<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>>
</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>
</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><!---- map info ------->
<<set $locations to {}>>
<<script>>
setup.initNorth();
setup.initSouth();
setup.initMiddle();
<</script>>
<<set $openLocations to {diadem:"PARTY"}>><!---- map info ------->
<<set $map = {
img:"map.jpg",
lastLoc:["barghur","morbre"],
mods: {},
provinces: {
andimeur: {
name: "Andimeur",
type:"sovereignty",
state: "middle",
head:"alexander",
campDesc:{
area:"in the fields",
season:{
spring:"Lush green hills surround you on all sides.",
summer:"The heat of summer beats down on the verdant hills.",
fall:"The once-green hills have turned a dry amber.",
winter:"A thin snow dusts the hills.",
eWinter:"The promise of spring lingers just beneath ever-shrinking patches of snow."
}
}
},
meira:{
name: "Meira",
type:"lordship",
state: "middle",
},
glenmaer: {
name: "Glenmaer",
type:"lordship",
state: "middle",
head:"ederic"
},
hyden: {
name: "Hyden",
type:"lordship",
state: "middle",
head:"arcturus"
},
wysaven: {
name: "Wysaven",
type:"lordship",
state: "middle",
},
elanil: {
name: "Elanil",
type:"lordship",
state: "middle",
},
tyrael: {
name: "Tyrael",
type:"lordship",
state: "middle",
},
guillemin: {
name: "Guillemin",
type:"lordship",
state: "middle",
},
fendove: {
name: "Fendove",
type:"lordship",
state: "middle",
},
arawynn: {
name: "Arawynn",
type:"lordship",
state: "middle",
},
selussa: {
name: "Selussa",
type:"lordship",
state: "middle",
},
deluxe: {
name: "DeLuxe",
type:"lordship",
state: "middle",
},
daeynor: {
name: "Daeynor",
type:"lordship",
state: "middle",
},
barghur: {
name: "Barghur",
type:"lordship",
state: "north",
head:"deion",
campDesc:{
area:"off the roads",
season:{
spring:"The land is green, but winter's chill lingers in the air.",
summer:"The land is verdant for now, but summer's warmth will not last long.",
fall:"The chill in the air tells you it will be winter again soon.",
winter:"A thick blanket of snow covers the land.",
eWinter:"Snow blankets the land, and there is no sign of spring yet."
}
}
},
elkhatu: {
name: "Elkhatu",
type:"lordship",
state: "north",
head:"justus"
},
delnaisi: {
name: "Delnaisi",
type:"lordship",
state: "north",
},
kagthur: {
name: "Kagthur",
type:"lordship",
state: "north",
},
tebenka: {
name: "Tebenka",
type:"lordship",
state: "north",
head:"suleiman"
},
lazgar: {
name: "Lazgar",
type:"lordship",
state: "north",
},
mul: {
name: "Mul",
type:"lordship",
state: "north",
},
urdagan: {
name: "Urdagan",
type:"lordship",
state: "north",
head:"lamonte",
},
segrangachi: {
name: "Segrangachi",
type:"lordship",
state: "north",
},
keshet: {
name: "Keshet",
type:"sovereignty",
state: "south",
head:"midas",
},
aaru: {
name: "Aaru",
type:"sovereignty",
state: "south",
head:"midas"
},
nephthei: {
name: "Nephthei",
type:"lordship",
state: "south",
head:"calypso"
},
cassiopeia: {
name: "Cassiopeia",
type:"lordship",
state: "south",
},
tjetanein: {
name: "Tjetanein",
type:"lordship",
state: "south",
},
vulpecula: {
name: "Vulpecula",
type:"lordship",
state: "south",
},
phaethon: {
name: "Phaethon",
type:"lordship",
state: "south",
},
qikhazum: {
name: "Qikhazum",
type:"lordship",
state: "south",
},
syros: {
name: "Syros",
type:"lordship",
state: "south",
},
henosut: {
name: "Henosut",
type:"lordship",
state: "south",
},
tritenoch: {
name: "Tritenoch",
type:"lordship",
state: "south",
},
caemari: {
name: "Caemari",
type:"lordship",
state: "south",
},
idahnaera: {
name: "Idahnaera",
type:"lordship",
state: "south",
},
sireimere: {
name: "Sireimere",
type:"lordship",
state: "south",
},
edresut: {
name: "Edresut",
type:"lordship",
state: "south",
},
ceneus: {
name: "Ceneus",
type:"lordship",
state: "south",
},
amtakhen: {
name: "Amtakhen",
type:"lordship",
state: "south",
},
djaru: {
name: "Djaru",
type:"lordship",
state: "south",
},
thalaren: {
name: "Thalaren",
type:"lordship",
state: "south",
head:"mars"
},
}
}>>
<<include "locInit">><<nobr>><ul class='mainMenuOpt' id="mainMenu">
<li id="menuParty"><<if $statPoolTotal >= 1>>
<<set _pTitle to "PARTY <sup class='lvlUp'>" + setup.icon.up + "</sup>">>
<<link _pTitle "PARTY">>
<</link>>
<<else>>
[[PARTY]]
<</if>></li>
<li class='mainMenuOpt' id="menuQuests">[[TRAVEL LOG|QUEST LOG]]</li>
<li class='mainMenuOpt' id="menuInventory">[[INVENTORY]]</li>
<li class='mainMenuOpt' id="menuCodex">[[CODEX]]</li>
<<if $debug == true>>
<li class='mainMenuOpt'><<link "DEBUG">><<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 setup.icon.end + " Return to Story">>
<<link _returnTitle $return>>
<</link>>
</li>
<</if>>
<li class="menuSaves"><<link "SAVES">><<script>>UI.saves()<</script>><</link>></li>
<li class="menuSettings"><<link "SETTINGS">><<script>>UI.settings()<</script>><</link>></li>
<li class="menuManual"><<link "MANUAL">><<script>>
Dialog.setup("INSTRUCTION MANUAL");
Dialog.wiki(Story.get("MANUAL HUB").processText());
Dialog.open();<</script>><</link>></li>
<li class="menuRestart"><<link "RESTART">><<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>><<menutitle "Inventory" "item">>
<<inventoryMenu>><</inventoryMenu>>
<<script>>
$(document).one(':passagedisplay', function (ev) {
setup.inventoryStartup();
});<</script>><<set $whichQuestList to "current">>
<<menutitle "Travel Log" "king">>
<div class='questlog menu-grid'><div class='menu-textbox'><<synopsisStub "story">><</synopsisStub>>
</div>
<div class='menu-list'><<showQuestlog "current">><</showQuestlog>></div></div>
<div class='travel-links'><a class='button tail-l' data-passage='SYNOPSIS'>Full Synopsis</a> <<icon "decor">> <a class='button tail' data-passage='PAST QUESTS'>Past Quests</a></div><<questView>><</questView>><<set $whichQuestList to "old">>
<<menutitle "Travel Log" "king" "Past Quests">>
<div class='questlog menu-grid'><div class='menu-textbox'>
<div class="header"><h3><span class="accentD"><<icon "quill">></span> Navigation</h3><span class="subtitle"><<print setup.actKey($actTracker.act)>> <<icon "decor">> <<print setup.episodeKey($actTracker.part)>></span></div>
<div class='text-scroll'>
<div id='pastQuestNav'>
<<script>>
$(document).one(':passagedisplay', function (ev) {
setup.drawPastQuestNav();
});
<</script>>
</div>
</div>
</div><div class='menu-list reverse-list'><<showQuestlog "old">><</showQuestlog>></div></div>
<div class='travel-links'><a class='button tail-l' data-passage='SYNOPSIS'>Full Synopsis</a> <<icon "decor">> <a class='button tail' data-passage='QUEST LOG'>Current Quests</a></div><<menutitle "Travel Log" "king" "Synopsis">><<synopsis>><</synopsis>>
<div class='travel-links'><a class='button tail-l' data-passage='QUEST LOG'>Current Quests</a> <<icon "decor">> <a class='button tail' data-passage='PAST QUESTS'>Past Quests</a></div><<menutitle "Party" "party">>
<div class='party menu-grid'><div class='quincy-holder tail'><<selectYou $qStats>><</selectYou>><<include "QUINCYSTUB">></div><div class='party-members'><<selectParty $party>><</selectParty>></div></div><<set $subreturn to "PARTY">><<showQuincy>><</showQuincy>><<showPartyMember $partyViewMember>><</showPartyMember>><<nobr>>
<div class='q-info'>
<div class='statBlock'>
<span class='label'>Skill Level:</span> $qStats.level<<if $statPool >= 1>><span class='faded'><<icon "up">></span><</if>>
<br><span class='label'>Allegiance:</span> <<switch $actTracker.faction>><<case "nn">><<factionIcon "nn">> The $newNorth<<default>><<factionIcon "tri">> The Tri-Kingdom<</switch>>
<br><<if $qStats.romance != false>>
<span class='label'>Entanglement: </span>
<<if $qStats.romance.status == "ongoing">>
<a role='link' data-passage = 'PARTY-VIEW' data-setter = '$partyViewMember to $qStats.romance.who'><<icon "romance">> <<print $cast[$qStats.romance.who]["nameShort"]>></a>
<<else>>
@@.faded;<<icon "romanceF">> <<print $cast[$qStats.romance.who]["nameShort"]>><<if $qStats.romance.status == "dead">><sup>†</sup><</if>>@@
<</if>>
<</if>>
</div>
<div class='licorice-holder'>
<div aria-label='your hare' class = 'licorice-link party-cell' role='link' data-passage = 'PARTY-VIEW' data-setter = '$partyViewMember to "licorice"'>
<<script>>State.temporary.drawLic = "<div class='port'><div class='port-bg'><div class='port-person' style='--portImg:url("+setup.Path+"portraits_humie/"+State.variables.cast.licorice.port[0]+")'></div></div></div><div class='licorice-label btn-text'>
<span class='subtitle'>Bonded with</span><span class='text-clip'>$licorice</span>
</div>";
<</script>>
_drawLic
</div></div>
</div>
<</nobr>><<menutitle "Codex" "appendix">>
<div class='codex-hub menu-grid'>
<div class='cod-nav-holder'>
<div class='img-holder'><div id='codex-prev'></div></div>
<div class='menu-textbox'>
<div class='text'><h3>A collection of wisdom from your travels.</h3><p>Knowledge is precious and rare. It is the responsibility of the noble class to be informed and educated on behalf of those who cannot. A true gentleman's learning is never done.</p></div>
<div class='totals'>
<<icon "quill">> Total Articles: <<totalArticles>><<if Object.keys($appendix).length > 0>> <span class='divider-decor'><<icon "decor">></span>
<<icon "saveL">> Appendix Stories: <<print Object.keys($appendix).length>><</if>>
</div>
</div>
</div>
<div class='codex-nav' role='navigation'>
<<codexCats>><</codexCats>>
</div>
</div>
<<set $subreturn to "CODEX">><<showCodex $codexViewItem>><</showCodex>><<codexNav>><<menutitle "Codex" "appendix" "Appendix">><</codexNav>>
<div class='codex-hub menu-grid'>
<div class='cod-nav-holder'>
<div id='codex-prev'></div>
<div class='menu-textbox'>
<div class='text'><h3>The missing pieces of the narrative.</h3><p>Every man you meet views the world through his own eyes. He has lived a life you will never know.</p><p>The appendix catalogs events outside the bounds of your own story.</p></div>
</div>
</div>
<<showAppendix>><</showAppendix>><<codexNav>><<menutitle "Codex" "appendix" "Factions">><</codexNav>>
<<drawListFactions>><</drawListFactions>><<set $subreturn to "CODEX">><<codexNav>><<menutitle "Codex" "appendix" "People">><</codexNav>>
<<drawListPeople>><</drawListPeople>><<set $subreturn to "CODEX">><<codexNav>><<menutitle "Codex" "appendix" "Map">><</codexNav>>
<<drawListLocation>><</drawListLocation>><<set $subreturn to "CODEX">><<codexNav>><<menutitle "Codex" "appendix" "Culture">><</codexNav>>
<<drawListCulture>><</drawListCulture>><<set $subreturn to "CODEX">><<codexNav>><<menutitle "Codex" "appendix" "Arcana">><</codexNav>>
<<drawListArcana>><</drawListArcana>><<set $subreturn to "CODEX">><<codexNav>><<menutitle "Codex" "appendix" "Bestiary">><</codexNav>>
<<drawListBestiary>><</drawListBestiary>><<set $subreturn to "CODEX">><<nobr>>
<div class='menuSubreturn'><<if tags().includes('menu') || tags().includes('appendix')>>
<<if $menuReturn.length >= 2>>
<<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>><<if tags().includes("appendix")>>
$locationBannerAppendix
</div>
<<else>>
<div id='locHeader' aria-live='polite'></div>
<div id='locHeadNew'><div class='locBanner tails'><div id='locData'><h2>$currentLoc.name</h2><div class='locSubtitle'>$currentLoc.date.year <<icon "decor">> $currentLoc.date.season</div></div></div></div>
<</if>><div id='locInfoHolder'>
<div id='locInfo' aria-live='polite'>
<<if tags().includes("appendix")>>
Appendix sotory stuff goes here
<<else>>
<div class='locInfoHeader'>
<span class='text-clip'>
$currentLoc.name
<<icon "decor">>
$dateTracker.year
<<icon "decor">>
<<switch $dateTracker.season>><<case "fall">>autumn<<case "eWinter">>late winter<<default>>$dateTracker.season<</switch>>
</span>
<<script>>
State.variables.skillMods = setup.getAllMods();
<</script>>
<span class='headerSkillButton' aria-label='Character Summary'>
<<button setup.icon.party>>>
<<script>>
Dialog.setup("Your Current Situation");
Dialog.wiki(Story.get("QuincyStatSummary").processText());
Dialog.open();
<</script>>
<</button>>
</span>
</div>
<</if>>
</div>
</div><<drawStatSummary>><</drawStatSummary>><ul class='instruction-nav'>
<li title='How To Play' id='instructions-play' class='instruction-li'><<link "<<icon 'end'>> <span class='hidden-title'>How To Play</span>">>
<<replace "#manualReplace">>
<<instructionsGameplay>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-play" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "hub">>
<</link>></li>
<li title='Menu & Settings' id='instructions-settings' class='instruction-li'><<link "<<icon 'saveS'>> <span class='hidden-title'>Settings & UI</span>">>
