It hardly makes any more sense in context.@@ <</qSpeak>>
<<include "S1E3: Bridge Pegasus Hub">><<text>>
A few times throughout your conversation, Pegasus's infant has stirred. The only thing that could make matters more stressful than they already are is the presence of a screaming child. You don't want to be anywhere nearby when he awakens.
<</text>>
<<qSpeak "quincy.lookaway">> I think we ought to be going now. <</qSpeak>>
<<speak "lucas.weary">> Yes. <</speak>>
<<speak "pegasus.baby.neutral">> Alrighty, then! ``@@.singsong;Good sailing to you, Fifth Convoy!@@ <</speak>>
@@.next;[[Return to the river.|S1E3: Bridge Camp]]@@<<set _firstVisited to true>>
<<if hasVisited("S1E3: Bridge Dangelo") || hasVisited("S1E3: Bridge Imani") || hasVisited("S1E3: Bridge Kaitos" || hasVisited("S1E3: Bridge Elijah"))>>
<<set _firstVisited to false>>
<</if>>
<<text>>
The men work in tandem affixing joists to girders. They are single-minded in their work, as though someone might scold them if they were to take any reprieve. The only guardsman who isn't in a state of stern-faced focus is Victoria, who regards the day's task with an easy smile and good cheer.<<if hasVisited("S1E3: Yolmar Vicky")>> You surmise the dutiful pace of her peers is the result of her playing snitch on their earlier sloth.<</if>> Between her tuneless humming and the ongoing noise of construction, it is impossible to catch her attention. The only reason you managed to beckon her over at all is because she happened to look up from her work and see your staring.
<</text>>
<<speak "vicky.smirk">> What can I do for ya, fellas? *She asks, crossing her arms.* <</speak>>
<<if _firstVisited>>
<<qSpeak "quincy.think">> Ah, well - as you know, we are to make the final decision regarding Yolmar's future. There is much to consider, and... <</qSpeak>>
<<speak "lucas.neutral">> ...And we wish to consider every angle before we draw our final conclusion. <</speak>>
<<else>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> We thought it best if we spoke to our Convoymen before drawing our final conclusion. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> We thought it best if we spoke to our Convoymen before drawing our final conclusion. <</qSpeak>>
<</if>>
<</if>>
<<speak "vicky.think">> So...? <</speak>>
<<qSpeak "quincy.eyebrow">> That includes you. <</qSpeak>>
<<speak "lucas.glance">> Yes. You are one of us, after all... <</speak>>
<<text>>
Victoria's eyes narrow as <<snout "she drags her teeth across her lip" "her muzzle wrinkles in apprehension">>. Then, something occurs to her, and her eyes fly open and her mouth unfolds into an incredulous smile.
<</text>>
<<speak "vicky.incredulous">> @@.lilt;Boys, boys, boys!@@ *She chides, grinning.* //You're// not supposed to be askin' //me// what's smart or right. I'm a soldier! //I// get my orders from //you!// Don't you know how this works? <</speak>>
<<speak "lucas.weary">> But soldier or no, you must have a perspective of your own-- <</speak>>
<<speak "vicky.smirk">> Sure do. You remember what I had to say about foundlings, yeah? Back at the Hoof and Antler? Or were ya too drunk that night? <</speak>>
<<if hasVisited("0open: drank lucas vicky 4")>>
<<speak "lucas.weary">> *It takes the Prince a moment to recall, but his troubled expression shows he does.* Right. You said we ought to leave them to perish. <</speak>>
<<speak "vicky.cackle">> And I stand by what I said! So maybe don't ask to borrow my moral compass. @@.singsong;It don't point north!@@ <</speak>>
<<else>>
<<speak "lucas.weary">> *It takes the Prince a moment to recall, but you intuit from his troubled expression that he must.* Right. You said we ought to leave them to perish. <</speak>>
<<qSpeak "quincy.surprised">> ...Pardon? I was not privy to this conversation. <</qSpeak>>
<<speak "vicky.cackle">> Lemme summarize for you then, <<print $VQname>>: //don't ask to borrow my moral compass.// @@.singsong;It don't point north!@@ <</speak>>
<</if>>
<<include "S1E3: Bridge Vicky Hub">><<choose>>
<<actions
[[The titling of a new Viscount...|S1E3: Bridge Vicky Viscount]]
[[The destruction of the dam...|S1E3: Bridge Vicky Dam]]
[[Have you any advice for me?|S1E3: Bridge Vicky Advice]]
>>
<<if hasVisited("S1E3: Bridge Vicky Viscount") || hasVisited("S1E3: Bridge Vicky Dam") || hasVisited("S1E3: Bridge Vicky Advice")>>
<<special "end" [[*Conclude conversation.* That is all.|S1E3: Bridge Vicky End]]>>
<</if>>
<</choose>><<if !hasVisited("S1E3: Bridge Vicky Dam")>>
<<qSpeak "quincy.neutral">> So what //do// you think of titling a new glove to the valley? <</qSpeak>>
<<if hasVisited("S1E3: Bridge Vicky Advice")>>
<<speak "vicky.incredulous.">> //Sheesh,// how do you still not get it? You agree my compass is fucked and you ask to see it anyway! Unbelievable. <</speak>>
<<else>>
<<speak "vicky.incredulous">> Unbelievable. You're askin' anyway! <</speak>>
<</if>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.neutral">> A broken clock is still correct twice a day. <</qSpeak>>
<<speak "vicky.indifferent">> Clock and a compass are two very different things, <<print $VQname>>. Broken clock only makes ya late. A broken compass leads you nowhere. <</speak>>
<<qSpeak "quincy.think">> Hm. Yes. A broken compass is far more troublesome than a broken clock... <</qSpeak>>
<<speak "lucas.thinking">> Must I remind you two that both objects are purely //metaphorical?// Just answer the question, Victoria, //please.// <</speak>>
<<else>>
<<speak "lucas.eyeroll">> Just answer the question, Victoria. <</speak>>
<</if>>
<<speak "vicky.incredulous">> Fine, whatever. Don't go sayin' I didn't warn you! <</speak>>
<<else>>
<<qSpeak "quincy.think">> And what do you make of titling a new glove to the valley? <</qSpeak>>
<</if>>
<<text>>
Victoria's face gives a ponderous scrunch as she looks down at her boots and devises an answer.
