<<silently>>
<<set $codexLock to []>>
<</silently>><<include "DebugInclude">>
<<text>>
Use this hub to add testing passages and the like.
``For testing purposes, all codex entries have been added. (If you are developing codex entries, note that articles with improper formatting for their category may cause the codex menu to throw errors.)
``Click the buttons below to give yourself traits. Some segments may break if you don't have traits.
<</text>>
<div style='display:grid;grid-template-columns:1fr 1fr;column-gap:1em;'>
<<button "Shameless">><<replace "#givetrait">><<traitAdd "shameless">>shameless added<</replace>><</button>>
<<button "Shameful">><<replace "#givetrait">><<traitAdd "shameful">>shameful added<</replace>><</button>>
<<button "Moleman">><<replace "#givetrait">><<traitAdd "moleman">>moleman added<</replace>><</button>>
<<button "Cleithro">><<replace "#givetrait">><<traitAdd "cleithro">>cleithro added<</replace>><</button>>
<<button "Guilty">><<replace "#givetrait">><<traitAdd "guilty">>guilty added<</replace>><</button>>
<<button "Noguilt">><<replace "#givetrait">><<traitAdd "noguilt">>noguilt added<</replace>><</button>>
<<button "Packbonded">><<replace "#givetrait">><<traitAdd "packbonded">>packbond added<</replace>><</button>>
<<button "Dispersal">><<replace "#givetrait">><<traitAdd "dispersal">>dispersal added<</replace>><</button>>
<<button "Cerebral">><<replace "#givetrait">><<traitAdd "cerebral">>cerebral added<</replace>><</button>>
<<button "Dense">><<replace "#givetrait">><<traitAdd "dense">>dense added<</replace>><</button>>
<<button "Jester">><<replace "#givetrait">><<traitAdd "jester">>jester added<</replace>><</button>>
<<button "">><</button>>
<<button "Ambition">><<replace "#givetrait">><<set $repute.ambition to 1>><<run delete $repute.apathy>>
ambition added<</replace>><</button>>
<<button "Survival">><<replace "#givetrait">><<set $repute.apathy to 1>><<run delete $repute.ambition>>
survival added<</replace>><</button>>
<<button "Individualist">><<replace "#givetrait">><<set $repute.individualist to 1>><<run delete $repute.collectivist>>
individualist added<</replace>><</button>>
<<button "Collectivist">><<replace "#givetrait">><<set $repute.collectivist to 1>><<run delete $repute.individualist>>
collectivist added<</replace>><</button>>
<<button "Cunning">><<replace "#givetrait">><<set $repute.cunning to 1>><<run delete $repute.earnest>>
cunning added<</replace>><</button>>
<<button "Earnest">><<replace "#givetrait">><<set $repute.earnest to 1>><<run delete $repute.cunning>>
earnest added<</replace>><</button>>
<<button "Rebel">><<replace "#givetrait">><<set $repute.rebel to 1>><<run delete $repute.orthodox>>
rebel added<</replace>><</button>>
<<button "Orthodox">><<replace "#givetrait">><<set $repute.orthodox to 1>><<run delete $repute.rebel>>
orthodox added<</replace>><</button>>
</div>
<div id='givetrait' style='margin-bottom:1em;background-color:var(--menucolor);min-height:5em;'>
</div>
<<once>>
<<set $lStats to {base:0,eye:0}>>
<</once>>
<<set $tempQ to {}>>
<div style='display:flex;flex-direction:column;'>
[[Begin Game]]
[[Map|PREP: Preparations Map]]
[[Opening|OPEN: Begin]]
<span>[[Vicky segment|PREP: vicky setup temp]]</span>
<span>[[Elijah Segment|PREP: Elijah Party Select]]</span>
[[THE OFFICE|0OPEN: lymandiscuss loc]]
<span>[[Ceremony|PREP: Blessing Loc]]</span>
<span>[[Party segment|PREP: Party Letter Insert]]</span>
<span>[[Kaitos segment|TEMPKAITOSSTART]]</span>
<span>[[Storage|PREP: Basement Start]]</span>
<span>[[Glenmaer segment|PREP: PA Open]]</span>
<span>[[Gun segment|PREP: quincy gun op]]</span>
<span>[[Drinky Friends|0open: drank loc]]</span>
</div>Woah....
$testVar<!---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>><div style='width:100%;' class='debug'>
<div class='debug-buttons'>
<<button "Create Demo Bug Report">>
<<script>>
Dialog.setup("DEBUG - BUG REPORT");
Dialog.wiki(Story.get("DEBUG - BUG REPORT").processText());
Dialog.open();<</script>>
<</button>>
<<button "Test Setup Var Stuff">>
<<script>>
Dialog.setup("DEBUG - SETUPVAR");
Dialog.wiki(Story.get("DEBUG - SETUPVAR").processText());
Dialog.open();<</script>>
<</button>>
</div>
<<if $playerDebug != true>>
<div style='display:grid;grid-template-columns:1fr 1fr;column-gap:2em;'>
<div>
<h2>Get Stuff</h2>
<div class='debug-buttons'>
<span id='codex-get'>
<<button "Get Codex Entries">>
<<silently>>
<<codexDebug>><</codexDebug>>
<</silently>>
<<run $("#codex-get button").prop("disabled", true)>>
<</button>>
</span>
<span id='camp-get'>
<<button "Send Them To Summer Camp">>
<<silently>>
<<debugCast>><</debugCast>>
<</silently>>
<<run $("#camp-get button").prop("disabled", true)>>
<</button>>
</span>
<span>
<<button "Command Prompt">>
<<script>>
Dialog.setup("DEBUG - COMMAND CENTER");
Dialog.wiki(Story.get("DEBUG - MACRO CENTER").processText());
Dialog.open();<</script>>
<</button>>
</span>
</div>
</div>
<div>
<h2>Change Stuff</h2>
<div class='debug-buttons'>
<span>
<<button "Quincy Rehabilitation Center">>
<<script>>
Dialog.setup("DEBUG - QUINCY");
Dialog.wiki(Story.get("DEBUG - QUINCY").processText());