<<replace "#manualReplace">>
<<instructionsSettings>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-settings" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "menu">>
<</link>></li>
<li title='Choices' id='instructions-choices' class='instruction-li'><<link "<<icon 'hunch'>> <span class='hidden-title'>Choices</span>">>
<<replace "#manualReplace">>
<<instructionsChoices>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-choices" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "choices">>
<</link>></li>
<li title='Traits' id='instructions-traits' class='instruction-li'><<link "<<icon 'hare'>> <span class='hidden-title'>Traits</span>">>
<<replace "#manualReplace">>
<<instructionsTraits>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-traits" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "traits">>
<</link>></li>
<li title='Leveling & Skills' id='instructions-skills' class='instruction-li'><<link "<<icon 'emp'>> <span class='hidden-title'>Skills</span>">>
<<replace "#manualReplace">>
<<instructionsLevel>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-skills" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "skills">>
<</link>></li>
<li title='Affinity & Repute' id='instructions-repute' class='instruction-li'><<link "<<icon 'opi'>> <span class='hidden-title'>Affinity & Repute</span>">>
<<replace "#manualReplace">>
<<instructionsAffinity>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-repute" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "affinity">>
<</link>></li>
<li title='Your Inventory' id='instructions-inventory' class='instruction-li'><<link "<<icon 'item'>> <span class='hidden-title'>Your Inventory</span>">>
<<replace "#manualReplace">>
<<instructionsItems>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-inventory" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "inventory">>
<</link>></li>
<li title='Quests & Progress' id='instructions-quests' class='instruction-li'><<link "<<icon 'king'>> <span class='hidden-title'>Quests & Progress</span>">>
<<replace "#manualReplace">>
<<instructionsQuests>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-quests" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "quests">>
<</link>></li>
<li title='Debates' id='instructions-debates' class='instruction-li'><<link "<<icon 'major'>> <span class='hidden-title'>Debates</span>">>
<<replace "#manualReplace">>
<<instructionsDebates>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-debates" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "debates">>
<</link>></li>
<li title='Camp' id='instructions-camp' class='instruction-li'><<link "<<icon 'party'>> <span class='hidden-title'>Camp</span>">>
<<replace "#manualReplace">>
<<instructionsCamp>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-camp" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "camp">>
<</link>></li>
<li title='The Codex' id='instructions-codex' class='instruction-li'><<link "<<icon 'appendix'>> <span class='hidden-title'>The Codex</span>">>
<<replace "#manualReplace">>
<<instructionsCodex>>
<</replace>>
<<removeclass ".instruction-li" "active">>
<<addclass "#instructions-codex" "active">>
<<script>>
var div = document.getElementById("manualReplace");
div.scrollTop = 0;
<</script>>
<<set $manualPage to "codex">>
<</link>></li>
</ul>
<div id='manualReplace'>
<<switch $manualPage>>
<<case "menu">>
<<instructionsSettings>>
<<case "choices">>
<<instructionsChoices>>
<<case "traits">>
<<instructionsTraits>>
<<case "skills">>
<<instructionsLevel>>
<<case "affinity">>
<<instructionsAffinity>>
<<case "inventory">>
<<instructionsInventory>>
<<case "quests">>
<<instructionsQuests>>
<<case "debates">>
<<instructionsDebates>>
<<case "camp">>
<<instructionsCamp>>
<<case "codex">>
<<instructionsCodex>>
<<case "saves">>
<<instructionsExport>>
<<default>>
<<instructionsGameplay>>
<</switch>>
</div><<set $instructionTable = {
skillCheck: [
{head:"Skill Icon",string:"Explanation", isHeader: true},
{head: "<span style='color:var(--linkcolor);' aria-label='haretouch'>[ $sIco.hare ]</span>", string: "Dependent on Quincy's <em>Haretouch</em> stat."},
{head: "<span style='color:var(--linkcolor);' aria-label='empathy'>[ $sIco.emp ]</span>", string: "Dependent on Quincy's <em>Empathy</em> stat."},
{head: "<span style='color:var(--linkcolor);' aria-label='etiquette'>[ $sIco.etiq ]</span>", string: "Dependent on Quincy's <em>Etiquette</em> stat."},
{head: "<span style='color:var(--linkcolor);' aria-label='deception'>[ $sIco.dec ]</span>", string: "Dependent on Quincy's <em>Deception</em> stat."},
{head: "<span style='color:var(--linkcolor);' aria-label='physical'>[ $sIco.phys ]</span>", string: "Dependent on Quincy's <em>Physical</em> stat."}
],
reputeCheck: [
{head:"Repute Icon",string:"Explanation", isHeader: true},
{head: "<span style='color:var(--linkcolor);' aria-label='favor'>[ $sIco.lik ]</span>", string: "Dependent on Quincy's <em>positive affinity</em> with the character he is rolling against."},
{head: "<span style='color:var(--linkcolor);' aria-label='bias'>[ $sIco.dis ]</span>", string: "Dependent on Quincy's <em>negative affinity</em> with the character he is rolling against."},
{head: "<span style='color:var(--linkcolor);' aria-label='repute'>[ $sIco.opi ]</span>", string: "Dependent on either Quincy's <em>individual repute</em> or <em>interpersonal repute</em> scores."},
],
present: [
{head:"Icon",string:"Explanation", isHeader: true},
{head: "<span style='color:var(--linkcolor);' aria-label='item'>[ $ico.item ]</span>", string: "Present an item or note in your inventory."},
],
bargain: [
{head:"Icon",string:"Explanation", isHeader: true},
{head: "<span style='color:var(--linkcolor);' aria-label='empathy'>[ $ico.g ]</span>", string: "Attempt to make a purchase or bribe someone."},
],
choice:[
{head:"Decision Icon",string:"Explanation", isHeader: true},
{head: "<span style='color:var(--linkcolor);' aria-label='proceed'>$ico.end</span>", string: "End the current conversation or exploration loop."},
{head: "<span style='color:var(--linkcolor);' aria-label='decision'>$ico.decision</span>", string: "Commit to a major decision."},
{head: "<span style='color:var(--linkcolor);' aria-label='romantic'>$ico.romance</span>", string: "Attempt to convey amorous intent."},
{head: "<span style='color:var(--linkcolor);' aria-label='romantic'>$ico.timer</span>", string: "Begin a timed event."},
]
}>><!---Create Party Stats ------------------------------->
<<set $cast = {}>>
<<set $party = []>>
<<set $camp = []>>
<!----------- 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>><<set $repute = {
politics: 0,
competence:0,
drive:0,
violence:0,
}>>
<<set $pastRepute = {
1: {},
2: {}
}>><!-- stat intialization -->
<<include statInit>>
<! ---Create Quincy Stats ----------------------------->
<<set $qStats = {
Name: "Quintrell Barghur",
nameShort: "Quincy",
class:"noble",
title:"Duke",
height:"6'02\"",
age:setup.getAge(1773,"eWinter"),
affiliation: {north:{icon:"north",title:"$qStats.title",bridge:"of the",link:"<<cLink \"factions.north\" \"Northern Kingdom\">>",primary:true}},
meurType: setup.meurType.black,
image:{
url:"quincy.png",
alt: "A fullbody portrait of a man with dark skin, close-cropped hair, and a parted pencil moustache. He stands tipping his hat. He wears noble's gloves, a dark blue officer's uniform with silver buttons and cowboy boots with spurs. A skull-shaped pin holds his furred cape in place over his right shoulder. His hat is brimmed, and sports a feather. His demeanour is serious and difficult to read.",
altSnout:"A fullbody portrait of a wolf-shaped man with a parted pencil moustache. He stands tipping his hat. His fur is white at the face, and transitions into black further down his neck. He wears noble's gloves, a dark blue officer's uniform with silver buttons, and cowboy boots with spurs. A skull-shaped pin holds his furred cape in place over his right shoulder. His hat is brimmed, and sports a feather. His demeanour is serious and difficult to read."
},
port: setup.portraits.quincy.neutral,
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,
romance:false,
repute:{
politics:0,
competence:0,
violence:10,
ambition:0
},
} >>
<!-- quincy stuff -->
<<set $traits to {}>>
<<set $actions to {
lies:{},
letters:{},
rebel:{},
orthodox:{},
capable:{},
inept:{},
violent:{},
peaceful:{},
ambition:{},
apathy:{},
promises:{}
}>>
<<include "repInit">>
<!--- append party initialization --->
<<set $partyViewMember to 0>>
<<set $party = []>>
<<include partyInit>><<set _char = {
Name: "Ancha Sadaltajir",
nameShort: "Ancha",
alias:"High Sybil Sadaltajir",
class:"common",
title:"High Sybil",
affiliation: {
army:{icon:"church",title:"High Sybil",bridge:"of the",link:"<<cLink \"factions.church\" \"Church of Ceros\">>"}
},
height:"5'08\"",
image: {
url:"ancha.png",
alt: "A fullbody portrait of an older woman standing with her hands folded in front of her, an indulgent smile on her face. Her complexion is dark and freckled, contrasting with the light blue of her wisened eyes. She is dressed in the religious habit of a High Sybil. Over her head is a dark blue, almost black veil with waves and silver beading. She wears many silver necklaces, one which bears the holy symbol of Cetolist-Cerostianism. Her shirt is open at the chest and tucks into a floor-length skirt the same color as her veil, and with the similar blue waves at its bottom. She wears sandals. On her hands and wrists are silver rings and bangles. A black cigarette holder dangles from her fingertips.",
altSnout: "A fullbody portrait of an older, xoloitzcuintli-shaped woman standing with her hands folded in front of her, an indulgent smile on her face. She has no fur asides from a mohawk of silver hair tucked out of view, only wrinkled, freckled blue-black skin that contrasts with the light blue of her wisened eyes. She is dressed in the religious habit of a High Sybil. Over her head is a dark blue, almost black veil with printed waves and silver beading. She wears many silver necklaces, one which bears the holy symbol of Cetolist-Cerostianism. Her shirt is open at the chest and tucks into a floor-length skirt the same color as her veil, and with the same blue waves at its bottom. She wears sandals. On her hands and wrists are silver rings and bangles. A black cigarette holder dangles from her fingertips."
},
port: setup.portraits.ancha.neutral,
relationship:0,
feelings: {
affinity:{
current:0,
total:50
},
opinion:{
solid:{},
liquid:{
interest: 0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["ancha"] = _char>><<set _char = {
Name: "D'Angelo Barghur",
nameShort: "D'Angelo",
class:"noble",
title:"Duke",
age:setup.getAge(1770,"summer"),
height:"5'10\"",
affiliation: {
north:{icon:"north",title:"$cast.dangelo.title",bridge:"of the",link:"<<cLink \"factions.north\" \"Northern Kingdom\">>"},
army:{icon:"army",title:"Lieutenant General",bridge:"of the",link:"<<cLink \"factions.army\" \"King's Army\">>"}
},
meurType: setup.meurType.green,
relic: "<<cLink \"arcana.demonjawbone\" \"true.Demon Jawbone Scythe\">>",
image: {
url:"dangelo.png",
alt: "A fullbody portrait of a robust, light-skinned man standing with his hand on his hip. His other hand is propped atop a scythe, the blade of which is made from the jawbone of a large animal. He smirks, his expression open and playful. His hair is black, short and curly – and he sports a goatee. He is dressed in a dark green officer's uniform with gold trim and buttons... which he wears quite sloppily. His undershirt is not tucked in, and is unbuttoned at the top, showing his hairy chest. He wears a pair of white noble gloves. His breeches tuck into long black boots.",
altSnout: "A fullbody portrait of a robust, kai-ken shaped man standing with his hand on his hip. His other hand is propped atop a scythe, the blade of which is made from the jawbone of a large animal. His fur is a brown brindle, though he has a raccoon-like mask and a cream chest. He smirks, his expression open and playful. His hair is black, short and curly – and he sports a goatee. He is dressed in a dark green officer's uniform with gold trim and buttons... which he wears quite sloppily. His undershirt is not tucked in, and is unbuttoned at the top, showing his fluffy chest. He wears a pair of white noble gloves. His breeches tuck into long black boots. A massive, banded tail sweeps the ground in front of him."