<</text>>
<<speak "vicky.unimpressed">> It's prolly the right thing to do. <</speak>>
<<qSpeak "quincy.lookaway">> "Probably?" <</qSpeak>>
<<speak "vicky.think">> Angie thinks it's the right thing to do, and he knows more about this stuff than me. //Little mister future Archduke// that he is and all. <</speak>>
<<speak "vicky.indifferent">> And titlin' gloves where they're needed is one of the Convoy Prince's whole //things.// <</speak>>
<<speak "lucas.weary">> You don't sound terribly sure of yourself... <</speak>>
<<speak "vicky.incredulous">> It's a boring answer for a boring problem! <</speak>>
<<speak "lucas.devastated">> "Boring?" This is //boring// to you? <</speak>>
<<speak "vicky.cackle">> @@.lilt;Yeah!@@ <</speak>>
<<speak "vicky.smirk">> Look, alternative's messy. I'm sure THIS is what everyone //wants// you to do, and there's probably a reason for that. Who am I to nitpick? <</speak>>
<<include "S1E3: Bridge Vicky Hub">><<if !hasVisited("S1E3: Bridge Vicky Viscount")>>
<<qSpeak "quincy.neutral">> So, you disapprove of the Prince's proposal, correct? Of doing things the "Barehander way?" <</qSpeak>>
<<if hasVisited("S1E3: Bridge Vicky Advice")>>
<<speak "vicky.incredulous.">> //Sheesh,// how do you still not get it? You agree my compass is fucked and you ask to see it anyway! Unbelievable. <</speak>>
<<else>>
<<speak "vicky.incredulous">> Unbelievable. You're askin' anyway! <</speak>>
<</if>>
<<if setup.hasTrait("dense")>>
<<qSpeak "quincy.neutral">> A broken clock is still correct twice a day. <</qSpeak>>
<<speak "vicky.indifferent">> Clock and a compass are two very different things, <<print $VQname>>. Broken clock only makes ya late. A broken compass leads you nowhere. <</speak>>
<<qSpeak "quincy.think">> Hm. Yes. A broken compass is far more troublesome than a broken clock... <</qSpeak>>
<<speak "lucas.weary">> Must I remind you two that both objects are purely //metaphorical?// Just answer the question, Victoria, //please.// <</speak>>
<<else>>
<<speak "lucas.eyeroll">> Just answer the question, Victoria. <</speak>>
<</if>>
<<speak "vicky.incredulous">> Fine, whatever. Don't go sayin' I didn't warn you! <</speak>>
<<else>>
<<qSpeak "quincy.lookaway">> And you disapprove of the Prince's proposal, if I understand correctly? Of doing things the "Barehander way?" <</qSpeak>>
<</if>>
<<text>>
In a most horselike manner, Vicky gives an irritable snort and shakes her head.
<</text>>
<<speak "vicky.smirk">> Never said I disapproved. Said it seemed //messy!// 'Cause it is, yeah? You make a move like that and @@.lilt;BOOM!@@ You're the Convoy that blows stuff up in all the papers. You ever been in the papers 'cause you burnt somethin' down? I have. Earns you a reputation that ain't easy to buck! <</speak>>
<<speak "lucas.weary">> //Pardon?// <</speak>>
<<qSpeak "quincy.lookaway">> You... have? <</qSpeak>>
<<speak "vicky.indifferent">> Story for another time. <</speak>>
<<speak "vicky.neutral">> What I'm sayin here is, I ain't afraid of messy. I see the angle Princey and Manny are seein'. <</speak>>
<<speak "vicky.think">> But! I also see past that angle. <</speak>>
<<speak "vicky.unimpressed">> And beyond that angle, I see that I ain't a Prince, or a Duke! I see that it ain't my job to be reasonable, and I am //but a humble soldier who likes the smell of burnin' wood...// <</speak>>
<<speak "vicky.neutral">> *She clicks her tongue.* Again. Busted compass. <</speak>>
<<include "S1E3: Bridge Vicky Hub">><<if !hasVisited("S1E3: Bridge Vicky Viscount") && !hasVisited("S1E3: Bridge Vicky Dam")>>
<<qSpeak "quincy.lookaway">> Your "moral compass" is defective, fine. But perhaps you've some practical advice to spare? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> Any practical advice to spare? <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> Someone'll always be pissed off at you, so. Get used to it. <</speak>>
<<speak "lucas.thinking">> I believe he meant //pertaining to the decision at hand.// <</speak>>
<<speak "vicky.cackle">> So was I! <</speak>>
<<if $tempQ.yolmar.vibes <= 1>>
<<speak "vicky.indifferent">> Take, for example, this //church thing// with the town. <<if $VQname == "Your Grace">>His Grace<<else>>$VQname<</if>> fed the town like everybody wanted, and everybody's bitin' his ass about how he did it. <</speak>>
<<speak "vicky.neutralserious">> It still got done. The tundra peasants won't go hungry. <</speak>>
<<speak "lucas.annoyed">> Yes, but the cost-- <</speak>>
<<speak "vicky.indifferent">> @@.intense;Upp!@@ *She intercepts.* Lemme finish. <</speak>>
<<text>>
Victoria's head snaps in your direction. Locking eyes with her feels not unlike locking eyes with a hungry stray dog in the Morbre alleyways: not imminent in threat, but the knowledge that "notice" might become "challenge" is always there.