Dialog.open();<</script>>
<</button>>
</span>
<span>
<<button "Cast Alteration Station">>
<<script>>
Dialog.setup("DEBUG - CAST ALTERATION STATION");
Dialog.wiki(Story.get("DEBUG - CAST").processText());
Dialog.open();<</script>>
<</button>>
</span>
</div>
</div>
<</if>><div style='width:100%;' class='debug'>
<p>This is a brute force testing ground for variable changes and macros. While useful for testing, keep in mind that <b>stability cannot be guaranteed</b> and there <i>IS</i> a risk of macros not behaving as they would in regular gameplay or commands not working as expected due to passage visitation.</p>
<div style='display:grid; grid-template-columns:3fr 1fr;column-gap: 2em;width: 75%;margin: auto;'>
<div>
<<textarea "_debugMacroTemp" "Write yer macro here.">>
</div>
<div class='debug-bigbutton'>
<<button "Run Macro">>
<<replace "#macro-testing-zone">>
_debugMacroTemp<p><em>Command has been run.</em></p>
<</replace>>
<</button>>
</div>
</div>
<h2>Your Macro:</h2>
<div id='macro-testing-zone'>
<em class='fade' style='text-align:center;margin:1em;display:block;'>Enter a macro. </em>
</div>
<span class='debug-back'>
<<button "Return">>
<<script>>
Dialog.setup("DEBUG");
Dialog.wiki(Story.get("DEBUG").processText());
Dialog.open();<</script>>
<</button>></span>
</div><div style='width:100%;' class='debug'>
<div class='debug-form' style='margin:auto;width:75%;display:grid;grid-template-columns:1fr;column-gap:0.5em;row-gap:1em;margin-bottom:1em;'>
<div class='debug-item'><div class='debug-label'><b>Current Level: </b><span id='debug-level'>$qStats.level</span>
</div><div>
<<numberbox "_tempLevel" $qStats.level>>
<<button "Change Level">>
<<set $qStats.level to _tempLevel>>
<<replace #debug-level>>
$qStats.level
<</replace>>
<</button>>
</div>
</div>
<div class='debug-item'><div class='debug-label'>
<b>Reset Stats:</b>
</div>
<div>
<span id='reset-stats'>
<<button "Reset Stats">>
<<set $qStats.skills = {haretouch: setup.skillKey.hare.init, empathy: setup.skillKey.emp.init, etiquette: setup.skillKey.etiq.init, deception: setup.skillKey.dec.init, physical: setup.skillKey.phys.init}>>
<<set _skillPoints to 6 + ($qStats.level * setup.levelUp.skillPoints)>>
<<set $statPoolTotal to _skillPoints>>
<<set $qStats.exp to $qStats.exp + ($qStats.level * setup.levelUp.exp)>>
<<set $qStats.level to 0>>
<<run $("#reset-stats button").prop("disabled", true)>>
<</button>>
</span>
</div>
</div>
<div class='debug-item'><div class='debug-label'>
<b>Trait #1:</b>
<span id='trait-1'>
<<if $traits.hasOwnProperty("shameful")>>shameful
<<else>>shameless
<</if>></span>
</div>
<div>
<<listbox "_tempTrait1">>
<<option "shameful">>
<<option "shameless">>
<</listbox>>
<<button "Change Trait">>
<<script>>
setup.removeTrait("shameful");
setup.removeTrait("shameless");
State.variables.traits[State.temporary.tempTrait1] = true;
<</script>>
<<replace #trait-1>>
_tempTrait1
<</replace>>
<</button>>
</div>
</div>
<div class='debug-item'><div class='debug-label'>
<b>Trait #2:</b>
<span id='trait-2'>
<<if $traits.hasOwnProperty("moleman")>>moleman
<<else>>cleithro
<</if>></span>
</div>
<div>
<<listbox "_tempTrait2">>
<<option "cleithro">>
<<option "moleman">>
<</listbox>>
<<button "Change Trait">>
<<script>>
setup.removeTrait("cleithro");
setup.removeTrait("moleman");
State.variables.traits[State.temporary.tempTrait2] = true;
<</script>>
<<replace #trait-2>>
_tempTrait2
<</replace>>
<</button>>
</div></div>
<div class='debug-item'><div class='debug-label'>
<b>Trait #3:</b>
<span id='trait-3'>
<<if $traits.hasOwnProperty("guilty")>>guilty
<<else>>unguilty
<</if>></span>
</div>
<div>
<<listbox "_tempTrait3">>
<<option "guilty">>
<<option "unguilty">>
<</listbox>>
<<button "Change Trait">>
<<script>>
setup.removeTrait("guilty");
setup.removeTrait("unguilty");
State.variables.traits[State.temporary.tempTrait3] = true;
<</script>>
<<replace #trait-3>>
_tempTrait3
<</replace>>
<</button>>
</div>
</div>
<div class='debug-item'><div class='debug-label'>
<b>Trait #4:</b>
<span id='trait-4'>
<<if $traits.hasOwnProperty("packbonded")>>packbonded
<<else>>dispersal
<</if>></span>
</div>
<div>
<<listbox "_tempTrait4">>
<<option "packbonded">>
<<option "dispersal">>
<</listbox>>
<<button "Change Trait">>
<<script>>
setup.removeTrait("packbonded");
setup.removeTrait("dispersal");
State.variables.traits[State.temporary.tempTrait4] = true;
<</script>>
<<replace #trait-4>>
_tempTrait4
<</replace>>
<</button>>
</div>
</div>
<div class='debug-item'><div class='debug-label'>
<b>Romance:</b> <span id='debug-romance'>
<<if $qStats.romance == false>>
none
<<else>>
$qStats.romance.who ($qStats.romance.status)
<</if>>
</span>
</div>
<div>
<<listbox "_tempRomance">>
<<option "none" false>>
<<option "ugly" "lucas">>
<<option "pretty" "oscar">>
<</listbox>>
<<listbox "_tempRomanceType">>
<<option "ongoing" "ongoing">>
<<option "ended" "end">>
<<option "dead" "dead">>
<</listbox>>
<<button "Change Romance">>
<<script>>
if (State.temporary.tempRomance == false){
State.variables.qStats.romance = false;
} else {
State.variables.qStats.romance = {who:State.temporary.tempRomance,status:State.temporary.tempRomanceType};