},
port: setup.portraits.dangelo.neutral,
relationship:2,
feelings: {
affinity:{
current:0,
total:50
},
opinion:{
solid:{},
liquid:{
mettle: 0,
fun:0
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["dangelo"] = _char>><<set _char = {
Name: "Imani Khatar",
nameShort: "Imani",
class:"common",
age:setup.getAge(1773,"eWinter"),
affiliation: {
north:{icon:"nn",title:"Representative",bridge:"of the",link:"<<cLink \"factions.nn\" \"Brothers of the Barehand\">>"}
},
height:"5'11\"",
image: {
url:"imani.png",
alt: "A fullbody portrait of a woman holding the Brothers of the Barehand flag aloft with one arm, the other arm outstretched. Her expression is authoritative and determined. A scar cuts across her left cheek. She has dreads of varying lengths, tied into a knot at the back of her head. One of the locs is a shock of white. She is of a dark complexion. She dresses in men's clothes, wearing a ruffled cream shirt tucked in at the waist of her breeches. Pinned at the breast is a Brothers of the Barehand brocade in the colors of red, white and black. She wears a pair of chaps, and on her feet are cowboy boots.",
altSnout: "A wolf-shaped woman holding the Brothers of the Barehand flag aloft with one arm, the other arm outstretched. Her fur starts black at the head, and transitions into white at the neck. Her expression is authoritative and determined. A scar cuts across her left cheek. She has dreads of varying lengths, tied into a knot at the back of her head. One of the locs is a shock of white. She dresses in men's clothes, wearing a ruffled cream shirt tucked in at the waist of her breeches. Pinned at the breast is a Brothers of the Barehand brocade in the colors of red, white and black. She wears a pair of chaps, and on her feet are cowboy boots."
},
port: setup.portraits.imani.neutral,
relationship:2,
feelings: {
affinity:{
current:0,
total:50
},
opinion:{
solid:{},
liquid:{
independence: 0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["imani"] = _char>><<nobr>><<set _char = {
Name: "Itaja Nephthei",
nameShort: "Itaja",
class: "noble",
title: "Master",
age:setup.getAge(1773,"summer"),
height:"6'00\"",
affiliation: {
south:{icon:"south",title:"$cast.itaja.title",bridge:"of the",link:"<<cLink \"locations.nepthei\" \"true.Boreal South\">>"}
},
meurType: setup.meurType.white,
relic: "<<cLink \"arcana.angelblood\" \"true.Angelblood Stone\">>",
image: {
url:0,
alt: "accessibility description of profile image",
altSnout: "accessibility description of profile image (snout vers)"
},
port: setup.portraits.itaja.neutral,
relationship:0,
feelings: {
affinity:{
current:0,
total:25
},
opinion:{
solid:{},
liquid:{
thought: 0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["itaja"] = _char>><</nobr>><<nobr>><<set _char = {
Name: "Kaitos Asenath",
nameShort: "Kaitos",
class: "noble",
title: "Viscount",
age:setup.getAge(1770,"spring"),
height:"6'02\"",
affiliation: {
south:{icon:"south",title:"$cast.kaitos.title",bridge:"of",link:"<<cLink \"locations.octanis\" \"Octanis\">>"}
},
meurType: setup.meurType.blue,
relic: "<<cLink \"arcana.cuttlebonerapier\" \"true.Cuttlebone Rapier\">>",
image: {
url:"kaitos.png",
alt: "A fullbody portrait of a man posed casually. One hand rests upon the kraken-pommeled rapier at his waist, the other on his hip. His eyes are gentle and disarming, his expression idle. His bob-length dreads hang in a state of disarray about his dark-complexioned face. He wears typical southern clothing: a shift of alternating orange, yellow, red, white and black stripes, a black undershirt, and breeches tied below the knee with gold bands. He has no stockings, baring his hairy legs and sandals. He wears long noble gloves - the sort intended for women. He wears many gold necklaces (though one is ivory) and earrings.",
altSnout: "A fullbody portrait of a collie-shaped man posed casually. One hand rests upon the kraken-pommeled rapier at his waist, the other on his hip. He is of a red merle coloration with a dark visage. His mane fur is long, much of his fur has been twisted into dreadlocks, some of which invade his face. An idle expression sits upon his long snout. The man wears typical southern clothing: a shift of alternating orange, yellow, red, white and black stripes, a black undershirt, and breeches tied below the knee with gold bands. He has no stockings, baring his fluffy legs and sandals. He wears long noble gloves - the sort intended for women. He wears many gold necklaces (though one is ivory) and earrings."
},
port: setup.portraits.kaitos.casual.neutral,
relationship:0,
feelings: {
affinity:{
current:0,
total:0
},
opinion:{
solid:{},
liquid:{
thought: 0,
humanity: 20,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["kaitos"] = _char>><</nobr>><<nobr>><<set _char = {
Name: "Lamonte Hubert Urdagan",
nameShort: "Lamonte",
alias: "Lord Urdagan",
class: "noble",
title: "Lord",
age:setup.getAge(1769,"fall"),
height:"5'06\"",
affiliation: {
south:{icon:"north",title:"$cast.lamonte.title",bridge:"of",link:"<<cLink \"locations.urdagan\" \"true.Urdagan\">>"}
},
meurType: setup.meurType.green,
relic: "<<cLink \"arcana.perytonsabre\" \"true.Peryton's Shadow\">>",
image: {
url:0,
alt: "accessibility description of profile image",
altSnout: "accessibility description of profile image (snout vers)"
},
port: setup.portraits.lamonte.neutral,
relationship:0,
feelings: {
affinity:{
current:0,
total:25
},
opinion:{
solid:{},
liquid:{
whimsy: 0,
charity:0
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["lamonte"] = _char>><</nobr>><<set $licorice to "Licorice">>
<<set $salmiak = "Salmiak">>
<<set _char = {
Name: "$licorice",
nameShort: "$licorice",
age:setup.getAge(1778,"winter"),
meurType: setup.meurType.black,
height:"5'06\" at the withers",
image: {
url:"licorice.png",
alt: "A fullbody portrait of a large, inky black rabbit-like creature – a hare. She has long, strong legs meant to support a rider and a muscular neck. He ears are long and angular. Her eyes are focused and red. Where the light hits her fur, her pelt iridesces parrot green.",
},
port: setup.portraits.licorice.neutral,
}>>
<<set $cast["licorice"] = _char>><<set _char = {
Name: "Lucas Andimeur",
nameShort: "Lucas",
class:"noble",
title: "Prince",
age:setup.getAge(1773,"fall"),
height:"5'09\"",
affiliation: {
middle:{icon:"middle",title:"$cast.lucas.title",bridge:"of the",link:"<<cLink \"factions.middle\" \"Middle Kingdom\">>"}
},
meurType: setup.meurType.red,
relic: "<<cLink \"arcana.manticoreblade\" \"true.Manticore Blade\">>",
image: {
url:"lucas.png",
alt: "A fullbody portrait of a serious-faced, slight man with one arm aloft. In his hand is a set of papers. His other hand gestures to them. He wears a pair of round silver spectacles. His skin is of a medium complexion, and his face narrow and freckled. His eyes are blue; he wears red eyeliner. His dreads – silver with red tipping – are gathered in a half-ponytail at the back of his head, though some are free to hang down to his mid-waist. He wears a gray, sleeved cape with red-and-silver embroidery. Beneath that is a red necktie, a silver waistcoat, and light gray breeches. His undershirt and stockings are both black. His shoes have a peculiar, manticore tail shaped heel, over which are a pair of white spats. At his waist is strapped a manticore tail pommeled rapier.",
altSnout: "A fullbody portrait of a serious-faced, greyhound-shaped man standing with one arm aloft. In his hand is a set of papers. His other hand gestures to them. His fur is mainly white but disrupted at by patches blue brindling. He wears a pair of round silver spectacles. His face is long-snouted, and his nose a distinctive pink. His eyes are blue; he wears red eyeliner. His dreads – silver with red tipping – are gathered in a half-ponytail at the back of his head, though some are free to hang down to his mid-waist. He wears a gray, sleeved cape with red-and-silver embroidery. Beneath that is a red necktie, a silver waistcoat, and light gray breeches. His undershirt and stockings are both black. His shoes have a peculiar, manticore tail shaped heel, over which are a pair of white spats. At his waist is strapped a manticore tail pommeled rapier. His tail is thin and whip-like."
},
port: setup.portraits.lucas.neutral,
relationship:3,
feelings: {
affinity:{
current:75,
total:75
},
opinion:{
solid:{
},
liquid:{
justice:0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["lucas"] = _char>><<set _char = {
Name: "Oscar Andimeur II",
nameShort: "Oscar",
class:"noble",
title:"Prince",
age:setup.getAge(1770,"summer"),
height:"5'08\"",
affiliation: {
middle:{icon:"middle",title:"Crown $cast.oscar.title",bridge:"of the",link:"<<cLink \"factions.middle\" \"Middle Kingdom\">>",primary:true}
},
meurType: setup.meurType.white,
relic: "<<cLink \"arcana.unicornhorn\" \"true.The Unicorn's Horn\">>",
image: {
url:"oscar.png",
alt: "A fullbody portrait of an elegant man of medium complexion. He stands with one arm behind his back and the other leant upon his cane, which has a handrest in the likeness of a unicorn. His expression is regal and easy. He has thick eyebrows, large eyes with gold eyeliner, and an imperfectly shaved face. His gold-tipped black dreads are tied at the back of his head with a gold ribbon, and the resulting ponytail hangs down to his mid-back. He is adorned in gold: his earrings, the back of his cape, and the embroidery on his jacket and his cravate are all the same gold. He has a long white cape which sweeps the ground over his similarly white overcoat. His cape stays are rose-shaped. His vest is a dusty rose, and his breeches cream and tied below the knee with red ribbons. His stockings are a shiny light-gold, terminating in a pair of over-adorned white shoes with roses upon those, too.",
altSnout: "A fullbody portrait of a borzoi-shaped, elegant man. He stands with one arm behind his back and the other leant upon his cane, which has a handrest in the likeness of a unicorn. His fur is a warm countershaded brown. His expression is regal and easy upon his length snout. He has thick eyebrows, large eyes with gold eyeliner, and foxy whiskers. His gold-tipped black dreads are tied at the back of his head with a gold ribbon, and the resulting ponytail hangs down to his mid-back. He is adorned in gold: his earrings, the back of his cape, the embroidery on his jacket and his his cravate are all the same gold. He has a long white cape which sweeps the ground over his similarly white overcoat. His cape stays are rose-shaped. His vest is a dusty rose, and his breeches cream and tied below the knee with red ribbons. His stockings are a shiny light-gold, terminating in a pair of over-adorned white shoes with roses upon those, too. His tail is so long and silken-furred that it brushes the ground."
},
port: setup.portraits.oscar.casual.neutral,
relationship:0,
feelings: {
affinity:{
current:0,
total:0
},
opinion:{
solid:{},
liquid:{
intent: 0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["oscar"] = _char>><<nobr>><<set _char = {
Name: "Rhea Zoë Keshet",
nameShort: "Rhea",
class: "noble",
title: "Duchess",
age:setup.getAge(1782,"summer"),
height:"5'04\"",
affiliation: {
south:{icon:"south",title:"$cast.rhea.title",bridge:"of the",link:"<<cLink \"factions.south\" \"Southern Kingdom\">>"}
},
meurType: "tba",
image: {
url:0,
alt: "accessibility description of profile image",
altSnout: "accessibility description of profile image (snout vers)"
},
port: setup.portraits.rhea.young.neutral,
relationship:2,
feelings: {
affinity:{
current:75,
total:75
},
opinion:{
solid:{},
liquid:{
sobriety: 0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["rhea"] = _char>><</nobr>><<set _char = {
Name: "Victoria Wylvire",
nameShort: "Vicky",
class:"common",
age:setup.getAge(1771,"fall"),
affiliation: {
army:{icon:"army",title:"Soldier",bridge:"of the",link:"<<cLink \"factions.army\" \"King's Army\">>"}
},
height:"5'08\"",
image: {
url:"vicky.png",
alt: "A fullbody portrait of a woman standing with her arms crossed and legs apart. She stares at the viewer with a cocky expression. She is of light skin. She has a mole on her right cheek, and short, spiky brown-black hair. She is clad in a standard issue green King's Army uniform with gold buttons, though she wears it rather sloppily. Her overcoat is unbuttoned, and the shirt beneath that half unbuttoned as well, showing her buxom chest with a scar across it. Said shirt is half tucked in to her brown breeches. Her boots are black and come up to the knee.",
altSnout: "A fullbody portrait of a wolf-shaped woman standing with her arms crossed and legs apart. She stares at the viewer with a cocky expression, sharp teeth poking out from below her lip. Her fur is a brown agouti, darker around her eyes and along the dorsal side and lighter on her underside. She has a mole on her right cheek, and the fur along her head and neck form a spiked mane. She is clad in a standard issue green King's Army uniform with gold buttons, though she wears it rather sloppily. Her overcoat is unbuttoned, and the shirt beneath that half unbuttoned as well, showing her buxom chest with a scar across it. Said shirt is half tucked in to her brown breeches. Her boots are black and come up to the knee. Her tail is dark-tipped and appropriately shaggy."