<</text>>
<<speak "vicky.neutralserious">> <<print $VQname>>. Sometimes there ain't a right choice, only the best outta a bad bunch. //Those// choices are the ones that need makin' most, 'cause anybody with two eyes'll see there's no comin' outta it a hero. <</speak>>
<<speak "vicky.neutral">> And Princey here? He picked ''you'' to be the choice guy. You don't got the freedom to walk away when your two eyes see trouble. So like I said: best get used to it. <</speak>>
<<text>>
The two of you break eye contact. Your eyes naturally drift over the Prince's face on their way to the ground. His expression is one of deep self-consciousness, though he says nothing of her assertion.
<</text>>
<<speak "lucas.flustered">> . . . <</speak>>
<<elseif $tempQ.yolmar.vibes >= 3>>
<<speak "vicky.neutral">> That little party we had last night? You only get that when things're easy, when everybody agrees what the right choice is. Sometimes there ain't one, only the best outta a bad bunch. //Those// choices are the ones that need makin' most, 'cause anybody with two eyes'll see there's no comin' outta it a hero. <</speak>>
<<speak "vicky.cackle">> But you? You're the choice guy. You don't got the freedom to walk away when your two eyes see trouble. So like I said: best get used to it. <</speak>>
<<else>>
<<speak "vicky.smirk">> Sometimes there ain't a right choice, only the best outta a bad bunch. //Those// choices are the ones that need makin' most, 'cause anybody with two eyes'll see there's no comin' outta it a hero. <</speak>>
<<speak "vicky.wink">> But you? You're the choice guy. You don't got the freedom to walk away when your two eyes see trouble. So like I said: best get used to it. <</speak>>
<</if>>
<<qSpeak "quincy.tilt">> I... see. <</qSpeak>>
<<include "S1E3: Bridge Vicky Hub">><<qSpeak "quincy.lookaway">> Thank you for your time, Victoria. <</qSpeak>>
<<speak "lucas.weary">> Yes... thank you. *His voice is flat and entirely without gratitude.* <</speak>>
<<speak "vicky.sillysalute">> My pleasure. <</speak>>
<<text>>
With that, she returns to her fellow guardsmen and their increasingly bridge-like assembly of timbers.
<</text>>
@@.next;[[Return to the river.|S1E3: Bridge Camp]]@@<<locationBoardSetup `[{img:"place/yolmar_dryriver.png"},{img:"place/yolmar_bridge.png"},{img:"object/planks.png"}]`>>
<<location "kagthur" `["The Broken Bridge","Amalugh's Cradle"]`>>
<<once>>
<<set $campData.img to "place/yolmar_bridge">>
<<set $lastLoc to "yolmar">>
<<set $campData.name to "The Broken Bridge">>
<</once>>
<<set $campTopics to ["bridge"]>>
<<if $tempQ.yolmar.tempSolution == "viscount">>
<<set _campPassageMap to
{
kaitos:{
bridge:["S1E3: Bridge Kaitos","kaitos.neutral"],
default:false
},
elijah:{
bridge:["S1E3: Bridge Elijah","elijah.neutral"],
default:false
},
vicky:{
bridge:["S1E3: Bridge Vicky","vicky.neutral"],
default:false
},
imani:{
bridge:["S1E3: Bridge Imani","imani.lookaway"],
default:false
}
}>>
<<else>>
<<set _campPassageMap to
{
kaitos:{
bridge:["S1E3: Bridge Kaitos","kaitos.look"],
default:false
},
elijah:{
bridge:["S1E3: Bridge Elijah","elijah.neutralserious"],
default:false
},
vicky:{
bridge:["S1E3: Bridge Vicky","vicky.neutralserious"],
default:false
},
imani:{
bridge:["S1E3: Bridge Imani","imani.neutral"],
default:false
}
}>>
<</if>>
<<set _guests to {
pegasus:{port:"pegasus.baby.unsmile",name:"Pegasus",data:"S1E3: Bridge Pegasus"}
}>>
<<run setup.setCampTopics(_campPassageMap)>>
<<set _camp.elijah to _elijahPassage>>
<<set _camp.kaitos to _kaitosPassage>>
<<set _camp.vicky to _vickyPassage>>
<<set _camp.imani to _imaniPassage>>
<<if hasVisited("S1E3: Bridge Pegasus")>>
<<run delete _guests.pegasus>>
<</if>>
<<drawCamp _camp _guests>><<text>>
The Fifth Convoy is hard at work repairing Yolmar's bridge. To assemble a bridge of this size is no easy feat, even for a crew of nearly thirty.
``You are hesitant to trouble anyone, but <<if setup.hasTrait("dense")>>you know it would be foolish to speak with<<else>>you would be remissed if you spoke to<</if>> no one before you and the Prince returned to camp.