}
<</script>>
<<replace #debug-romance>>
<<if $qStats.romance == false>>
none
<<else>>
$qStats.romance.who ($qStats.romance.status)
<</if>>
<</replace>>
<</button>>
</div>
</div>
<div class='debug-item'><div class='debug-label'>
<b>Liquid Poltics:</b>
<br>(-Rebel, +Orthodox)
</div><div>
<<numberbox "$repute.politics" $repute.politics>>
</div></div>
<div class='debug-item'><div class='debug-label'>
<b>Liquid Drive:</b>
<br>(-Apathy, +Ambition)
</div><div>
<<numberbox "$repute.drive" $repute.drive>>
</div></div>
<div class='debug-item'><div class='debug-label'>
<b>Liquid Competence:</b>
<br>(-Inept, +Capable)
</div><div>
<<numberbox "$repute.competence" $repute.competence>>
</div></div>
<div class='debug-item'><div class='debug-label'>
<b>Liquid Violence:</b>
<br>(-Peaceful, +Violent)
</div><div>
<<numberbox "$repute.violence" $repute.violence>>
</div></div>
<div class='debug-item'><div class='debug-label'>
<b>Actions:</b>
</div><div>
<<button "Modify Actions">>
<<script>>
Dialog.setup("DEBUG - QUINCY - ACTIONS");
Dialog.wiki(Story.get("DEBUG - QUINCYACTIONS").processText());
Dialog.open();<</script>>
<</button>>
</div></div>
<span class='debug-back'>
<<button "Return">>
<<script>>
Dialog.setup("DEBUG");
Dialog.wiki(Story.get("DEBUG").processText());
Dialog.open();<</script>>
<</button>></span>
</div><div style='width:100%;' class='debug'>
<<script>>
State.temporary.tempActions = JSON.stringify(State.variables.actions, null, 4);
<</script>>
<div class='debug-bigtext'>
<<textarea "_tempActions" _tempActions>>
<<button "Change Your Actions">>
<<script>>
var newActions = false;
State.temporary.actionError = "";
try {
newActions = JSON.parse(State.temporary.tempActions);
} catch (e) {
throw new Error('Error occured: JSON Syntax bad and wrong. Check for broken strings and trailing commas - JSONs HATE trailing commas', e);
}
if (newActions != false){
State.variables.actions = newActions;
State.temporary.actionError = "<b class='green'>Success!</b> You have changed history. View console log to see the effects.";
} else {
State.temporary.actionError = "<b class='red'>Failure!</b> JSON syntax error.";
}
console.log(State.variables.actions);
<</script>>
<<replace #debug-json-error>>
_actionError
<</replace>>
<</button>>
<span id='debug-json-error'></span>
</div>
<span class='debug-back'>
<<button "Return">>
<<script>>
Dialog.setup("DEBUG - QUINCY");
Dialog.wiki(Story.get("DEBUG - QUINCY").processText());
Dialog.open();<</script>>
<</button>></span>
</div><div style='width:100%;' class='debug'>
<p>Here you can conduct brain surgery on <span>$</span>cast members for testing purposes. IMO, the cast objects are too complex and the characters too plentiful for it to feel reasonable to create nuanced handholding tools for every facet, so instead I decided to go the insane route and create a single tool that will surgically alter their base JSON.</p>
<p>Ensure that your alterations are physically possible, as the game won't always be capable of handling unexpected values. Note that certain modifications, such as ones related to grudges and past memories, are too layered to generate a tool for and are easier modified through direct variable modification in the command center.</p> <p>Click a name below in order to peer into the dark abyss of their soul.</p>
<div style='display:grid; grid-template-columns: 1fr 1fr 1fr 1fr 1fr;column-gap:0.5em;row-gap:0.5em;'>
<<script>>
var cast = State.variables.cast;
var cKeys = Object.keys(cast);
var returnStr = "";
for (let i = 0; i < cKeys.length;i++){
returnStr += "<<button $cast."+cKeys[i]+".nameShort>>";
returnStr += "<<set _tempActions to JSON.stringify($cast."+cKeys[i]+".memory,null,4)>>";
returnStr += "<<run setup.debugCastSurgery('"+cKeys[i]+"')>>";
returnStr +="<</button>>";
}
$(this.output).wiki(returnStr);
<</script>>
</div>
<div id='debug-person' style='display:grid; grid-template-columns:1fr 1fr;column-gap: 0.5em;row-gap:1em;width: 75%;margin: auto;'>
</div>
<div id='debug-person-memories'>
</div>
<span class='debug-back'>
<<button "Return">>
<<script>>
Dialog.setup("DEBUG");
Dialog.wiki(Story.get("DEBUG").processText());
Dialog.open();<</script>>
<</button>></span>
</div><div style='width:100%;'>
<p>Have you encountered a bug in demo testing? <b>Please describe your issue and send the resulting .txt file (and, if applicable, any screenshots you may have taken of the bug in action) to me or Dan.</b> The button will pair your report with data from your game session that will help us locate and repair the issue.</p>
<p>-LS</p>
<div style='display:grid; grid-template-columns:3fr 1fr;column-gap: 2em;width: 75%;margin: auto;'>
<div>
<<textarea "_debugDemoTemp" "What went wrong?">>
</div>
<div class='debug-bigbutton'>
<<button "Save Report">>
<<script>>
setup.exportBugReport("tempOscarQuest");
<</script>>
<</button>>
</div>
</div>
</div><div style='width:100%;'>
<p>does setup persist?</p>
<p><<if setup.flags != false>>yeah baby <<print Object.keys(setup.flags)>> keys <<run console.log(setup.flags)>><<else>>nah<</if>></p>
</div><<cLink 'Tri-Kingdom of Vestur' 'Tri Kingdom'>>