},
port: setup.portraits.vicky.neutral,
relationship:0,
feelings: {
affinity:{
current:0,
total:50
},
opinion:{
solid:{},
liquid:{
deviance: 0,
}
},
grudge:{
current:{},
total:{}
},
},
memory:{}
}>>
<<set $cast["vicky"] = _char>><<set $inventory = {
}>>
<<set $items = []>>
<<set $notes = []>>
<<set $inventoryTrash = {
}>>
<<set $inventoryStored = {
}>>
<<set $inventoryComment to "">><<set $locations = {
testLoc: {Name: "Test Location, Locationsville", bg:"locationbanners/testbanner.png",alt:"accessibilityText"},
vrmaDuel: {Name: "Vestur Royal Military Academy, Duelling Room", bg:"locationbanners/testbanner.png",
alt:"accessibilityText"},
vrmaGrounds: {Name: "Vestur Royal Military Academy, The Grounds", bg:"locationbanners/testbanner.png",
alt:"accessibilityText"},
vrmaDorm: {Name: "Vestur Royal Military Academy, Your Dormitory", bg:"locationbanners/testbanner.png",
alt:"accessibilityText"},
vrmaForest: {Name: "The Forest Behind VRMA", bg:"locationbanners/testbanner.png",
alt:"The woods surrounding the academy."},
vrmaHall: {Name: "Vestur Royal Military Academy, Entry Hall", bg:"locationbanners/testbanner.png",
alt:"accessibilityText"},
vrmaDress: {Name: "Vestur Royal Military Academy, Bathing Chambers", bg:"locationbanners/testbanner.png",
alt:"accessibilityText"},
mystery: {Name: "???", bg:"locationbanners/testbanner.png",
alt:"accessibilityText"},
}>><!--- setmode -->
<<if $snoutMode is true>>
<<set $modeFilePath to "snout">>
<<else>>
<<set $modeFilePath to "humie">>
<</if>>
<!------------ init ---------------->
<<set $pTemp = {}>>
<<set $p = {}>>
<<portInit>><</portInit>><<set $quests = {
}>>
<<set $pastQuests to {}>>
<!------ DECISION STORAGE ----------------------------------------------------------->
<<set $a1 = {
p0:{
roundTable:{}
},
}>>
<<set $a2 = {
}>>
<!---- SYNOPSIS ------------------------------------------------------------------>
<<set $synopsis ={
a1:{
faction: "tri",
p0:{
name: "Unrest" ,
entries:[
{type:"story",
header:"From the Earth",
text:"<p>This is the demo. More details will be revealed in time.</p>"
,faction:"tri",
time:{act:1,part:0}},
]
},
p1:{
name: "A Long Road Ahead",
entries:[
]
},
}
}>><<set $roundTable to {
topic: "Topic Name",
score: 0,
scoreChange: 0,
widget: "debug",
current: "begin",
state: "",
page: ""
}>>
<<set $rtPath to "">>
<<set $rtStatement = "">>
<<set $rtTempLink to []>>
<<set $rtInventory to false>>
<<set $rtVar = {
statement:"",
rollCheck:"",
}>><<set $qTraits = {}>>
<<set $qTraitExp = {}>>
<<set $skillChecks = [0,0,0,0,0,0,0]>>
<<set $skillGates = [0,0,0,0,0,0,0]>>
<!--- general stuff --->
<<set $statPool to 0>>
<<set $statPoolTotal to 0>>
<<set $qSkillTemp = {haretouch: setup.skillKey.hare.init, empathy: setup.skillKey.emp.init, etiquette: setup.skillKey.etiq.init, deception: setup.skillKey.dec.init, physical: setup.skillKey.phys.init}>><!---------------- affinity change ----------------------------->
<<widget 'affinity'>>
<<run setup.affinityChange($args[0],$args[1],$args[2])>>
<</widget>>
<!---------------- affinity change ----------------------------->
<<widget 'opinion'>>
<<run setup.opinionChange($args[0],$args[1],$args[2],$args[3])>>
<</widget>>
<!---------------- rep change ----------------------------->
<<widget 'repute'>>
<<run setup.reputeChange($args[0],$args[1])>>
<</widget>>
<!---------------- actions ----------------------------->
<<widget 'judgeActions'>>
<<if setup.judgeActions($args[1],$args[2]) >= setup.traitKey($args[0]).percent>>
<<traitAdd $args[0]>>
<</if>>
<</widget>>
<<widget 'prepAction'>>
<<once>>
<<if $actions.hasOwnProperty($args[0])>>
<<set $actions[$args[0]][$args[1]] to false>>
<<else>>
<<set $actions[$args[0]] to {}>>
<<set $actions[$args[0]][$args[1]] to false>>
<</if>>
<</once>>
<</widget>>
<<widget 'recordAction'>>
<<once>>
<<set $actions[$args[0]][$args[1]] to true>>
<</once>>
<</widget>>
<!---------------- memories ----------------------------->
<<widget 'memory'>>
<<run setup.alterMemory($args[0],$args[1],$args[2])>>
<</widget>>
<!---------------- memories ----------------------------->
<<widget 'grudge'>>
<<run setup.alterGrudge($args[0],$args[1],$args[2])>>
<</widget>><<widget 'appendix'>>
<<appendixHandler>><</appendixHandler>>
<</widget>>
<<widget 'appendixAdd'>>
<<once>>
<<set _appNum to Object.keys($appendix).length>>
<<set $appendix[$args[0]] to {currentPassage:0,completed:0,gained:$actTracker,idNo:_appNum}>>
<</once>>
<<print setup.drawAppendixAlert($args[0])>>
<</widget>><<widget 'campState'>>
<<if $args[0] == undefined>>
<<once>>
<<set $campData.state++>>
<</once>>
<<else>>
<<set $campData.state to $args[0]>>
<</if>>
<</widget>>
<<widget 'campName'>>
<<set $campData.name to $args[0]>>
<</widget>>
<<widget 'campImg'>>
<<set $campData.img to $args[0]>>
<</widget>>
<<widget 'campPriority'>>
<<set $campData.priority to $args[0]>>
<</widget>>
<<widget 'campPerson'>>
<<run setup.campPersonHander($args[0],$args[1],$args[2],$args[3])>>
<</widget>>
<<widget 'campMail'>>
<<run setup.campPersonHander("licorice","event",$args[0],$args[1],true)>>
<</widget>>
<<widget 'sendMail'>>
<<once>>
<<if $args[1] != undefined>>
<<set $mailbox.out[$args[0]] to true>>
<<else>>
<<set $mailbox.out[$args[0]] to $args[1]>>
<</if>>
<<if $mailbox.in.hasOwnProperty($args[0])>>
<<run delete $mailbox.in[$args[0]]>>
<</if>>
<</once>>
<</widget>>
<<widget 'trashMail'>>
<<once>>
<<if $mailbox.in.hasOwnProperty($args[0])>>
<<set _tempId to $mailbox.in[$args[0]].id>>
<</if>>
<<if $args[1] != undefined>>
<<set $mailbox.trash[$args[0]] to true>>
<<else>>
<<set $mailbox.trash[$args[0]] to _tempId>>
<</if>>
<<if $mailbox.in.hasOwnProperty($args[0])>>
<<run delete $mailbox.in[$args[0]]>>
<</if>>
<</once>>
<</widget>>
<<widget 'campFeelingsUpdate'>>
<<set $campMoodCurrent to setup.rankAffinity($args[0])>>
<<set $campMoodTotal to setup.rankAffinity($args[0],true)>>
<</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 'charUpdateLog'>><<nobr>><<silently>>
<<if $args[2] == true>>
<<runUpdateLog $args[0] $args[1] $args[2] $args[3] $args[4] $args[5]>><</runUpdateLog>>
<<else>>
<<runUpdateLog $args[0] $args[1]>><</runUpdateLog>>
<</if>>
<</silently>><</nobr>><</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(State.variables.codex.factions).length;
total += Object.keys(State.variables.codex.people).length;
total += Object.keys(State.variables.codex.arcana).length;
total += Object.keys(State.variables.codex.culture).length;
var locCodex = State.variables.codex.locations;
var locs= Object.keys(locCodex);
locs = locs.filter((entry)=> !locCodex[entry].hasOwnProperty("placeholder") || locCodex[entry].placeholder != true);
total += locs.length;
total += Object.keys(State.variables.codex.bestiary).length;
total += Object.keys(State.variables.codex.instructions).length;
State.temporary.articleTotal = total;
<</script>>
_articleTotal
<</nobr>><</widget>><<widget 'cLink'>><<codexLink $args[0] $args[1] $args[2]>><</codexLink>><</widget>><<widget 'statBuy'>>
<<drawExp>>
<div id='menuPExp'>
<<levelUp false>><</levelUp>><div id='levelUpButtonHolder'><<button 'Level Up' 'PARTY'>><<script>>setup.commitStatBuy();<</script>><</button>><<script>>$(document).one(":passagedisplay", function (event) {
setup.statBuyAppendLabels();
});<</script>></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>><!---- GAMEPLAY ------------------------------------------------------>
<<widget 'instructionsGameplay'>>
<h1>How To Play</h1>
<p><b class='accent'>Read the story as it comes and guide Quincy's choices as you please.</b> Do your best or do your worst - there is no "right" or "wrong" way to play. Strive to be the greatest version of //Quintrell Barghur// you can be... or don't. Speak out of line. Neglect your skills. Make enemies on purpose. There are no narrative-ending "death" or "failstates" in //Forever Gold//. Quincy will live.</p>
<p>However: that does not mean your actions are without consequence. Quincy might survive living as a miserable waste and loathsome miscreant with no skills to speak of, but at what cost to Vestur and her people?</p>
<p>
''Select a category for more information on the workings of //Forever Gold// and its systems.''
</p>
<</widget>>
<!---- GAMEPLAY ------------------------------------------------------>
<<widget 'instructionsSettings'>>
<h1>Menu & Settings</h1>
<p>The menu can be found on the left hand side of the screen (or the bottom, on smaller devices). Here, you can access various informative submenus, as well as alter settings and save your progress. </p>
<div class='sample menu-sample' role="img" aria-label="A sample showing the appearance of main menu.">
<div class="tailD sample-ui">
<img src="https://forevergold.neocities.org/assets/gui/fglogo.png" ><div class="subtitle">Act I, Episode I<sup>Version 0.01</sup></div><div><ul class="mainMenuOpt">
<li> PARTY </li>
<li> TRAVEL LOG </li>
<li> INVENTORY </li>
<li> CODEX </li>
<li class="menuSaves">SAVES</li> <li class="menuSettings">SETTINGS</li> <li class="menuManual">MANUAL</li> <li class="menuRestart">RESTART</li> </ul></div></div>
</div>
<h2>Party</h2>
<p>The <b class='accent'>Party</b> menu contains a wealth of information on Quincy, as well as his current travel companions. In this menu, you can view your current skills, spend skill points, and get a general feel for Quincy's qualities and the state of his relationships with his peers.</p>
<h2>Travel Log</h2>
<p>The <b class='accent'>Travel Log</b> tracks Quincy's present objectives and past quests. Quests are sorted from highest priority to lowest; see <em>Quests & Progress</em> for more details.</p>
<p>A <b>Synopsis</b> of every major action taken can be found in Quests & Progress as well. Review it if you ever find yourself unable to recall your own actions.</p>
<h2>Inventory</h2>
<p>Your <b class='accent'>Inventory</b> allows you to review the items Quincy currrently has on his person as well as the notes he has taken on matters at hand. <em>See "Your Inventory" for further information on notes, items, and currency.</em></p>
<h2>Codex</h2>
<p>The <b class='accent'>Codex</b> is a supplemental guide which stores information about Forever Gold's world. Reading its contents is not required to enjoy the story, but it serves as a handy record of all you have learned thus far. <em>See "The Codex" for further information on the codex.</em></p>
<h2>Saves</h2>
<p>The <b class='accent'>Saves</b> window allows you to save, load, or delete your progress. Note that the standard Save button will save your progress to your browser history, while Save to Disk will download a hard save file onto your device. @@.red;It is recommended that you regularly <b><<icon "saveS">> Save to Disk</b> in order to prevent accidental loss of progress.@@</p>
<h2>Settings</h2>
<p>The <b class='accent'>Settings</b> window allows you to alter various things about the look and feel of Forever Gold. The following settings are available for alteration:</p>
<ul>
<li><b>Snout Mode ::</b> Determines whether human or wolven visuals are used for the story's illustrations.</li>
<li><b>Autosave ::</b> Allows you to modify the behavior of the game's autosave feature.</li>
<li><b>Theme ::</b> Determines whether the story displays in Dark Mode, Light Mode, or High Contrast mode.</li>
<li><b>Font Face ::</b> Allows you to pick the default font.</li>
<li><b>Font Size ::</b> Allows you to change the default size of text.</li>
<li><b>Passage Delay ::</b> Determines the length of the fade-in animation between passages.</li>
<li><b>Reduce Visual Effects? ::</b> Reduces visual noise such as font shadows and gradients.</li>
<li><b>Reduce Animation? ::</b> Eliminates non-vital animations.</li>
</ul>
<h2>Manual</h2>
You are here.