<</text>><</drawCamp>>
@@.next;[[Continue.|S1E3: Bridge Camp End]]@@<<text>>
Elijah has seated himself by the fire. Ankle crossed over his knee, he occupied himself with a copy of //"Healing Famine: Hunger and White Practice."// Topical.
<</text>>
<<speak "elijah.neutral">> *Hearing your footsteps, he sets it aside.* Your Grace. Have you need of anything from me? <</speak>>
<<include "S1E3: Camp Elijah Hub">><<text>>
Elijah sits by the fire without a hint of leisure. Upon your return to camp, he straightened in his seat, set his book down at his side, and has not relaxed since. The moment you tread anywhere near him, he addresses you:
<</text>>
<<speak "elijah.nervous">> @@.surprise;//Your Grace!//@@ <</speak>>
<<speak "elijah.bashful">> My orders? <</speak>>
<<text>>
...It seems he has been unable to occupy himself since your departure.
<</text>>
<<qSpeak "quincy.lookaway">> Oh. Right. <</qSpeak>>
<<if hasVisited("S1E3: Yolmar Interlude NoIdeas2")>>
<<qSpeak "quincy.neutral">> You are to remain nearby and available in case your practice is needed. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Just... remain available. In case your meur is needed. <</qSpeak>>
<</if>>
<<speak "elijah.confused">> Oh. *He relaxes somewhat.* I can do that. <</speak>>
<<include "S1E3: Camp Elijah Hub">><<set _turnInQuest to false>>
<<if setup.hasItem("missingV-jim") || hasVisited("S1E3: IP Win Transition")>>
<<set _turnInQuest to true>>
<</if>>
<<if setup.hasItem("missingV-farmer")>>
<<set _turnInQuest to true>>
<</if>>
<<if setup.hasItem("missingV-gals")>>
<<set _turnInQuest to true>>
<</if>>
<<if setup.hasItem("missingV-nala")>>
<<set _turnInQuest to true>>
<<elseif hasVisited("S1E3: ExYol Market Nala Return End")>>
<<set _turnInQuest to true>>
<</if>>
<<if setup.hasItem("missingV-colby")>>
<<set _turnInQuest to true>>
<<elseif $tempQ.yolmar.hareFail && !hasVisited("S1E3: tradefix cant arg giveup")>>
<<set _turnInQuest to true>>
<</if>><<set _wingAsk to true>>
<<set _nomadAsk to true>>
<<set _ipAsk to true>>
<<set _canAsk to false>>
<<if hasVisited("S1E3: Elijah Contract Wing") || $tempQ.yolmar.forgeFail>>
<<set _wingAsk to false>>
<</if>>
<<if hasVisited("S1E3: Elijah Contract Nomad") || $tempQ.yolmar.hareFail>>
<<set _nomadAsk to false>>
<</if>>
<<if hasVisited("S1E3: Elijah Contract IP")>>
<<set _ipAsk to false>>
<</if>>
<<if _wingAsk || _nomadAsk || _ipAsk>>
<<set _canAsk to true>>
<</if>><<if !setup.questEnded("13-eq")>>
<<include "S1E3: Camp Elijah QuestChecker">>
<</if>>
<<include "S1E3: Elijah Contract Checker">>
<<choose>>
<<if _turnInQuest && !hasVisited("S1E3: Camp Elijah SQ Return")>>
<<specialC "hunch" [[I've gathered some information on the town's missing Viscount.|S1E3: Camp Elijah SQ Return]]>><</specialC>>
<</if>>
<<if $tempQ.yolmar.foodDone != true>>
<<if hasVisited("S1E3: market wings 2") || hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal")>>
<<if _canAsk>>
[[I'd like your opinions on the potential contractors...|S1E3: Elijah Contract]]
<</if>>
<</if>>
<</if>>
<<actions
[[The book you're reading...|S1E3: Camp Elijah Read]]
>>
<<special "end" [[*Conclude conversation.*|S1E3: Explore Camp]]>>
<</choose>><<if !hasVisited("S1E3: Elijah Contract Done")>>
<<qSpeak "quincy.think">> Might I get your opinion on our prospective contractors? <</qSpeak>>
<<speak "elijah.bashful">> Of course, Your Grace! I'd be honored to advise. <</speak>>
<<else>>
<<qSpeak "quincy.think" >> I'm still undecided on our prospective contractors. Might I ask your opinion? <</qSpeak>>
<<speak "elijah.smile">> Certainly. <</speak>>
<</if>>
<<include "S1E3: Elijah Contract Hub">><<qSpeak "quincy.neutral">> That is all. <</qSpeak>>
<<speak "elijah.neutral">> Pleased to be of service. <</speak>>
<<include "S1E3: Camp Elijah Hub">><<include "S1E3: Elijah Contract Checker">>
<<choose>>
<<if _wingAsk && hasVisited("S1E3: market wings 2")>>
[[The Wings of Fortune...|S1E3: Elijah Contract Wing]]
<</if>>
<<if _ipAsk && hasVisited("S1E3: Market Missionary")>>
[[Isadore's Path...|S1E3: Elijah Contract IP]]
<</if>>
<<if _nomadAsk && hasVisited("S1E3: Market fruit salesman Deal")>>
[[The nomads...|S1E3: Elijah Contract Nomad]]
<</if>>
[[That is all.|S1E3: Elijah Contract Done]]
<</choose>><<text>>
You detail Tjensifu's proposal, his want for a workshop, and the state of the only building which might qualify.