<<cLink 'Tri-Kingdom of Vestur' 'Tri Corgi'>>'s
<<cLink 'Southern Kingdom'>>sdsds
<<set _tempItem = {name: "An Item", desc: "Test item description.",obtained:["Behind the couch","Lucas’s Estate"], pic:"placeholderItem.png",type:"item"}>>
<<addItem _tempItem>><</addItem>>
<<set _itemMenu = {
items:[
{item:"An Item",
link:false,
comment:"This is a specific test item."},
],
notes:[]
}>>
<<set _choiceList = [[4, _itemMenu,"Look at this item...", "$b.item"]]>>
<<qSpeak $p.quincy.school.neutral "Quinky">>
<<choose _choiceList true>><</choose>>
<</qSpeak>>
<<iText>>
<p>Squidward squidward squidward squidward squidward squidward squidward squidward squidward.</p>
<p> squidward squidward squidward squidward squidward squidward squidward squidward. squidward squidward squidward squidward squidward squidward squidward squidward. squidward squidward squidward squidward squidward squidward squidward squidward. squidward squidward squidward squidward squidward squidward squidward squidward. squidward squidward squidward squidward squidward squidward squidward squidward.</p>
<</iText>>
<<speak $p.dangelo.neutral "D'Angel">>hehe wheeee<</speak>>
<<speak $p.arthur "Arthur">>Malik, will you marry me<</speak>>
<<set _choiceList = [
["link", "[[HuddleTest]]","Test group huddle convo."],
["link", "[[CharSelectTest]]","Test party selection."],
["link", "[[MapTest]]","Test maps."],
["link", "[[RoundTableTest]]","Test roundtables."],
["link", "[[ExportTest]]","Test save/load data between eps."],
["check", "[[ActiveRollTest]]","a skillcheck", "<<showDiceRollChance 10 'haretouch'>><</showDiceRollChance>>"],
["check", "[[ActiveRollTest]]","a skillcheck", "<<showDiceRollChance 10 'opinionP' $qStats.repute.rebel >><</showDiceRollChance>>"],
["link", "[[DinnerTest]]","Test DINNER minigame."],
]>>
<<qSpeak $p.malik "Malik">>
<<choose _choiceList true>><</choose>>
<</qSpeak>>
<<timerLink "[[Timer Test]]" "Test timer minigame...">><</timerLink>>
@@.link;[[Continue. |Test Passage]]@@QUINCHY: $qStats.age , $qStats.birth
RHEA: $ageTracker.Rhea.age , $ageTracker.Rhea.birth
LUCAS: $cast.Lucas.age , $cast.Lucas.birth
OSCAR: $cast.Oscar.age , $cast.Oscar.birth
D'ANGELO: $cast.Dangelo.age , $cast.Dangelo.birth
YEAR: $dateTracker.year
[[let's age baby]]QUINCHY: $qStats.age , $qStats.birth
RHEA: $ageTracker.Rhea.age , $ageTracker.Rhea.birth
LUCAS: $cast.Lucas.age , $cast.Lucas.birth
OSCAR: $cast.Oscar.age , $cast.Oscar.birth
D'ANGELO: $cast.Dangelo.age , $cast.Dangelo.birth
YEAR: $dateTracker.year
<<set $dateTracker.season to "eWinter">>
Season: $dateTracker.season
[[age test big]]<<silently>><<ageUp 5 "Spring">><</ageUp>><</silently>>
QUINCHY: $qStats.age , $qStats.birth
RHEA: $ageTracker.Rhea.age , $ageTracker.Rhea.birth
LUCAS: $cast.Lucas.age , $cast.Lucas.birth
OSCAR: $cast.Oscar.age , $cast.Oscar.birth
D'ANGELO: $cast.Dangelo.age , $cast.Dangelo.birth
YEAR: $dateTracker.year
Season: $dateTracker.season<<rollDice 0 10 "haretouch">><</rollDice>>
<<if $rollPass == true>>
yay
<<else>>
oh no
<</if>>
<<rollDiceFake "opinion" 3 "$sIco.emp" false>><</rollDiceFake>>
<<if $rollPass == true>>
yay
<<else>>
oh no
<</if>>
<<rollDice 1 10 "affinityP" $cast.Lucas>><</rollDice>>
<<if $rollPass == true>>
yay
<<else>>
oh no
<</if>><<rollDice 0>><</rollDice>>
<<if $rollPass == true>>
yay
<<else>>
oh no
<</if>>
$storedCheck[0] , $storedCheck[1] , $storedCheck[2]
back back back [[Test Passage]]<<northernDinner 50 100 "[[WinnerDinner]]" "[[LoserDinner]]">><</northernDinner>>you win :)you lose ):<<exportJSON>><</exportJSON>>
<<importJSON "Test Passage">><</importJSON>><<nobr>>
<<set _mapOverride = [
["test2","[[subMapTest]]"],
]>>
<</nobr>><<showMap _mapOverride>><</showMap>>
wheee
go back [[Test Passage]]<<nobr>>
<<set _mapOverride = [ ["return","[[Looptest]]"], ]>>
<</nobr>><<showSubmap $submapTest _mapOverride>><</showSubmap>><<iText>>You have a moment to stop and talk with your friends. But why would you want to?<</iText>>
<<nobr>>
<<set _huddle = [
{id:"Lucas", link: "[[LucasConvo]]",port:$p.lucas.school.eyeroll},
{id:"Dangelo",link:"[[DangeloConvo]]"}
]>>
<</nobr>><<groupHuddle _huddle>><</groupHuddle>>
<<qSpeak $p.quincy.school.neutral "Quinpy">>*[[I think that's enough of that.|Test Passage]]<</qSpeak>><<nobr>><<if visited() <= 1>>
<<speak $p.lucas.school.surly "Lucas">>
What do you want now?
<</speak>>
<<set _endConvoResponse to "Nothing. Sorry.">>
<<else>>
<<speak $p.lucas.school.eyeroll "Lucas">>
. . .
<</speak>>
<<set _endConvoResponse to "I'll leave you alone.">>
<</if>><</nobr>>
<<silently>><<set _choiceList = [
[0, "[[LucasConvo2]]","I just wanted to see if you were okay."],
[1, "[[HuddleTest]]",_endConvoResponse, "$d.end", true],
]>><</silently>>
<<qSpeak $p.quincy.school.neutral "Quincy">><<choose _choiceList true>><</choose>><</qSpeak>><<speak $p.lucas.school.surly "Lucas">>
Nothing is wrong. You're just the worst person in the world is all.
<</speak>>
<<qSpeak $p.quincy.school.neutral "Quincy">>
What? Since when?
<</qSpeak>>
<<speak $p.lucas.school.surly "Lucas">>
Since you became such a traitorous slut.
<</speak>>
<<qSpeak $p.quincy.school.neutral "Quincy">>
Oh. Sorry for my promiscuity.