<h2>Restart</h2>
<p>The <b class='accent'>Restart</b> option exits to //Forever Gold's// Main Menu.</p>
<</widget>>
<!-----LEVELING -------------------------------------------------->
<<widget 'instructionsLevel'>>
<h1>Leveling & Skills</h1>
<p><b class='accent'>Skills determine how you navigate the story.</b> Quincy's proficiencies (or lack thereof) effect how he interprets the world around him: a man trained in <em>Deception</em> will see different problems and solutions than one trained in <em>Etiquette</em>. Some skills come more naturally than others - it is up to you to decide whether to compensate for his flaws or lean into his strengths.</p>
<div class='sample stats' role="img" aria-label="A sample showing how Quincy's stats might be alotted at level 2.">
<div class='statBlock'><ul class='list-no-bullet skill-list'>
<li><strong><<icon "end">> Skill Level:</strong><span class='right'>2</span></li>
<li><strong><<icon "hare">> Haretouch:</strong><span class='right'> 13 <span class='skill-mod'>(+1)</span></span></li>
<li><strong><<icon "emp">> Empathy:</strong><span class='right'> 12 <span class='skill-mod faded'>(+0)</span></span></li>
<li><strong><<icon "etiq">> Etiquette:</strong><span class='right'> 7 <span class='skill-mod faded'>(-2)</span></span></li>
<li><strong><<icon "dec">> Deception:</strong><span class='right'> 10 <span class='skill-mod'>(+0)</span></span></li>
<li><strong><<icon "phys">> Physical:</strong><span class='right'> 16 <span class='skill-mod'>(+3)</span></span></li>
</ul></div>
</div>
<p>Skills are measured with two scores: the skill's <b class='accent'>raw number</b> and its <b class='accent'>proficiency modifier</b>. The raw number is the skill's total - how many <em>skill points</em> have been attributed to this skill. Proficiency, on the other hand, measures how Quincy's abilities contrast against the average man. Regular skills, such as <em>Haretouch</em> or <em>Deception</em> gain proficiency every <b>2 skill points</b> spent on them; disadantaged skills such as <em>Empathy</em> and <em>Etiquette</em> improve every slow and arduous <b>3 skill points</b> spent.</p>
<p></p>
<h2>Leveling & Experience</h2>
<div class='sample' role="img" aria-label="A sample showing what the experience bar looks like."><<print setup.drawExpBar("sample")>></div>
<p>Quincy gains experience from surviving major story events, completing quests, and passing consequential skill checks. You need only <strong class='accent'><<print setup.levelUp.exp>> experience points</strong> to increase your level, but there are only so many opportunities to earn experience per each Episode.</p>
<p>Upon leveling up, you are awarded <strong class='accent'><<print setup.levelUp.skillPoints>> skill points</strong> which may be spent however you please.</p>
<p></p>
<h2>The Five Skills</h2>
<div class='table skills'>
<div class='table-header'>Skill</div><div class='table-header'>Description</div>
<div class='table-key'><span><<icon "hare">> Haretouch</span></div> <div class='cell'><<print setup.skillKey["hare"].blurb>></div>
<div class='table-key'><span><<icon "emp">> Empathy</span></div> <div class='cell'><<print setup.skillKey["emp"].blurb>> Empathy is a disadantaged skill. Its proficiency improves slower than other skills.</div>
<div class='table-key'><span><<icon "etiq">> Etiquette</span></div> <div class='cell'><<print setup.skillKey["etiq"].blurb>> Etiquette is a disadantaged skill. Its proficiency improves slower than other skills.</div>
<div class='table-key'><span><<icon "dec">> Deception</span></div> <div class='cell'><<print setup.skillKey["dec"].blurb>></div>
<div class='table-key'><span><<icon "phys">> Physical</span></div> <div class='cell'><<print setup.skillKey["phys"].blurb>> Physical is an advantaged skill. Its proficiency grows at the same rate as neutral skills, but it is stronger from the outset.</div>
</div>
<p></p>
<h2>Skill Checks</h2>
<div class='sample check' role="img" aria-label="A sample showing what a Skill Check looks like."><span class='check'><span class='skillCheck'><<icon "dec">><span class='skillCheckNum'><<icon "dice">></span></span> You have it wrong - I'm innocent.</span></div>
<p>At times, you may be given the option to make a <b class='accent'><<icon "dice">> Skill Check</b> - for example, you might roll <em>Empathy</em> when attempting to appeal to someone's better nature or <em>Etiquette</em> when attempting to blend in with high society. Other times, passive skill checks will be made automatically - Quincy's <em>Deception</em> score might determine whether he realizes he's being lied to or not, or his <em>Physical</em> score might decide whether he can shrug off an injury.</p>
<p>Skill Checks are based on the roll of a <<icon "dice">> 20-sided die, with Quincy's proficiency in that skill added to that roll. So - if he has a proficiency of (+2) and a <<icon "dice">>14 is rolled, the final score will be 16.</p>
<p>Keep in mind that a failed check does not always mean <em>cataclysmic failure</em>. Likewise, a successful check might be little more than a <em>technical win</em>. You can never truly know the outcome of a skill check until you've taken the gamble.</p>
<p></p>
<h2>Skill-based Opportunities</h2>
<div class='sample check' role="img" aria-label="A sample showing what a skill-based Opportunity looks like."><span class='check'><span class='skillCheck'><<icon "hare">></span> (Approach the wild hare.)</span></div>
<p>Luck may be fickle, but expertise isn't. Unlike Skill Checks, <b class='accent'>skill-based Opportunities</b> are a straightforward expression of Quincy's abilities - the action will not be available at all if Quincy does not have the skill for it. Opportunities rely on the <em>raw number</em> of a skill rather than its proficiency modifier.</p>
<p><em>Skills aren't the only thing that determine your Opportunities - see <b>Choices</b>, <b>Traits</b>, and <b>Affinity & Repute</b> for more information.</em></p>
<</widget>>
<!-----CHOICES -------------------------------------------------->
<<widget 'instructionsChoices'>>
<h1>Choices</h1>
<div class='sample check' role="img" aria-label="A sample showing what standard choices look like.">
<span class='sampleChoice'>I agree. We should set out for Diadem immediately.</span>
<span class='sampleChoice'>No. The Convoy's time is valuable. I won't waste it on something trivial.</span>
<span class='sampleChoice'>What's in it for me?</span>
</div>
<p>The story of Forever Gold has multiple branching routes, influnced by your <b class='accent'>choices</b>. Some of these splits are the result of direct, clear choices - others are influenced by other factors, such as inaction or character relationships. The consequences of a choice could be immediate... or it might not be apparent until a later episode.</p>
<p>
Once chosen, your choices cannot be unmade.
</p>
<h2>Special Choices</h2>
<p>
Some actions carry more weight than others, or hold implications which may not be entirely clear from reading the plain text. These <b class='accent'>special choices</b> are marked by an icon which clarifies their intent. Below is a list of special choices.
</p><p></p>
<div class='table choices'>
<div class='table-header'>Icon</div><div class='table-header'>Description</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "end">>
</span><br>
End
</div></div> <div class='cell'>
Ends a conversation or exploration segment.
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "major">>
</span><br>
Major Decision
</div></div> <div class='cell'>
Denotes a major decision, such as choosing a side in a conflict or entering a debate.
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "hunch">>
</span><br>
Hunch
</div></div> <div class='cell'>
Marks a choice informed by Quincy's intuition.
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "romance">>
</span><br>
Amorous Intent
</div></div> <div class='cell'>
Conveys interest.
</div>
</div>
<h2>Skill Checks & Opportunities</h2>
<p>
At times, the choices available might depend on Quincy's skills, qualities, reputation, and relationships. //See the ''Traits'', ''Leveling & Skills'', and ''Affinity & Repute'' sections for more information.//
</p>
<div class='table choices'>
<div class='table-header'>Icon</div><div class='table-header'>Description</div>
<div class='table-key'><div>
<span class='check'><span class='skillCheck'>
<<icon "hare">><span class='skillCheckNum'><<icon "dice">></span>
</span></span><br>
Skill Check
</div></div> <div class='cell'>
A gamble whose outcome depends on Quincy's proficiency in a given skill. //See ''Leveling & Skills'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "hare">>
</span><br>
Skill-based Opportunity
</div></div> <div class='cell'>
A choice available to you due to Quincy's expetise in a skill. //See ''Leveling & Skills'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<span class='trait'><<print setup.traitKey.shameless.name>></span>
</span><br>
Trait-based Opportunity
</div></div> <div class='cell'>
A choice informed by a trait Quincy possesses. //See ''Traits'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "opi">>
</span><br>
Reputation-based Opportunity
</div></div> <div class='cell'>
A choice available to you due to Quincy's reputation as a public figure. //See ''Affinity & Repute'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "party">>
</span><br>
Opinion-based Opportunity
</div></div> <div class='cell'>
A choice available to you due to an individual's opinion of Quincy. //See ''Affinity & Repute'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "lik">>
</span><br>
Favor-based Opportunity
</div></div> <div class='cell'>
A choice available to you due to an individual's fondness of Quincy. //See ''Affinity & Repute'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "dis">>
</span><br>
Bias-based Opportunity
</div></div> <div class='cell'>
A choice available to you due to an individual's disdain for Quincy. //See ''Affinity & Repute'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "item">>
</span><br>
Present Item
</div></div> <div class='cell'>
An opportunity to present a note or piece of information Quincy has obtained. //See ''Your Inventory'' for more information.//
</div>
<div class='table-key'><div>
<span class='skillCheck'>
<<icon "g">>
</span><br>
Barter Opportunity
</div></div> <div class='cell'>
An opportunity to purchase something or bribe someone. //See ''Your Inventory'' for more information.//
</div>
</div>
<</widget>>
<!-----TRAITS -------------------------------------------------->
<<widget 'instructionsTraits'>>
<h1>Traits</h1>
<p><b class='accent'>Traits</b> are facets of Quincy's personality. Some traits are deeply held beliefs while others are passing quirks. At times, traits will effect small details in the text, and at other times they might change whole scenes.</p>
<p>Traits are permanent and cannot be cured, only compensated for.</p>
<h2>Core Traits</h2>
<p>You may not have known it at the time, but you picked four <b class='accent'>core traits</b> when the story began. These are the most foundational of Quincy's traits, as they define his person at the outset of the story. The traits available at the beginning are as follows:</p>
<div class='table traits'>
<div class='table-header'>Traits - Your Curse</div><div class='table-header'>Description</div>
<div class='table-key'><div><span class='trait'><<print setup.traitKey.shameless.name>></span><br>(shameless)</div></div><div class='cell'><<print setup.traitKey.shameless.blurb>></div>
<div class='table-key'><div><span class='trait'><<print setup.traitKey.shameful.name>></span><br>(shameful)</div></div><div class='cell'><<print setup.traitKey.shameful.blurb>></div>
</div>
<p></p>
<div class='table traits'>
<div class='table-header'>Traits - Your Quirk</div><div class='table-header'>Description</div>
<div class='table-key'><span class='trait'><<print setup.traitKey.moleman.name>></span></div><div class='cell'><<print setup.traitKey.moleman.blurb>></div>
<div class='table-key'><span class='trait'><<print setup.traitKey.cleithro.name>></span></div><div class='cell'><<print setup.traitKey.cleithro.blurb>></div>
</div>
<p></p>
<div class='table traits'>
<div class='table-header'>Traits - Your Guilt</div><div class='table-header'>Description</div>
<div class='table-key'><span class='trait'><<print setup.traitKey.noguilt.name>></span></div><div class='cell'><<print setup.traitKey.noguilt.blurb>></div>
<div class='table-key'><span class='trait'><<print setup.traitKey.guilty.name>></span></div><div class='cell'><<print setup.traitKey.guilty.blurb>></div>
</div>
<p></p>
<div class='table traits'>
<div class='table-header'>Traits - Your Bonds</div><div class='table-header'>Description</div>
<div class='table-key'><span class='trait'><<print setup.traitKey.packbonded.name>></span></div><div class='cell'><<print setup.traitKey.packbonded.blurb>></div>
<div class='table-key'><span class='trait'><<print setup.traitKey.dispersal.name>></span></div><div class='cell'><<print setup.traitKey.dispersal.blurb>></div>
</div>
<p>Each pair is mutually exclusive; Quincy cannot be shameful and shameless or guilty and guiltless at the same time.</p>
<h2>Earned Traits?</h2>
<p>People change with time, and Quincy is no different. It may be possible to gain <strong class='accent'>earned traits</strong> over the course of the story. Take caution - harmless patterns may spiral into compulsions and fixations if overindulged...</p>