<</text>>
<<speak "elijah.think">> I think that's a reasonable ask. <</speak>>
<<speak "elijah.bashful">> Except for the part about finding a stone building out here, that's just //silly.// <</speak>>
<<if hasVisited("S1E3: ExYol Hall Contract Wing") || hasVisited("S1E3: tradefix kaitos wings")>>
<<qSpeak "quincy.neutral">> You're not worried about the guild's reach growing out of hand? <</qSpeak>>
<<speak "elijah.confused">> I think the tide is a little low to worry about that. <</speak>>
<<qSpeak "quincy.eyebrow">> The... tide? <</qSpeak>>
<<speak "elijah.neutral">> A Southern phrase I picked up. *He clarifies.* The town is upon hard times, is what I mean. <</speak>>
<<speak "elijah.think">> These "Wings of Fortune" characters would be putting their own guilders at risk in hopes of later profit. The same could be said of any other company. It isn't as though there is industry already here which they mean to //steal// from the town. <</speak>>
<<speak "elijah.point">> So let those "wings" find their "fortune" here. Why not? <</speak>>
<<else>>
<<speak "elijah.point">> I'd say let those "wings" find their "fortune" here. Why not? <</speak>>
<</if>>
<<qSpeak "quincy.think">> And the girl, Karlie...? <</qSpeak>>
<<speak "elijah.smilesad">> That workshop has been abandoned for quite some time. I suspect you'd be doing her a favor, relieving her of the responsibility. A pocketful of guilders would do a poor orphan girl a lot more good than a derelict old building. <</speak>>
<<include "S1E3: Elijah Contract Hub">><<text>>
You detail the reverend's offer, and his want for a chapel. As you do, Elijah's ever-pleasant smile falters ever so slightly.
<</text>>
<<speak "elijah.smilesad">> Hm. Isadore's Path, you say? <</speak>>
<<qSpeak "quincy.neutral">> What is it? <</qSpeak>>
<<speak "elijah.bashful">> Well, to be frank... I think you ought to rule this one out. <</speak>>
<<text>>
You hadn't expected that. Pious man that he is, you wouldn't have thought Elijah would have any qualms with the Path's work. Yet, the <<snout "wrinkle of his forehead" "lay of his ears">> shows displeasure all the same.
<</text>>
<<speak "elijah.think">> Let me put it this way, Your Grace: I grew up in Isdut. The Apostles of the True Dawn hold Saint Howell very dearly, and their pilgrimages pass through the city every single year. Given that we - my family - are descended from Saint Howell, we have always had to be, er, //mindful of their ways.// <</speak>>
<<speak "elijah.confused">> They are... ahh... a people who have //gone through much.// It is rare for them to be offered the same respect as other followers of the Church. They are... sensitive to slights. <</speak>>
<<speak "elijah.nervous">> Inviting men of the Holy sect into a town like Yolmar... //that would be a slight.// <</speak>>
<<qSpeak "quincy.lookaway">> I'll keep that in mind. <</qSpeak>>
<<include "S1E3: Elijah Contract Hub">><<text>>
You detail Stan's offer, and his terrible demand...
<</text>>
<<speak "elijah.think">> Well, as a man unburdened by the haretouch, I'd say that Mr. Stan's offer is quite generous! Perhaps I'd even go so far as to say it is in our favor. <</speak>>
<<speak "elijah.smilesad">> But, I know that you //are// burdened by the curse, and this is more than a simple //exchange of livestock// through your eyes. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> *Fists tight, you nod. You loathe that he even uses the word "livestock" to refer to a hare.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> *Fists tight, you nod. It pains you to even hear the word "livestock" in reference to a hare.* <</qSpeak>>
<</if>>
<<speak "elijah.smilesad">> . . . <</speak>>
<<speak "elijah.neutralserious">> Your Grace... I think you ought to consider his offer seriously before casting it aside. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow">> But-- <</qSpeak>>
<<else>>
<<qSpeak "quincy.harrowed">> But... <</qSpeak>>
<</if>>
<<speak "elijah.smilesad">> If you would please listen - the choice is yours to make, Your Grace. And perhaps another offer might serve Yolmar better. But when you decide, you must remember: it //is// Yolmar you serve here. Not yourself. <</speak>>
<<text>>
You know this, on a rational level. It does not make parting mother and child any less revolting to you.
<</text>>
<<include "S1E3: Elijah Contract Hub">><<if hasVisited("S1E3: Camp Elijah")>>
<<qSpeak "quincy.think">> //"Hunger and White Practice,"// hm? <</qSpeak>>
<<text>>
Elijah tilts the book in hand so that you might see the cover in full.