<</qSpeak>>
<<speak $p.lucas.school.eyeroll "Lucas">>
. . .
<</speak>>
<<silently>><<set _choiceList = [
[0, "[[LucasConvo]]",". . ."],
]>><</silently>>
<<qSpeak $p.quincy.school.neutral "Quincy">><<choose _choiceList>><</choose>><</qSpeak>><<speak $p.dangelo.neutral "D'Angelo">>Hi :)<</speak>>
<<qSpeak $p.quincy.school.neutral "Quinchy">>*[[I have to go.|HuddleTest]]<</qSpeak>><<set _mandatory to ["any","Oscar","Lucas"]>><<set _suggested to ["Dangelo"]>><<set _notRecc to ["Kaitos"]>><<set _banned to ["Rhea"]>>
<<buildParty 3 _mandatory _suggested _notRecc _banned true "[[subMapTest]]">><</buildParty>><<set _participants = {
you: {
neutral:"placeholder_quincy.png",
negative:"placeholder_quincy.png",
positive:"placeholder_quincy.png",
z:3},
crowd: {
neutral:"placeholder_council_neutral.png",
negative:"placeholder_council_negative.png",
positive:"placeholder_council_positive.png",
z:1},
special:{
hyden: {
id:"hyden",
neutral:"placeholder_hyden_neutral.png",
negative:"placeholder_hyden_negative.png",
positive:"placeholder_hyden_positive.png",
interject:["placeholder_hyden_positive.png","placeholder_hyden_negative.png"],
stance:"against",
interjecting:[false,0],
z:2},
}
}>>
<<set _rt = {
state: "init",
topic: "Pineapple Pizza",
topicId: "pineapplePizza",
who:"The Council",
score: 0,
minWin: 75,
faction: $affiliation.tri,
folder: "royalcouncil/",
bg: ["councilBGPlaceholder.png","councilBGtile.png"],
participants: _participants,
saves:1,
failWarningPassage: "rtTestWarning",
failSavePassage: "rtSave",
failPassage: "rtTestFail",
closingPassage: "rtTestClosing",
endPassage: "rtTestEnd",
synopsis:{
for:["<p>This is the body text added to the synopsis if you win and you're for.</p>",
"<p>This is the body text added to the synopsis if you lose and you're for.</p>",
"<p>This is the body text added to the synopsis if you GET EJECTED and you're for.</p>"],
against:["<p>This is the body text added to the synopsis if you win and you're against.</p>",
"<p>This is the body text added to the synopsis if you lose and you're against.</p>",
"<p>This is the body text added to the synopsis if you GET EJECTED and you're against.</p>"],
},
}>>
<<roundTable 0 _rt>>
<<iText>>The council has gathered to discuss ''$roundTable.topic''. Where do you stand?<</iText>>
<<set _choiceList = [
[1, "[[rtOpening]]","I stand for " + $roundTable.topic + ".", "$d.decision", false, ["$roundTable.forOrAgainst", "for"]],
[1, "[[rtOpening]]","I stand against " + $roundTable.topic + ".", "$d.decision", false, ["$roundTable.forOrAgainst", "against"]],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList true>><</choose>>
<</qSpeak>>
<</roundTable>><<roundTable>>
<<iText>>table over! you <<if $roundTable.outcome[1] == "win">>won<<else>>lost<</if>>. <</iText>>
<</roundTable>><<roundTable>>
<<iText>>The first module goes here. Your current score is $roundTable.score and your current scoreChange is $roundTable.scoreChange your remaining saves is $roundTable.saves <</iText>>
<<set _choiceList = [
[0, "[[rtScoreChangeTestA]]","Change my score (for)."],
[0, "[[rtScoreChangeTestB]]","Change my score (against)."],
[0, "[[rtInterjectTest]]","Test an interjection"],
[0, "[[rtTestClosing]]","Go to closing ceremony."],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<</roundTable>><<roundTable>><<speak $p.lucas.school.neutral 'Loser'>>
You have chosen '<<print $roundTable.forOrAgainst>>'. Opening statement! Blah blah blah.
<</speak>>
<br>
@@.link;[[Continue.|rtFirstModule]]@@
<</roundTable>><<set _changes = [{type:"score",fScore:25,aScore:-100}]>>
<<roundTable _changes>>
<<iText>>Score has changed (+for, -against)<</iText>>
<<set _choiceList = [
[0, "[[rtFirstModule]]","Go back."],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<</roundTable>><<set _changes = [{type:"score",fScore:-25,aScore:25}]>>
<<roundTable _changes>>
<<iText>>Score has changed (-for, +against)<</iText>>
<<set _choiceList = [
[0, "[[rtFirstModule]]","Go back."],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<</roundTable>><<if $roundTable.saves >= 1>>
<<speak $p.lucas.school.neutral 'Loser'>>
You are too stupid to live. Beg for mercy!
<</speak>>
<<set _rtSave = "[["+$roundTable.failSavePassage+"]]">>
<<set _choiceList = [
[2, _rtSave,"I promise I'll be good.", "<<showDiceRollChance 10 'etiquette'>><</showDiceRollChance>>"],
[1, "[[rtTestFail]]","I'd rather die.", "$d.decision"],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<<else>>
<<speak $p.lucas.school.neutral 'Loser'>>
You have been a dunderhead long enough, Quinpey! go die.
<</speak>>
<br>
@@.link;[[Continue.|rtTestFail]]@@
<</if>><<roundTable>>
<<iText>>You failed and automatically <<if $roundTable.outcome[1] == "win">>won<<else>>lost<</if>>. <</iText>>
<</roundTable>><<roundTable>>
<<iText>>This is the closing passage. <</iText>>
<<set _choiceList = [
[0, "[[rtTestEnd]]","End this, once and for all"],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<</roundTable>><<preRoll>><</preRoll>>
<<script>>setup.tickDownSaves();<</script>>
<<set _changes = [
{type:"display", content:"<<getPreRoll>><</getPreRoll>>"}
]>>
<<if $rollPass == true>>
<<set $roundTable.score = -75>>
<<roundTable _changes>>
<<speak $p.lucas.school.neutral 'Loser'>>
Okay... but you better behave yourself, ingrate.