<h2>Trait-based Opportunities</h2>
<div class='sample check'><span class='check'><span class='skillCheck'><span class='trait'>Impenitent</span></span> I really don't care what they say about me anymore.</span></div>
<p>Some <b>Opportunities</b> are only available if Quincy possesses certain traits. Unlike Opportunities based on <em>Skills</em> or <em>Reputation</em>, trait-based Opportunities are more likely to be social rather than functional or persuasive. Though - who knows? Perhaps there will come a time when Quincy's boundless guilt works in his favor...</p>
<p><em>Traits aren't the only thing that determine your Opportunities - see <b>Choices</b>, <b>Leveling & Skills</b>, and <b>Affinity & Repute</b> for more information.</em></p>
<</widget>>
<!-----AFFINITY-------------------------------------------------------->
<<widget 'instructionsAffinity'>>
<h1>Affinity & Repute</h1>
<p><b class='accent'>As the story progresses, Quincy will forge bonds and - for better or for worse - establish a reputation for himself.</b> These are tracked by the story in the form of affinity, opinion, and repute.</p>
<h2>Affinity</h2>
<div class='sample' role="img" aria-label="A sample showing a character's affinity statement from the Party menu.">
<div class="opinion-holder"><h4>Thoughts</h4><div class="text"><ul><li>Feels <strong>camaraderie</strong> towards you.</li></ul></div></div>
</div>
<p><b class='accent'>Affinity</b> gauges a character's general fondness for Quincy. You can track the general feelings of a given companion through the ''Party'' menu.</p>
<p>The characters of //Forever Gold// are an eclectic bunch, and each individual has different ideas on what makes a likable man. Being kind and deferential won't always win Quincy favor; the court is full of sycophants, and few see value in entertaining yet another. In order for Quincy to make allies, he will have to take note of the quirks and values of his companions.</p>
<p>Of course, being liked isn't everything... being <em>despised</em> offers its own opportunities.</P>
<h2>Repute</h2>
<p>Repute comes in two forms: ''public repute'' and ''interpersonal repute''.</p>
<h3>Public Repute</h3>
<div class='sample' role="img" aria-label="A sample showing a possible reputation graph from the Party menu.">
<div><div class="repute grid"><div class="repute-label"><span>rebel</span></div><div class="repute-gauge-holder" ><div class="repute-gauge"></div><div class="repute-marker " style="margin-left:calc(69% - 0.5em);"></div></div><div class="repute-label"><span>orthodox</span></div></div><div class="repute grid"><div class="repute-label"><span>peaceful</span></div><div class="repute-gauge-holder"><div class="repute-gauge"></div><div class="repute-marker " style="margin-left:calc(44% - 0.5em);"></div></div><div class="repute-label"><span>violent</span></div></div><div class="repute grid"><div class="repute-label"><span>inept</span></div><div class="repute-gauge-holder" ><div class="repute-gauge"></div><div class="repute-marker " style="margin-left:calc(34% - 0.5em);"></div></div><div class="repute-label"><span>capable</span></div></div><div class="repute grid"><div class="repute-label"><span>apathy</span></div><div class="repute-gauge-holder"><div class="repute-gauge"></div><div class="repute-marker " style="margin-left:calc(60% - 0.5em);"></div></div><div class="repute-label"><span>ambition</span></div></div></div>
</div>
<p><b class='accent'>Public repute</b> is Quincy's reputation as a public figure. His reputation will precede him whether he likes it or not, and the populace will remember his victories and public blunders alike.</p>
<p>Repute is measured on four continuums: his ''politics'', ''competence'', ''drive'', and eagerness to resort to ''violence''. Bear in mind that both words and actions are taken into account when calculating Quincy's reputation.</p>
<h3>Interpersonal Repute</h3>
<div class='sample' role="img" aria-label="A sample showing a character's affinity statement from the Party menu.">
<div class="opinion-holder"><h4>Thoughts</h4><div class="text"><ul><li>Wonders about your <strong>humorlessness</strong>.</li>
<li>Has come to believe your <strong>authority</strong>.</li></ul></div></div>
</div>
<p><b class='accent'>Interpersonal repute</b>, also called <b>opinion</b>, refers to other characters' individual impressions of Quincy as a person. What his associates think of him is more complicated than whether they like or dislike him, and they will take note of his actions and draw their own conclusions about the type of person he is.</p>
<p>Opinions take time to form, and may change over time, but some individuals are less inclined to change their opinions than others.</p>
<</widget>>
<!-----ITEMS-------------------------------------------------------->
<<widget 'instructionsItems'>>
<h1>Your Inventory</h1>
<div class='sample' role="img" aria-label="A sample showing an inventory notice.">
<div class="updateBox tail itemAlertBox revealR active"><div class="item-alert-holder"><div class="item-img" style="background-image:url(https://forevergold.neocities.org/assets/item/placeholderNote.png)"></div></div><div class="alertContent"><div class="alertText"><strong>Noted <i class="icon-bullet"></i> </strong>Grate in Hall of Kings<div class="notice">Grate in Hall of Kings was noted in your inventory.</div></div></div></div>
</div>
<p>Your inventory summarizes the ''items'', ''notes'', and ''guilder'' currently in Quincy's possession.</p>
<h2>Items & Notes</h2>
<p>
<b class='accent'>Items</b> are physical objects, such as a key or letter. Items exist for the narrative, and do not influence Quincy’s skills or abilities - there are no <em>'equipment'</em> items or <em>'consumable'</em> items in Forever Gold.
</p>
<p>
<b class='accent'>Notes</b> are intangible mental observations that Quincy has made. If he notices something that seems pertinent to the situation at hand, it will be logged in the inventory as a note.
</p>
<p>
Both items and notes may be ''presented'' during conversation. //(See ''Choices'' section.)// Occasionally, items may also be given away or used to curry favor with companions. //(See ''Affinity & Repute''.)//
</p>
<p></p>
<h2>Guilder</h2>
<p><b class='accent'>Guilder</b> is the primary currency across all regions of the Tri-Kingdom. It can be used to pay, bribe, or bargain with others. //(See ''Choices'' section.)// However - be aware that spending money may be easier than earning it in during uncertain times.</p>
<</widget>>
<!---- QUESTS ------------------------------------------------------>
<<widget 'instructionsQuests'>>
<h1>Quests & Progress</h1>
<p>
The story of //Forever Gold// is told through narrative segments called <b class='accent'>quests</b>.
</p>
<div class='sample' role="img" aria-label="A sample showing a quest update notice.">
<div role="note" class="updateBox tail revealR active"><div class="sealHolder seal-silver quest-updated"><div class="seal"><div class="sealInner"><div class="sealIcon"><i class="icon-rook"></i></div></div></div></div><div class="alertContent"><div class="alertText"><strong>QUEST UPDATED <i class="icon-bullet"></i></strong> In A Mansion Grand<div class="notice"></div></div></div></div>
</div>
<p>
Quests are assigned as you progress through the story. Major quests are unmissable. Side quests, on the other hand, might only be discovered through investigation or conversation with your companions.
</p>
<p>It is up to you to resolve quests how you see fit. Most quests have multiple outcomes depending on how you've chosen to solve the issue at hand. However, the solutions available to you might differ depending on Quincy's skills, reputation, and past choices. //(See ''Skills'', ''Affinity & Repute'', and ''Choices''.)//</p>
<p>Your active quests and the objectives required to fulfill them can be viewed in the ''Travel Log''.</p>
<h2>Quest Types</h2>
<p></p>
<div class='table'>
<div class='table-header'>Rank</div><div class='table-header'>Description</div>
<div class='table-key'><div>
<<seal "king" "seal-gold">><br>Main Objective
</div></div><div class='cell'>
The broad goals of the current story arc. Main Objectives are completed over time through the completion of other quests and the general progression of the story.
</div>
<div class='table-key'><div>
<<seal "queen" "seal-silver">><br>Main Quest
</div></div><div class='cell'>
The major quests which drive the greater story. The outcomes of these quests often have lasting consequences on the world.
</div>
<div class='table-key'><div>
<<seal "pawn" "seal-bronze">><br>Side Quest
</div></div><div class='cell'>
Optional tasks that are not required to complete the Episode, but may give other rewards such as experience, repute, or intel. //Side quests are only available for a short time - don't let the ones you mean to do pass you by.//
</div>
</div>
<h2>Past Actions</h2>
<div class='sample' role="img" aria-label="A sample showing an entry in the synopsis.">
<div class="node button tail"><div class="story"><div class="header"><span class="title"><span class="accent"><i class="icon-quil"></i></span> From the Earth</span></div><div class="text">It appears that your exile has come to an end. </div></div></div>
</div>
<p>
At times, you may wish to review your past actions. This can be done through the <b class='accent'>Synopsis</b> screen in the Travel Log menu. The Synopsis keeps track of every quest you've earned and completed, as well as other notable story events and choices Quincy has made.
</p>
<</widget>>
<!--- DEBATES --------------------------------------->
<<widget 'instructionsDebates'>>
<h1>Debates</h1>
<p>At times, Quincy will be prompted to engage in a <b class='accent'>debate</b>. In the context of //Forever Gold//, a "debate" is a special conversation that occurs in situations where Quincy is in conflict with an individual or group which might be swayed to change their opinion.</p>
<p>A debate is often a pivotal moment within the story, and its outcome may effect the narrative in major ways.</p>
<div class='sample' role="img" aria-label="A sample showing the approval bar that appears in the HUD during debates.">
<div class="rt-gauge-holder"><div class="subtitle"><span class="icon-flourish-l"></span> Approval <span class="icon-flourish-r"></span></div><div class="rt-gauge" id="rt-gauge"><div class="rt-bar" id="rt-bar" style="width:50%;"></div></div></div>
</div>
<p>
The goal of any given debate is to persuade Quincy's opposition, and you may use his skills, knowledge of the world, and the notes and items from his inventory in order to do so. //(See //''Choices''//, ''Leveling & Skills'', and ''Your Inventory'' for more information.)//
</p>
<p>
Your current standing is represented by an approval meter. Earn high enough approval and the debate is won. Lose too much and the debate will end. Keep in mind that each debate has its own parameters for success. Playing to your own strengths may not always work; keep in mind who it is you are trying to convince and what you know of them.
</p>
<p>
The story will continue regardless of whether you win or lose a debate, but losses may incur heavy costs.
</p>
<</widget>>
<!--- CAMP --------------------------------------->
<<widget 'instructionsCamp'>>
<h1>Camp</h1>
<p>Any time you are traveling on the World Map, you have the option to visit <b class='accent'>Camp</b>.</p>
<div class='sample' role="img" aria-label="A sample showing the Camp button as seen on the World Map.">
<div class="questLoc-prov"><div class="map-loc-btn button tail"><span class="locText-container"><span class=" locText-text"><i class="icon-tri-kingdom"><span class="path1"></span><span class="path2"></span><span class="path3"></span></i> The Convoy's Camp</span></span></div></div>
</div>
<p>
Your Camp is a place of respite on your travels. It provides an opportunity to speak with your companions outside of quests, recieve and answer mail, and tend to your hare.
</p>
<h2>Camp Events</h2>
<div class='sample camp' role="img" aria-label="A sample showing what a Camp event looks like.">
<<script>>
var img = '<div class="link-item active wants-to-speak"><div class="link-item-text"><div class="link-item-bg-holder"><div class="port"><div class="port-bg"><div class="port-person " style="--portImg:url('+setup.Path+'/portraits_';
if (settings.snout == true){
img += "snout";
} else {
img += "humie";
}
img+='/lucas/lucas_neutral.png);"></div></div></div></div><div class="text"><span class="title">Speak with Lucas <span class="speak-alert"><i class="icon-a-hunch"></i></span></span></div></div></div>';
jQuery(this.output).wiki(img);
<</script>>
</div>
<p>
Occasionally, a companion might have personal reason to talk to Quincy. If this is the case, ''the hunch icon'' will appear in the righthand corner of their button in camp. A Camp event may be something as simple as a character sharing their thoughts on recent happenings or as involved as the initiation of a Side Quest. //(See ''Quests & Progression.'')//
</p>
<h2>Reading and Responding to Letters</h2>
<p>
<b class='accent'>Quincy prefers to read his mail and write his correspondence in the company of his hare.</b> When he has recieved mail, a ''letter icon'' appears in the corner of her camp button.