<</text>>
<<speak "elijah.smile">> Oh, yes! Quite the coincidence, hm? <</speak>>
<<else>>
<<qSpeak "quincy.think">> What is that you're reading? <</qSpeak>>
<<text>>
Elijah tilts the book in hand so that you might see the cover in full: //"Healing Famine: Hunger and White Practice."//
<</text>>
<<speak "elijah.smile">> Quite the coincidence, hm? <</speak>>
<</if>>
<<speak "elijah.neutral">> The reason I first picked it was because the wife said it had an interesting bit of biography on the Third Convoy's incumbent practitioner. And, well, learning //I// was to be the Fifth's, it seemed like a fitting choice. <</speak>>
<<if hasVisited("S1E3: Yolmar Elijah Health")>>
<<speak "elijah.confused">> Perhaps a bit too fitting, given the state of the town. <</speak>>
<<else>>
<<speak "elijah.confused">> Now it feels perhaps a little too fitting... <</speak>>
<<speak "elijah.neutralserious">> The chronic weakness brought on by hunger and thirst are not injuries one can simply heal and be done with. White meur can ease some of the pains of that weakness, yes, but meur cannot replace a good night's sleep or a proper meal. <</speak>>
<<speak "elijah.frown">> For all my studies and expertise, I can only ease these sorts of pains. It is most disheartening. <</speak>>
<</if>>
<<speak "elijah.point">> But there is good knowledge here, all the same! The 1540s brought us great insight into the matter. <</speak>>
<<choose>>
[[What did we learn?|S1E3: Camp Elijah Read2][$response to "what"]]
[[I see.|S1E3: Camp Elijah Read2][$response to "k"]]
<</choose>><<if $response == "what">>
<<qSpeak "quincy.think">> What sort of insight? <</qSpeak>>
<<speak "elijah.think">> Quite a lot! We learned a great deal about the body. What we cannot help, and the things we //thought// we couldn't but //can...// <</speak>>
<<speak "elijah.point">> There are many //small// things we can do to slow wasting and extend a patient's life. Particularly in the early stages! And we can mitigate some of the harms after the fact, at least to an extent. <</speak>>
<<speak "elijah.bashful">> Prior to the Great Famine, much of this was unknown. The Architect may have blessed Saint Howell with white meur, but He did not reveal all of its mysteries... <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Mm. I see. <</qSpeak>>
<<speak "elijah.smile">> But I ramble. Have you anything else you need? <</speak>>
<</if>>
<<include "S1E3: Camp Elijah Hub">><<text>>
$licorice's fur flicks with impatience. She is eager to sprint through the valley once more.
<</text>>
<<qSpeak "quincy.lookaway">> Before we're off, might I have a minute of your attention? <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<include "S1E3: Camp Licorice Q">><<set _wingAsk to true>>
<<set _nomadAsk to true>>
<<set _ipAsk to true>>
<<set _canAsk to false>>
<<if hasVisited("S1E3: Licorice Contract Wing") || $tempQ.yolmar.forgeFail>>
<<set _wingAsk to false>>
<</if>>
<<if hasVisited("S1E3: Licorice Contract Nomad") || $tempQ.yolmar.hareFail>>
<<set _nomadAsk to false>>
<</if>>
<<if hasVisited("S1E3: Licorice Contract IP")>>
<<set _ipAsk to false>>
<</if>>
<<if _wingAsk || _nomadAsk || _ipAsk>>
<<set _canAsk to true>>
<</if>><<include "S1E3: Licorice Contract Checker">>
<<choose>>
<<onceLink "Thank you for standing by me." "S1E3: Camp Licorice Stay">><</onceLink>>
<<if $tempQ.yolmar.tone == "panic">>
<<onceLink "My apologies for last night." "S1E3: Camp Licorice Panic">><</onceLink>>
<</if>>
<<if hasVisited("S1E3: N Win Transition")>>
<<onceLink "Thank you for your patience with the kit." "S1E3: Camp Licorice Baby">>
<</onceLink>>
<</if>>
<<if $tempQ.yolmar.foodDone != true>>
<<if hasVisited("S1E3: market wings 2") || hasVisited("S1E3: Market Missionary") || hasVisited("S1E3: Market fruit salesman Deal")>>
<<if _canAsk>>
[[I'd like your opinions on the potential contractors...|S1E3: Licorice Contract]]
<</if>>
<</if>>
<</if>>
<<special "end" [[*Conclude conversation.*|S1E3: Explore Camp]]>>
<</choose>><<if !hasVisited("S1E3: Licorice Contract Done")>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.eyebrow">> //You// wouldn't happen to have opinions on our prospective contractors, would you? <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> Er... //you// wouldn't happen to have your own opinions on our prospective contractors... //would you?// <</qSpeak>>
<</if>>
<<speak "licorice.neutral">> *She flicks an ear.* <</speak>>
<<else>>
<<qSpeak "quincy.think" >> I'm still uncertain on our prospects... <</qSpeak>>
<<speak "licorice.neutral">> *$licorice lets out the smallest of snorts, barely audible.* <</speak>>
<</if>>
<<include "S1E3: Licorice Contract Hub">><<qSpeak "quincy.neutral">> Thank you. <</qSpeak>>
<<speak "licorice.closedEye">> *Her nose wiggles in reply.* <</speak>>
<<include "S1E3: Camp Licorice Q">><<include "S1E3: Licorice Contract Checker">>
<<choose>>
<<if _wingAsk && hasVisited("S1E3: market wings 2")>>
[[The Wings of Fortune...|S1E3: Licorice Contract Wing]]
<</if>>
<<if _ipAsk && hasVisited("S1E3: Market Missionary")>>
[[Isadore's Path...|S1E3: Licorice Contract IP]]
<</if>>
<<if _nomadAsk && hasVisited("S1E3: Market fruit salesman Deal")>>
[[The nomads...|S1E3: Licorice Contract Nomad]]
<</if>>
[[That is all.|S1E3: Licorice Contract Done]]
<</choose>><<qSpeak "quincy.think">> This guild, this "Wings of Fortune" - they are the only proper company among the bunch. <</qSpeak>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.lookaway">> I do wonder whether that is a good thing or not... <</qSpeak>>
<<text>>
Like a bolt of <<print setup.licoriceColor()>> lightning, $licorice makes a snap for the feather tucked in your hat.