<</speak>>
<<set _resume = "[[Continue.|" + $roundTable.resumePassage + "]]">>
@@.link;<<print _resume>>@@
<</roundTable>>
<<else>>
<<roundTable _changes>>
<<speak $p.lucas.school.neutral 'Loser'>>
We don't believe you. You are a trouble maker and we will not stand for it.
<</speak>>
<<set _resume = "[[Continue.|" + $roundTable.failPassage + "]]">>
@@.link;<<print _resume>>@@
<</roundTable>>
<</if>><<if $roundTable.forOrAgainst != $roundTable.participants.special.hyden.stance>>
<<set _changes = [{type:"interject",people:"hyden",iType:0},{type:"score",fScore:-5,aScore:0},
{type:"display", content:"<<showItem 'An Note'>><</showItem>>"}
]>>
<<roundTable _changes>>
<<speak $p.lucas.school.neutral 'Hyden'>>
I'm Hyden and I hate your guts.
<</speak>>
<<set _choiceList = [
[0, "[[rtFirstModule]]","Go back."],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<</roundTable>>
<<else>>
<<roundTable>>
<<iText>>Hyden does not oppose you and will not interject here.<</iText>>
<<set _choiceList = [
[0, "[[rtFirstModule]]","Go back."],
]>>
<<qSpeak $p.quincy.school.neutral 'Quincy'>>
<<choose _choiceList false>><</choose>>
<</qSpeak>>
<</roundTable>>
<</if>><<startTime 30 "[[Timer Failed]]">><</startTime>><<countDown>><</countDown>>
timey wimey
[[Timer Test 2]]<<countDown>><</countDown>>
yaaay
[[Timer Test 3]]<<endTime>><</endTime>><<countDown>><</countDown>>
You done.<<countDown>><</countDown>>
<<deathCounter>><</deathCounter>>
You died.<!---- 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)>>
<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 $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 $debug == true && $playerDebug != true>><li class="menuForwardBack"><<link "←">><<script>>Engine.backward()<</script>><</link>> <<link "→">><<script>>Engine.forward()<</script>><</link>></li><</if>>
</ul><</nobr>><div class='mobile-submenu' >
<span title='Party' id='submenuYou'>
<<button "<<icon 'dice'>>" "YOU">><</button>>
</span>
<span title='Party' id='submenuParty'>
<<button "<<icon 'party'>>" "PARTY">><</button>>
</span>
<span title='Travel Log' id='submenuQuests'>
<<button "<<icon 'king'>>" "QUEST LOG">><</button>>
</span>
<span title='Inventory' id='submenuInventory'>
<<button "<<icon 'item'>> " "INVENTORY">><</button>>
</span>
<span title='Codex' id='submenuCodex'>
<<button "<<icon 'appendix'>>" "CODEX">><</button>>
</span>
<<if Object.keys($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-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 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 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 change ----------------------------->
<<widget 'repute'>>
<<script>>jQuery(this.output).wiki(setup.rankUpRep(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") && $args[0] != "end">>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
_contents
<</link>>
<</if>>
<</if>>
<</widget>><<widget 'appendix'>>
<<appendixHandler>><</appendixHandler>>
<</widget>>
<<widget 'appendixAdd'>>
<<once>>
<<set _appNum to Object.keys($appendix).length>>
<<set $appendix[$args[0]] to {completed:0}>>
<</once>>
<<print setup.drawAppendixAlert($args[0])>>
<</widget>><<widget "addBuff">>
<<once>>
<<print setup.addBuff($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\" [[*Send this letter.*|"+_tempSendPassage+"]]>><</decide>>">>
<<else>>
<<print "<<decide true \"Respond\" [[*Draft a response.*|"+_tempReplyPassage+"]]>><</decide>>">>
<</if>>
<<decide false "Discard" [[*Discard this letter.*|MAIL HUB]]>><<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 '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 'changeState'>>
<<once>>
<<if $args[0] != undefined>>
<<set $actTracker.state = $args[0]>>
<<else>>
<<set $actTracker.state++>>
<</if>>
<</once>>
<</widget>>
<<widget 'flag'>>
<<once>>
<<run setup.pushFlag($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 '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='"+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 _drawItemLink>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<<script>>
State.variables.presentItem = State.temporary.args[0];
<</script>>
_contents
<</link>>
</span>
<</if>>
<</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] $args[1]>><</skillGateM>>
<</widget>>
<<widget 'passiveCheck'>>
<<run setup.passiveRoll($args[0],$args[1])>>
<</widget>>
<<widget 'passiveGate'>>
<<run setup.passiveGate($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 "tellStory">>
<<set _storytime to $args[0]>>
<<run console.log(_storytime)>>
<div id='story-img-holder'>
<div id='story-img-scroll'>
<ul class='storytime'>
<<for _i to 0; _i < _storytime.length; _i++>>
<li>
<<print "<div class='story-img' id='story-img-"+_i+"' style='--img:url(\""+setup.Path+"storytime/"+_storytime[_i].img+"\");'></div>">>
<div class='storytime-text'>
<<if Array.isArray(_storytime[_i].text)>>
<<for _j to 0; _j lt _storytime[_i].text.length; _j++>>
<p>_storytime[_i].text[_j]</p>
<</for>>
<<else>>
<p>_storytime[_i].text</p>
<</if>>
</div>
</li>
<</for>>
</ul>
</div>
</div>
<</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='OPPORTUNITY: "+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].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[1]+"</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") && $args[0] != "end">>
@@.link-disabled.special-link;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled.special-link;_checkLink.text@@
<<else>>
<span class='special-link'>
<<link _checkLink.text _checkLink.link>>
<</link>>
</span>
<</if>>
<</widget>>
<!---------------- introImg ----------------------------->
<<widget 'introImg'>>
<<set _tempArg to [$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],$args[1]]>>
<<script>>
var args = State.temporary.tempArg;
var url = setup.Path + "insert_illustrations/intro/";
var img = "<div aria-role='img' aria-label='"+args[1]+"' class='introImg animatedImg' style='background-image:var(--anim1); --anim1:url("+url+args[0][0]+"); --anim2:url("+url+args[0][1]+"); --anim3:url("+url+args[0][2]+");'>";
img += "<div class='img-layer lic-holder'>";
img += "<div class='img-layer introImg animatedImg licorice licorice-body' id='lic-body' style='background-image:var(--anim1); --anim1:url("+url+"intro_twins_licbody1.png"+"); --anim2:url("+url+"intro_twins_licbody2.png"+"); --anim3:url("+url+"intro_twins_licbody3.png"+");'></div>";
img += "<div class='img-layer introImg animatedImg licorice licorice-sheen' id='lic-sheen' style='background-image:var(--anim1); --anim1:url("+url+"intro_twins_licsheen1.png"+"); --anim2:url("+url+"intro_twins_licsheen2.png"+"); --anim3:url("+url+"intro_twins_licsheen3.png"+");'></div>";