</p>
<div class='sample camp' role="img" aria-label="A sample showing what Camp looks like when Quincy has recieved a letter.">
<<script>>
var img = '<div class="link-item active wants-to-speak" ><div class="link-item-text"><div class="link-item-bg-holder"><div class="port"><div class="port-bg"><div class="port-person " style="--portImg:url('+setup.Path+'/portraits_humie/licorice/licorice_neutral.png);"></div></div></div></div><div class="text"><span class="title">Speak with Licorice <span class="speak-alert"><i class="icon-saves"></i></span></span></div></div></div>';
jQuery(this.output).wiki(img);
<</script>>
</div>
<p>
Reading and responding to mail is largely optional, but ignoring it entirely is generally considered impolite.
</p>
<</widget>>
<!--- CODEX --------------------------------------->
<<widget 'instructionsCodex'>>
<p>The <b class='accent'>Codex</b> stores all supplementary knowledge about Forever Gold's setting, such as factions, creatures, and its cast of characters. While some information is available by default at the start of the game, you will accumulate knowledge as you progress through the story.</p>
<p>
While reading the Codex is entirely optional, it contains a wealth of information on the setting and serves as a reference for the people you've met and the information you've learned in-narrative.
</p>
<h2>Categories</h2>
<div class='table'>
<div class='table-header'>Category</div><div class='table-header'>Description</div>
<div class='table-key'><div>
<<icon "king">><br>Factions
</div></div><div class='cell'>
The Factions category lists all pertinent organizations, from the largest nation to the smallest fringe group.
</div>
<div class='table-key'><div>
<<icon "queen">><br>People
</div></div><div class='cell'>
The People category lists every notable person Quincy has met on his journey.
</div>
<div class='table-key'><div>
<<icon "bishop">><br>Arcana
</div></div><div class='cell'>
The Arcana category delves into the fantastical workings of //Forever Gold's// world.
</div>
<div class='table-key'><div>
<<icon "pawn">><br>Culture
</div></div><div class='cell'>
The Culture category documents the norms and histories of Vestur's peoples.
</div>
<div class='table-key'><div>
<<icon "rook">><br>Map
</div></div><div class='cell'>
The Map displays all known locations, from lordships to minor landmarks.
</div>
<div class='table-key'><div>
<<icon "knight">><br>Bestiary
</div></div><div class='cell'>
The Bestiary documents animals of interest, both species and known individuals.
</div>
<div class='table-key'><div>
<<icon "appendix">><br>Appendix
</div></div><div class='cell'>
A collection of companion vignettes detailing events outside of the main narrative. The appendix is added to your Codex once you have unlocked at least one vignette.
</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'>>
<<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 = "<span class='tooltiptextS tooltip-topS'>present findings: "+State.variables.inventory[args[0]].name+"</span>";
outputTxt = "<span class='skillCheck tooltip' aria-label='present findings'>" +"<i class='icon-item'></i>"+tooltip+"</span> ";
if (typeof args[2] === 'string' || args[2] instanceof String && args[2] != false){
outputTxt += args[2];
} else {
outputTxt += "(Present: " + State.variables.inventory[args[0]].name + ".)";
}
}
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;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<<script>>
State.variables.presentItem = State.temporary.args[0];
<</script>>
<</link>>
<</if>>
<</if>>
<</widget>><<widget 'openLocation'>>
<<once>>
<<set $openLocations[$args[0]] to $args[1]>>
<</once>>
<</widget>>
<<widget 'closeLocation'>>
<<once>>
<<if $openLocations.hasOwnProperty($args[0])>>
<<run delete $openLocations[$args[0]]>>
<</if>>
<</once>>
<</widget>>
<<widget 'closeLocations'>>
<<once>>
<<set $openLocations to {}>>
<</once>>
<</widget>>
<<widget 'locLinks'>>
<<print setup.locLinks($args[0],$args[1])>>
<</widget>>
<<widget 'lastLoc'>>
<<once>>
<<set $map.lastLoc to setup.getLocById($args[0])>>
<<set $campData.lastLoc to setup.getLocById($args[0])[0]>>
<</once>>
<</widget>>
<<widget 'changeLordshipHead'>>
<<once>>
<<if $map.provinces.hasOwnProperty($args[0])>>
<<set $map.provinces[$args[0]].head to $args[1]>>
<</if>>
<</once>>
<</widget>>
<<widget 'changeLordshipState'>>
<<once>>
<<run setup.lordshipChangeState($args[0], $args[1])>>
<</once>>
<</widget>>
<<widget 'occupyLocation'>>
<<once>>
<<set _occupyData to setup.getLocById($args[0])>>
<<if $locations[_occupyData[0]].hasOwnProperty($args[0])>>
<<if $locations[_occupyData[0]][$args[0]].hasOwnProperty("occupied") && $args[1] == false>>
<<run delete $locations[_occupyData[0]][$args[0]]["occupied"]>>
<<else>>
<<set $locations[_occupyData[0]][$args[0]].occupied to $args[1]>>
<</if>>
<</if>>
<</once>>
<</widget>>
<<widget 'hideLocation'>>
<<once>>
<<set _occupyData to setup.getLocById($args[0])>>
<<if $locations[_occupyData[0]].hasOwnProperty($args[0])>>
<<if $locations[_occupyData[0]][$args[0]].hasOwnProperty("hidden") && $args[1] == false>>
<<run delete $locations[_occupyData[0]][$args[0]]["hidden"]>>
<<else>>
<<set $locations[_occupyData[0]][$args[0]].hidden to true>>
<</if>>
<</if>>
<</once>>
<</widget>>
<<widget 'destroyLocation'>>
<<once>>
<<set _tempLocData to setup.getLocById($args[0])>>
<<if $locations[_tempLocData[0]].hasOwnProperty($args[0])>>
<<set $locations[_tempLocData[0]][$args[0]]["status"] to "dead">>
<<if $locations[_tempLocData[0]][$args[0]].hasOwnProperty("occupied")>>
<<run delete $locations[_tempLocData[0]][$args[0]]["occupied"]>>
<</if>>
<</if>>
<</once>>
<</widget>>
<<widget 'reviveLocation'>>
<<once>>
<<set _tempLocData to setup.getLocById($args[0])>>
<<if $locations[_tempLocData[0]].hasOwnProperty($args[0])>>
<<if $locations[_tempLocData[0]][$args[0]].hasOwnProperty("status")>>
<<run delete $locations[_tempLocData[0]][$args[0]]["status"]>>
<</if>>
<</if>>
<</once>>
<</widget>>
<<widget 'drawMap'>>
<<run setup.enableCampConvos()>>
<<set $currentMap to passage()>>
<<if $args[0] != false && $args[0] != undefined>>
<<set _campPath to $args[0]>>
<<else>>
<<set _campPath to false>>
<</if>>
<div class = 'mapGrid'>
<div class = 'mapContainerOuter'><div class = 'mapContainer'>
<<showMap null>><</showMap>>
</div>
<div id='submapHolder'>
<div id='submap'>
<div id='submapMap'></div>
</div>
</div>
</div>
<div class = 'mapNav' >
<div class='mapNavHeader'>
<div class='mapNavHeaderIco'><span id = 'mapNavIcon'></span></div>
<div class='mapNavHeaderTitleHolder'><div class='titleHolder'><div class='titleHolder2'><span id = 'mapNavTitle'></span></div></div></div>
</div>
<div class='mapNavBody' aria-role='navigation'>
<div id='mapNavContent' >
</div>
<div id='mapSubNavContent' >
</div>
<div id='submapClose' title="Main Map"><<button "Main Map">><<script>>setup.exitToMap();<</script>><</button>></div>
</div>
</div>
</div>
<</widget>><<widget 'not'>>
<<set _pMember to $args[0]>>
<<script>>
var notP = State.temporary.pMember;
var tempParty = State.variables.party;
for (let i = 0; i < State.variables.party.length;i++){
if (tempParty[i] != "licorice" && tempParty[i] != "lucas" && tempParty[i] != "oscar" && tempParty[i] != notP){
State.temporary.notPMember = State.variables.cast[tempParty[i]].nameShort;
i = 100;
break;
}
}
<</script>>
_notPMember
<</widget>>
<<widget 'partyNames'>>
<<print setup.partyNames($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 'questAdd'>>
<<addQuest $args[0] $args[1]>><</addQuest>>
<</widget>>
<<widget 'questUpdate'>>
<<updateQuest $args[0] $args[2] $args[1]>><</updateQuest>>
<</widget>>
<<widget 'questUpdateTask'>>
<<updateQuest $args[0] false $args[1]>><</updateQuest>>
<</widget>>
<<widget 'questNewTask'>>
<<updateQuest $args[0] $args[1] false>><</updateQuest>>
<</widget>>
<<widget 'questEnd'>>
<<updateQuest $args[0] false false $args[1] $args[2]>><</updateQuest>>
<</widget>><<widget 'roundtable'>>
<<run setup.roundtable($args[0],$args[1],$args[2])>>
<</widget>>
<<widget 'roundtableCheck'>>
<<set _rtStatus to setup.rtRedirect()>>
<<set $roundtable.resume to passage()>>
<<switch _rtStatus>>
<<case "warning">>
<<goto $roundtable.passages.warning>>
<<case "fail">>
<<goto $roundtable.passages.fail>>
<<case "max">>
<<goto $roundtable.passages.closing>>
<<default>>
<</switch>>
<</widget>>
<<widget 'endRoundtable'>>
<<script>>
var rt = document.getElementById("roundtable");
var rth = document.getElementById("roundtable-header");
if (rt != null){
rt.remove();
}
if (rth != null){
rth.remove();
}
<</script>>
<</widget>><<widget 'skillCheck'>>
<<skillCheckM $args[0]>><</skillCheckM>>
<</widget>>
<<widget 'skillGate'>>
<<skillGateM $args[0]>><</skillGateM>>
<</widget>>
<<widget 'passiveCheck'>>
<<run setup.passiveRoll($args[0],$args[1])>>
<</widget>>
<<widget 'passiveGate'>>
<<run setup.passiveGate($args[0],$args[1])>>
<</widget>>
<<widget 'saveCheck'>>
<<if visited()==1>>
<<run Engine.play(passage())>>
<</if>>
<</widget>>
<<widget 'check'>>
<<set _tempArgs to [$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 dcNum = "<span class='dice'>"+setup.icon.dice+"</span>";
var tooltip = "roll "+setup.skillKey[args[0][0]].name;
State.temporary.checkLink.text = "<span class='skillCheck' title='"+tooltip+"' aria-label='roll "+setup.skillKey[args[0][0]].name+", difficulty "+args[0][1]+"'>"+setup.skillKey[args[0][0]].icon + dcNum+"</span> " + State.temporary.checkLink.text;
State.temporary.checkPacket = packet;
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.contains("noLink")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<<script>>
var skill = [];
skill.push(State.temporary.args[0]);
setup.skillCheck(skill);
<</script>>
<</link>>
<</if>>
<</widget>>
<<widget 'gate'>>
<<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");
}
if (args[0][0] == "repute"){
var tooltip = "appeal to reputation";
State.temporary.checkLink.text = "<span class='skillCheck' title='"+tooltip+"' aria-label='appeal to reputation'>" +setup.reputeKey[args[0][0]].icon+"</span> " + State.temporary.checkLink.text;
} else if (args[0][0] == "opinion" || args[0][0] == "bias" || args[0][0] == "favor"){
var charName = "individual";
var char = "";
if (args[0][0] == "opinion"){
char = args[0][3];
} else {
char = args[0][2];
}
if (char == "dangelo"){
charName = "D\`Angelo";
} else if (State.variables.cast.hasOwnProperty(char)) {
charName = State.variables.cast[char].nameShort;
}
var tooltip = "appeal to "+charName.toLowerCase()+": "+setup.reputeKey[args[0][0]].name;
State.temporary.checkLink.text = "<span class='skillCheck' title='"+tooltip+"' aria-label='appeal to "+ charName+ ": " +setup.reputeKey[args[0][0]].name+" '>"+ setup.reputeKey[args[0][0]].icon+"</span> " + State.temporary.checkLink.text;
} else {
var tooltip = setup.skillKey[args[0][0]].name;
State.temporary.checkLink.text = "<span class='skillCheck ' title='"+tooltip+"' aria-label='"+ setup.skillKey[args[0][0]].name + "'>" +setup.skillKey[args[0][0]].icon+"</span> " + State.temporary.checkLink.text;
}
State.temporary.checkPacket = packet;
<</script>>
<<if !_checkPacket.contains("hide")>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && !_checkPacket.contains("fake")>>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.contains("noLink") || setup.skillGateP($args[0]).outcome != true>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<<script>>
var skill = [];
skill.push(State.temporary.args[0]);
setup.skillGate(skill);
<</script>>
<</link>>
<</if>><</if>>
<</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])>>
<</widget>>
<<widget 'traitRemove'>>
<<run setup.removeTrait($args[0])>>
<</widget>>
<<widget 'trait'>>
<<set _tempArgs to [$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;
State.temporary.checkLink.text = "<span class='skillCheck' title='trait opportunity: "+trait+"'><span class='trait'>"+trait +"</span></span> " + State.temporary.checkLink.text;
<</script>>
<<if !_checkPacket.includes("ABORT")>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<</link>>
<</if>>
<</if>>
<</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'>"+setup.icon[args[0]]+"</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 $args[1]>></div><div class='header-clip'><h1>$args[0]<<if $args[2] != null && $args[2] != undefined>> <<icon "decor">> <span class='subtitle'>$args[2]</span><</if>></h1></div></div>
<</widget>>
<!------- insert Illustrations----------->
<<widget 'img'>>
<<insertImg $args[0] $args[1] $args[2] $args[3]>><</insertImg>>
<</widget>>
<!------- locchange----------->
<<widget 'location'>>
<<timed 0.2s>>
<<addclass "#display-area" "show">>
<</timed>>
<<run setup.changeLocation($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],$args[3])>>
<<removeclass "#display-area" "hide">>
<</timed>>
<</widget>>
<!------- gainGuilder ----------->
<<widget 'g'>>
<<if visited() == 1 && !isNaN($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>>
<!---- quincy reputation ------------------------>
<<widget 'qReputation'>><<nobr>><<if $args[0] == 'profile'>>
This widget will display information on Quinpy's reputation once written. (profile version)
<<else>>
This widget will display information on Quinpy's reputation once written.