<</text>>
<<qSpeak "quincy.furrow">> //Stop.// I've told you before: it's not for you. <</qSpeak>>
<<speak "licorice.neutral">> *Her ears lower, and she takes a shuffling step back.* <</speak>>
<<qSpeak "quincy.lookaway">> Sorry, girl. I'll let you pluck the next ptarmigan that comes my way, I promise. <</qSpeak>>
<<qSpeak "quincy.eyebrow">> Just... let's stay focused, shall we? <</qSpeak>>
<<text>>
Her pupils fix upon you. It is not quite what you meant, but she means well.
<</text>>
<<include "S1E3: Licorice Contract Hub">><<qSpeak "quincy.lookaway">> What do you make of this "Isadore's Path?" <</qSpeak>>
<<speak "licorice.neutral">> *Her nose begins to wrinkle.* <</speak>>
<<qSpeak "quincy.lookaway">> I know. Needless to say, I am not fond of holymen either... <</qSpeak>>
<<speak "licorice.neutral">> *She lets loose a great and deafening sneeze. Her whole body buckles from the force.* <</speak>>
<<qSpeak "quincy.surprised">> Oh. You were just - you only needed to sneeze? <</qSpeak>>
<<text>>
You await her reply, but she neither confirms nor denies this. So, you wipe the drip from her nose with your handerkchief and move on.
<</text>>
<<include "S1E3: Licorice Contract Hub">><<if setup.hasTrait("guilty")>>
<<qSpeak "quincy.tilt">> I've an uncomfortable question to ask... <</qSpeak>>
<<speak "licorice.neutral">> *She tilts her head, inquisitive and unblinking.* <</speak>>
<<qSpeak "quincy.harrowed">> As a woman...what Stan has asks of me is cruel, is it not? <</qSpeak>>
<<speak "licorice.neutral">> *She is unblinking still.* <</speak>>
<<qSpeak "quincy.lookaway">> I know animals haven't the same idea of kinship as men do, but - that does not mean your ties are felt any less! Though... I suppose you wouldn't know what motherhood is like... <</qSpeak>>
<<qSpeak "quincy.tilt">> But you //do// know what it is like to lose a mother! Did you suffer, being parted from her at such a young age? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I've a potentially uncomfortable question to ask of you. <</qSpeak>>
<<speak "licorice.neutral">> *She tilts her head, inquisitive and unblinking.* <</speak>>
<<qSpeak "quincy.think">> As a woman... do you think what Stan has asked of me is cruel? <</qSpeak>>
<<speak "licorice.neutral">> *She is unblinking still.* <</speak>>
<<qSpeak "quincy.lookaway">> I know animals haven't the same idea of kinship as men do, but - that does not mean your ties are felt any less. Though... I suppose you wouldn't know what motherhood is like. <</qSpeak>>
<<qSpeak "quincy.think">> But you //do// know what it is like to be an orphan, raised by someone aside from your own mother! Did you suffer, being parted from her at such a young age? <</qSpeak>>
<</if>>
<<text>>
At this, $licorice leans forward and nuzzles your ear.
<</text>>
<<speak "licorice.closedEye">> *Chin resting upon your shoulder, she finally blinks.* <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway">> *You chuckle.* Well, I suppose you cannot be so broken up about it... <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I know... you have me. And this kit will have a new mother in Ruvi... <</qSpeak>>
<</if>>
<<text>>
And yet, your conscience feels no clearer. $licorice was orphaned by fate. Should you part mother and child, it won't be some act of chance. It will be an act of //you,// for //your benefit.//
<</text>>
<<include "S1E3: Licorice Contract Hub">><<text>>
You reach for the space behind $licorice's great ears and bestow upon her a gentle scratching. Slowly, her ears lean forward and her <<print setup.licoriceEye()>> eyes draw closed into a pleased squint.
<</text>>
<<qSpeak "quincy.tilt">> I wanted to thank you for your patience with the kit. Another doe might have snapped at the rudeness of a strange child. <</qSpeak>>
<<speak "licorice.closedEye">> *She huffs softly, enjoying the attention.* <</speak>>
<<text>>
Upon retracting your hand, she gives a brief and forceful shake of the head, just to set things back in order.
<</text>>
<<include "S1E3: Camp Licorice Q">><<text>>
You've embarrassed yourself terribly, and you haven't had the opportunity to make amends for it.
<</text>>
<<qSpeak "quincy.tilt">> My apologies for worrying you last night. <</qSpeak>>
<<speak "licorice.neutral">> *Her ears lower, sympathetic.* <</speak>>
<<qSpeak "quincy.lookaway">> It simply isn't right for a father to make his child fret on his behalf... <</qSpeak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> I do not know what came over me. It will not happen again. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I promise I will do my utmost to be strong. For your sake. <</qSpeak>>
<</if>>
<<text>>
You give her a pat on the shoulder to underline your promise. Her lovely <<print setup.licoriceColor()>> coat ripples beneath your glove.