img += "<div class='img-layer introImg animatedImg licorice licorice-eye' id='lic-eye' style='background-image:var(--anim1); --anim1:url("+url+"intro_twins_liceye1.png"+"); --anim2:url("+url+"intro_twins_liceye2.png"+"); --anim3:url("+url+"intro_twins_liceye3.png"+");'></div>";
img += "</div>";
img += "</div>";
jQuery(this.output).wiki(img);
<</script>>
<</widget>>
<!------------- atlantean -------------------------------->
<<widget 'atlantean'>>
<<print setup.atlanteanWords($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>><<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 {
}>><<switch $actTracker.episode>>
<<case 1>>
<<include "LOGTEXT A1 S1 E1">>
<</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 $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 $debug == true && $playerDebug != true>><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// gotta 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 and had 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 is 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 reccomendation 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>>
<<include "PREP: Camp DAngelo Choices">>
<<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 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 committed 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 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 is 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 not 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 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. Sword's'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 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 Vesturs, Southerners 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 a 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 wade 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 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 it's 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. Huge 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 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.hasRep("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.hasRep("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 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// 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 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, $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 you 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, $VQname. And what kinda soldier would I be if I was afraid of those? <</speak>>
<<include "PREP: Camp Vicky - About Hub">><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> I can think of at least one more difference than that.<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> I can think of at least one more difference than that.<</qSpeak>>
<</if>>
<<speak "vicky.disrespectful">> *She makes a loop with her thumb and forefinger, preparing for a lewd gesture.* Oh, you mean how I got a - <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> That you're a woman, yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> That you're //a woman,// yes. <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> Guess that's one difference, yeah? <</speak>>
<<include "PREP: Camp Vicky - About Hub">><<qSpeak "quincy.neutral">> Surely you existed prior to enlisting? Everyone comes from somewhere. <</qSpeak>>
<<speak "vicky.wink">> Not me! I'll say it again: I'm from nowhere. Dunno how much clearer I can get. <</speak>>
<<qSpeak "quincy.neutral">> *It seems you'll have to make some inferences if you want answers. And so, you put forth your best guess:* A small town, then. <</qSpeak>>
<<speak "vicky.unimpressed">> Yup. One of them forgettable little outposts up North. 'Course, I left a long time ago. Maybe I just ain't //Northy// enough, but I was never one for that //"stick around 'cause your grandpa's grandpa shat here"// crap. <</speak>>
<<speak "vicky.neutral">> So I wouldn't call myself a "Northerner." Wouldn't call myself a "Midlander," either. Thus: I'm nobody. And I'm from nowhere. What I do? That's pretty much is all there is to me. There's no "who." <</speak>>
<<choose>>
[[Who you are is your own person.|PREP: Camp Vicky - Vicky Dodge2][$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>><<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>>
<<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>><<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 $statPoolTotal to 6>>
<<levelUp true>><</levelUp>><div id='levelUpButtonHolder'><<script>>$(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 turns 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 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 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,//<<case "apathy">>//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 tophat 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 appaled 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 disappear.
``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 alabastar 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<<else>>all-too-recent<</if>>> recent 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 tisk.* <</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 have 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 $rumor.calypso>>one gesture<<else>>simple inaction<</if>> become so twisted through hearsay, you do not know. The prospect terrifies you.
<</text>>
<<speak "lucas.glance">> Pay it no mind, Quintrell. <</speak>>
<<qSpeak "quincy.tilt">> All this from such a small blunder. What will happen when I am made to make a real decision? <</qSpeak>>
<<speak "lucas.weary">> Worry not. The gossip papers' interest is inversely proportional to the importance of the topic covered. <</speak>>
<<speak "lucas.glance">> ...Mostly. <</speak>>
<<text>>
The silver Prince sighs and takes a sip of his cream-smothered coffee. (You aren't sure how he endures the slimy film such a drink leaves on the tongue. You prefer yours unadulterated.)
<</text>>
<<speak "lucas.neutral">> Seeing as it will take time before the Convoy has a Left Hand, the Southern treasury has offered to grant us extra funds for a scribe. <</speak>>
<<if setup.hasRep("ambition")>>
<<qSpeak "quincy.neutral">> Ah. Good. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> That's... good. <</qSpeak>>
<</if>>
<<speak "lucas.weary">> Yes. There's just one small problem. I've never... hired a scribe before. Have you...? <</speak>>
<<qSpeak "quincy.lookaway">> No. <</qSpeak>>
<<speak "lucas.neutral">> I didn't think so. <</speak>>
<<text>>
Being that you are a pair of insufferable and scrutinous pedants, neither you nor Lucas would ever let another budget or pen words on your behalf if it could be avoided. As lone men, this behavior could be called self-sufficiency, but as a Prince's Convoy, it is untenable.
<</text>>
<<speak "lucas.weary">> I've no idea how to go about hiring one of merit, and we've still so much to do. There's the Lustration ceremony and all the preparations that entails... <<if !$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 "">>
<<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, Quinrell: 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>>
[[Red conduction.|PREP: Glen Study][$tempQ.glen.type to "red"]]
[[Yellow conduction.|PREP: Glen Study][$tempQ.glen.type to "yellow"]]
[[Green conduction.|PREP: Glen Study][$tempQ.glen.type to "green"]]
[[Blue conduction.|PREP: Glen Study][$tempQ.glen.type to "blue"]]
<</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, it is only those out of reach of the students remain untarnished, for whatever a child //can// reach, 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 today, 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 $tempQ.glen.weapons<<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 I 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 accomodated, 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 a beast their 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 $debateOutcome == true>>
<<if $debChoice == "m">>
<<flag 211>>
<<else>>
<<flag 221>>
<</if>>
<<else>>
<<if $debChoice == "m">>
<<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 0 "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 0 "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 it's 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 their eyes and try to drawn 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 $mantidumb>>
<<debate -3>>
<<qSpeak "quincy.neutral">> The manticore may be loyal, but that means little if its decisions are not wise. <</qSpeak>>
<<speak "lucas.tipsy.thinking">> Oh? And what makes you think the manticore's decisions unwise? <</speak>>
<<qSpeak "quincy.think">> It was shortsighted enough to be captured and domesticated by man. The unicorn, on the other hand, was notoriously difficult to capture. <</qSpeak>>
<<speak "lucas.tispy.smug">> And this contempt for confinement translates into wisdom and merit as a scribe how? <</speak>>
<<qSpeak "quincy.neutral">> It is not the contempt for confinement, but the ability to plan and learn. A trap which caught one unicorn once would never again capture another. This is an intelligent animal capable of grasping cause and effect and altering its behavior accordingly. <</qSpeak>>
<<qSpeak "quincy.think">> //Unlike// the manticore. <</qSpeak>>
<<speak "dangelo.neutral">> Ooh. Got anything to say to that, Princey? <</speak>>
<<speak "lucas.tipsy.pleased">> As a matter of fact, I do. <</speak>>
@@.next;[[Continue.|0open: debate r1 u pathos 3][$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 in 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.think">> 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 $tempCheckbox>>
<<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 look.
<</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.hasRep("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.hasRep("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.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' guys 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.giggle">> 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.suprised">> *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 Houseof 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 Nepjthei'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 unprint 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 search, 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 preposterous 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>>
<<speak _quincyYet >> "Yet?" <</speak>>
<<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)>>
<<trait "shameless" [[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"]]`>><</trait>>
<</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 needs a bit of political background 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 the those who have never had, 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 in tact 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 humilation.
<</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 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 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 Mines. 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, two at maximum.
<</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 leave 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" >> ...Let me be serious. we already have too much to do as it is.<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> You can't be serious. 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.nervous">> 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.closed">> 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.neutral">> 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 guilder 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 mischevious 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 guilder 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)]` [[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 10 [[*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>>
Straight 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 the down King's Way."}
]`>>
<<location "glenmaer" `["Wolfsay","Glenmaer Lordship"]`>>
<<locationDesc>>
<<processTxt>>
Following Vick's trail east eventually brings you to the town of Wolfsay in east 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 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. <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> We can't continue on like this, D'Angelo. <</qSpeak>>
<</if>>
<<speak "dangelo.eyeroll">> Quince... <</speak>>
<<if $party.includes("lucas")>>
<<speak "lucas.scowl">> This is non-negotiable. Barghur. We're not going 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. Days of travel. It's time we cannot spare. <</qSpeak>>
<<else>>
<<qSpeak "quincy.think">> Tebenka is days of travel away. It's 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>>
Tut 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>>
``Indeed, you are so mesmerized by the uncanny horses, it hardly registers to you when the farmhand answers your question.
<</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 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 west 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 her's, 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 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. 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]]@@This is the VICKY PLACES hub. In the actual game, a link here would actually be a link back to the main map.
You always visit these places in order, but you're dumped out into the map between them rather than being funneled along. This has no real gameplay purpose but enhances the feeling of it being a wild goose chase with travel rather than just a series of passages you click through and half-read. Instead it's a bunch of map locations you have to purposefully select and half read!
# [[Start of quest.|PREP: Vicky Search Loc 1]]
# [[First stop: the inn.|PREP: Vicky Search Loc 2]]
# [[Second stop: the woods.|PREP: Vicky Search Loc 3]]
# [[Third stop: nearby town.|PREP: Vicky Search Loc 4]]
# [[Fourth stop: shootin town.|PREP: Vicky Search Loc 5]]
# [[Final stop: last town.|PREP: Vicky Search Loc 6]]
icky Search Loc 6]]
e with travel rather than just a series of passages you click through and half-read. Instead it's a bunch of map locations you have to purposefully select and half read!
# [[Start of quest.|PREP: Vicky Search Loc 1]]
# [[First stop: the inn.|PREP: Vicky Search Loc 2]]
# [[Second stop: the woods.|PREP: Vicky Search Loc 3]]
# [[Third stop: nearby town.|PREP: Vicky Search Loc 4]]
# [[Fourth stop: shootin town.|PREP: Vicky Search Loc 5]]
# [[Final stop: last town.|PREP: Vicky Search Loc 6]]
icky Search Loc 6]]<<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>>
<<img 1 "lucas_oath.png" "Lucas extends his 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 trelissed 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// or 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 pull 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 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 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. Most of 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. He must be, if the papers are to be believed...
<</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 hismelf 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:"A maudlin air lingers in the coach cabin until you reach Gadleigh Station in south Glenmaer. You are glad to leave it behind when you stop to change coaches."},
{img:"crowd-1.png",text:"It is afternoon now, 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 "day">>
<<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 "day">>
<<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>>
Their 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, it is only another 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.tempQ;
delete State.variables.didWin;
delete State.variables.debChoice;
<</script>>
<<set $campTopics to []>>
<<clearStoryTasks>>
<<itemClearTrash>>
<</once>>
<<addCodex "sphinx">>
@@.next;[[Continue.|0open: end episode1b]]@@<<tbc "End of Episode I" "Save your progress. Load your save in a future update to continue.">><<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 recieved 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 wherwith 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 @@.accent;the 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 of 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",setup.DCKey["easy"]]`>><<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 its 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 shouldnt'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>>from 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 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 its 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.m>><</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.m>><</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 Katios 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 takes 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 wrack 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 seargent'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 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 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 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 Graces. 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">>
<</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 you 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.surprised" "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 us normal folk. 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.surprised" "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 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 of 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 guilder 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, it feels reuniting 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'werent 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 is 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 diminuitive 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 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 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 mithril 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 settle 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 notes 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 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>><<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]]@@<!---------DEBUG SETUP ---------------------->
<<set $debug to false>>
<<set $playerDebug to false>><!---------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 ---------------------->
<<include "StoryInitDebug">>
<!--------PART SETUP------------------------>
<<include "StoryInitPart">>
<!--------STRUCTURAL SETUP --------------->
<<include "StoryInitStructure">>