<</text>>
<<include "S1E3: Camp Licorice Q">><<qSpeak "quincy.tilt">> Thank you for sticking by me. <</qSpeak>>
<<speak "licorice.neutral">> *Her ears perk, and her twitching nose falls into thoughtful stillness.* <</speak>>
<<if $tempQ.yolmar.friends>>
<<qSpeak "quincy.surprised">> Not that I am bitter - it's just-- <</qSpeak>>
<<switch $bond>>
<<case "lucas">>
<<qSpeak "quincy.lookaway">> We were supposed to do this together... Lucas and I. That is all. <</qSpeak>>
<<case "imani">>
<<qSpeak "quincy.lookaway">> I suppose I wish it were him handling the contract and not me. I'd much rather be sifting through mud for documents with Imani. <</qSpeak>>
<<default>>
<<qSpeak "quincy.lookaway">> Well, you know how they are. They mean well, but they can be... frustrating at times. <</qSpeak>>
<</switch>>
<<speak "licorice.neutral">> . . . <</speak>>
<<qSpeak "quincy.neutral">> Don't worry yourself. I'm handling it. <</qSpeak>>
<<else>>
<<switch $bond>>
<<case "lucas">>
<<qSpeak "quincy.lookaway">> We were supposed to do this together. I can't believe he's left me to do the <<if setup.hasRep("ambition")>>hard work<<else>>work - //the work I never asked for// -<</if>> alone. All for the sake of some paperwork that has been lost since winter...! <</qSpeak>>
<<case "imani">>
<<qSpeak "quincy.lookaway">> I don't understand her sometimes. All this for the sake of some paperwork that has been lost since winter! I know it is important work<<if hasVisited("S1E3: ExYol Hall Found")>>, and it is not for nothing<</if>>, but even so...! <</qSpeak>>
<<default>>
<<qSpeak "quincy.lookaway">> My closest friends, leaving me to work alone... All so that they can dig for paperwork which has been lost since winter... <</qSpeak>>
<</switch>>
<<qSpeak "quincy.tilt">> It's vexing, <<print $licorice>>. It is a relief that I can count on you... <</qSpeak>>
<</if>>
<<include "S1E3: Camp Licorice Q">><<locationBoardSetup `[
{img:"land/hills_taiga.png"},
{img:"camp-generic.png"},
{img:"place/yolmar_dryriver.png"}
]`>>
<<location "kagthur" `["Camp","Cradle Hills"]`>>
<<set $campTopics to []>>
<<if hasVisited("S1E3: Elijah SQ Init Decline")>>
<<run $campTopics.push("orders")>>
<</if>>
<<set _campPassageMap to
{
elijah:{
default:"S1E3: Camp Elijah",
orders:"S1E3: Camp Elijah Orders",
},
licorice:{
default:"S1E3: Camp Licorice"
}
}>>
<<run setup.setCampTopics(_campPassageMap)>>
<<set _camp.licorice to _licoricePassage>>
<<set _camp.elijah to _elijahPassage>>
<<if hasVisited("S1E3: Elijah SQ Ravine")>>
<<set _camp.elijah to false>>
<</if>>
<<include "S1E3: Elijah SQ Tracker">>
<<drawCamp _camp _guests>><<text>>
Camp is all but abandoned at the present. Only <<if !hasVisited("S1E3: Elijah SQ Ravine")>>Elijah and <</if>>a sparse handfull of guards remain to keep watch whilst the rest of the Fifth Convoy is busied. The crackling of the campfire is louder than any manmade sound.<<if hasVisited("S1E3: N Win Transition")>><p>The little buck sleeps in a peaceful loaf by the hare hitching posts. He looked cold to you, so you offered him one of your sheets. You hope he keeps warm enough...</p><</if>>
<</text>><</drawCamp>>
@@.next;[[Return to your travels.|S1E3: Cradle Map]]@@<!---------PART SETUP ---------------------->
<!----- act tracker---------->
<<set $actTracker = {act:1,season:1,episode:1,faction:"tri"}>>
<<set $tempQ to {}>>
<<set $currentLoc to {
pos: "barghur",
name: ["Morbre","Barghur Sovereignty"],
date: {year: 1796, season:"spring"}
}>>
<!--Time tracking setup ----->
<<set $dateTracker = {
year:1796,
season:"spring"
}>>
<!------- PART RELATED VARS ---------------------------->
<<set $newNorth to "Brothers of the Barehand">>
<!--- CAMP --------------------------------------->
<<set $campData to {
name:"Home",
loc:"morbre"
}>>
<<set $campTopics to []>>
<<set $campLocks to {}>>
<<set $mailbox to []>>
<<set $outbox to {}>><!---------STRUCTURE SETUP ---------------------->
<!------- versions----------->
<<set $pastVersions to {
1:{ 1:0, 2:0, 3:0, 4:0
},
2:{ 1:0, 2:0, 3:0, 4:0
}
}>>
<<set $menuReturn to []>>
<!-- mode setup -->
<<if settings.snout == true>>
<<set $snoutMode to true>>
<<else>>
<<set $snoutMode to false>>
<</if>>
<<include codexInit>>
<!--- Character and Profile setup ----->
<<include charInit>>
<!---Map Init ---->
<<include mapInit>>
<!---Quest Init ---->
<<include questInit>>
<!--Inventory Init--->
<<include inventoryInit>>
<<set $g to 0>>
<!-- Appendix Init-->
<<include appendixInit>>
<!-- skill check -->
<<set $skillCheck to {}>>
<<set $checkPass to false>><<set $version to setup.version>>
<!--- GAME SETUP ---------------------->
<!---------DEBUG SETUP ---------------------->
<!--------PART SETUP------------------------>
<<include "StoryInitPart">>
<!--------STRUCTURAL SETUP --------------->
<<include "StoryInitStructure">>