<</if>><</nobr>><</widget>>
<!---- null choice ----------------------------------->
<<widget 'never'>>
@@.link-disabled;$args[0]@@
<</widget>>
<!---- bargain ------------------------------>
<<widget 'buy'>>
<<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='skillCheck' title='"+tooltip+"' aria-label='bargain: "+State.temporary.tempBuy+"G'>" +"<i class='icon-guilder'></i><span class='skillCheckNum'><<print _tempBuy>>@@.smallcaps;g@@</span></span> " + State.temporary.checkLink.text;
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat")>>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.contains("noLink")>>
@@.link-disabled;_checkLink.text@@
<<elseif !_checkPacket.contains("always") && $g < _tempBuy>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<<script>>
if (!State.temporary.checkPacket.contains("noCost")){
State.variables.g -= State.temporary.tempBuy;
}
State.variables.savedCost = State.temporary.tempBuy * -1;
<</script>>
<</link>>
<</if>>
<</widget>>
<!---- decisions ------------------------------>
<<widget 'decide'>>
<<set _tempArgs to [$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 = "end";
break;
case "major":
tooltip = setup.icon.major;
text = "major decision";
break;
case "romance":
tooltip = setup.icon.romance;
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 = "end";
}
State.temporary.checkLink.text = "<span class='skillCheck' title='"+text+"'>"+tooltip +"</span> " + State.temporary.checkLink.text;
<</script>>
<<if hasVisited(_checkLink.link) && !_checkPacket.contains("repeat") && $args[0] != "end">>
@@.link-disabled;_checkLink.text@@
<<elseif _checkPacket.includes("fake")>>
@@.link-disabled;_checkLink.text@@
<<else>>
<<link _checkLink.text _checkLink.link>>
<</link>>
<</if>>
<</widget>>
<!---------------- introImg ----------------------------->
<<widget 'introImg'>>
<<set _tempArg to [$args[0],$args[1]]>>
<<script>>
var args = State.temporary.tempArg;
var url = setup.Path + "insert_illustrations/intro/";
var img = "<div aria-role='img' aria-label='"+args[1]+"' class='introImg animatedImg' style='background-image:var(--anim1); --anim1:url("+url+args[0][0]+"); --anim2:url("+url+args[0][1]+"); --anim3:url("+url+args[0][2]+");'></div>";
jQuery(this.output).wiki(img);
<</script>>
<</widget>>
<!------------- atlantean -------------------------------->
<<widget 'atlantean'>>
<<print setup.atlanteanWords($args[0],$args[1],$args[2])>>
<</widget>><<include "demo landing">><<set $codexView to {cat:"",entry:""}>>
<<set $codexSortPeople to "default">>
<<set $codexJump to false>>
<<set $showCodexMap to false>>
<<include codexInitTables>>
<<set $anchor = []>>
<<set $codex to {
factions: {},
people: {},
arcana: {},
culture:{},
locations: {},
bestiary: {},
instructions:{}
}>><<set $appendix to {
}>>yipee
[[appendixTest2]]
<<appendix>>yorble
[[appendixTestEnd]]
<<appendix>>yobbooble!
<<appendix>><div class='openingMenu revealMenu'>
<<set _t to "t8n">>
<<set _r to ["0.15s","0.3s","0.45s"]>>
<<timed _r[0] _t>>
<div class='openingTitle'>$menuTitle</div>
<</timed>>
<<timed _r[0] _t>>
<div class='actVersion'>$partDisplay<br><sup>Version $version</sup></div>
<</timed>>
<<timed _r[0] _t>>
<div>
<ul class='list-no-bullet openingMenuOpt'>
<<if $debug == true && $playerDebug != true>><li><<button [[DEBUG - Boot Game|Episode Start]]>><</button>></li><</if>>
<li><<button [[Begin|ContentWarning]]>><</button>></li>
<li><<button "Load">><<script>>UI.saves()<</script>><</button>></li>
<li><<button "Settings">><<script>>UI.settings()<</script>><</button>></li>
<li><<button [[Credits]]>><</button>></li>
</ul>
</div>
<</timed>>
</div><div class='openingMenu revealMenu'>
<<timed "0.15s" "t8n">>
<h1>Credits</h1>
<</timed>>
<<timed "0.3s" "t8n">>
<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>
<</timed>>
<<timed "0.45s" "t8n">>
<ul class='list-no-bullet openingMenuOpt'>
<li><<button [[Return to Title|Boot Passage]]>><</button>></li>
</ul>
<</timed>>
</div><div class='openingMenu revealMenu'>
<<timed "0.15s" "t8n">>
<h1>Content Warning</h1>
<</timed>>
<<timed "0.3s" "t8n">>
<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>//Viewer discretion is advised.//</p>
</div>
<</timed>>
<<timed "0.45s" "t8n">>
<ul class='list-no-bullet openingMenuOpt'>
<li><<button [[Begin|Begin Game]]>><</button>></li>
</ul>
<</timed>>
</div><<drawCamp>>
<<switch $campData.state>>
<<case 1>>
Apprehension lingers in the air.
<<case 5>>
The convoy is excited for marriage season. :)
<<default>>
The journey ahead is long. Best rest up while you can.
<</switch>>
<</drawCamp>>
@@.next;<<link "Return to your travels." $currentMap>><</link>>@@<<switch $campData.state>>
<<default>>
<<qSpeak "quincy.neutral">> Let's read our mail.<</qSpeak>>
<<text>>
Suppressing her eager wriggles, $licorice lowers herself to the ground. As customary, you take your seat in the crook of her body, ready your quill, and review your stack of envelopes.
<</text>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: mailbox list">>
[[Never mind.|CAMP: mailbox nvmd]]
[[(Return to camp.)|CAMP][$campData.inLicoriceConvo to false]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">>I think that's enough of that.<</qSpeak>>
<<qSpeak "licorice.neutral" `["animal"]`>>. . .<</qSpeak>>
<<text>>
$licorice springs forth in hopes of stealing an envelope, as she always does. Of course, you move the stationary just out of reach, as you always do. You return to your feet.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<set _mailKeys to Object.keys($mailbox.in)>>
<<for _i to 0; _i lt _mailKeys.length; _i++>>
<<link $mailbox.in[_mailKeys[_i]].title $mailbox.in[_mailKeys[_i]].link>><</link>>
<</for>><<include "CAMP: mailbox list">>
[[(Cease letterwriting for now.)|CAMP: mailbox nvmd]]
[[(Return to camp.)|CAMP][$campData.inLicoriceConvo to false]]<<qSpeak "quincy.neutral" >> I never got the chance to ask: how was your time in Opona? <</qSpeak>>
<<speak "dangelo.neutral" >> ...Yeah. I guess you didn't. Lot has been going on. Hardly time to wipe our own asses, you know?<</speak>>
<<text>>
He chuckles, but it's a weak one that trails off into nothing. He glances over his shoulder at the guards and shuffles a ways away from the fire before sitting down in the grass.
<</text>>
<<speak "dangelo.silly" >> Just want to make sure this is a brother-to-brother conversation. C'mon, have a seat. *He pats the ground beside him.* <</speak>>
<<text>>
You oblige.
<</text>>
<<speak "dangelo.neutral" >> Opona went as wars usually do, you know. 'Tisn't fun or anything... but there's a lot of camaraderie to be found out there in the field. Just you, and then men you rely on to save your skin in an emergency. <</speak>>
<<speak "dangelo.silly" >> It taught me a lot about leadership. Would you believe <b>I</b> wasn't a serious person before? <</speak>>
<<speak "dangelo.neutral" >> Always keep your men satisfied. The little things are the big things. Take a man's candied fruit rations away, and who knows what he has to live for. <</speak>>
<<speak "dangelo.laugh" >> But don't get caught up in troop politics. As a leader, you've got to be above whatever dumb shit they whisper in their tents about you. And one more thing... <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[(Take out some paper and start making notes.)|CAMP: dangelo about opona write]]
[[Are... you using this as an opportunity to lecture me?|CAMP: dangelo about opona lecture]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> *You fetch a scrap of paper from your overcoat and a piece of lead to make note of what he's saying.* <</qSpeak>>
<<speak "dangelo.neutralserious" >> ...When shit //really// hits the fan, everyone will be looking to you. There's nobody who's going to come to save you but yourself. <</speak>>
<<speak "dangelo.surprised" >> ...Wait, are you seriously taking this down? <</speak>>
<<speak "dangelo.laugh" >> <b>Ha-ha!</b> <</speak>>
<<if setup.hasTrait("packbonded")>>
<<text>>
He loops an arm around your neck and pulls you into a hug, causing you to smudge a dark line across your notes.
<</text>>
<<qSpeak "quincy.furrow" >> I <b>was</b>. And now they're ruined. <</qSpeak>>
<<speak "dangelo.silly" >> Sorry, sorry. It's just so <i>you</i>. *He lets go of you.*<</speak>>
<<else>>
<<speak "dangelo.silly" >> Never thought the day would come where you listen to a damn word I say. <</speak>>
<<text>>
He pats your back - and the force jolts your arm and sends a dark streak through the notes you were taking. You sigh.
<</text>>
<</if>>
<<speak "dangelo.neutral" >> So, yes. It was educational. I'm proud of what I did there, getting that little Oponan princess out of there before those freaks could remove her head. But if I'm being honest... <</speak>>
<<speak "dangelo.smilestress" >> I'm glad to be back on-peninsula. <</speak>>
<<speak "dangelo.smilenervous" >> ...Why don't we go back to the fire or something? I think V is roasting that buck she brought down earlier. Wouldn't wanna miss getting one of the good pieces! <</speak>>
<<text>>
He seems done with this conversation.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: dangelo questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.furrow" >> Are you really taking this as an opportunity to lecture me? <</qSpeak>>
<<speak "dangelo.surprised" >> What? No! I just-- <</speak>>
<<speak "dangelo.disappointed" >> Just sharing a bit of wisdom picked up, is all. It might come in handy. <</speak>>
<<passiveCheck 1 `["emp",setup.DCKey.easy]`>>
<<skillCheck 1>>
<<text>>
<<if setup.checkPass(1)>>
He rubs the back of his neck and stares out at the fire - at his guardsmen huddled around it. He tilts his head back and forth and mumbles unintelligibly to himself, trying to make up his mind about something.
<<else>>
The conversation lapses, and D'Angelo stares out at the fire with his guardsmen huddled around it. Eager to get back to whatever inappropriate conversation they were having, you assume.
<</if>>
<</text>>
<<speak "dangelo.silly" >> *Then, he shrugs.* Eh, it was pretty much exactly how they said in the papers. Things went to shit, then I got those Oponan nobles out of there, and things were slightly <i>less</i> shit. And now I've got a fancy new rank, women falling at my feet, and trouble sleeping in a feather bed instead of on the ground. <</speak>>
<<speak "dangelo.smilenervous" >> ...Why don't we go back to the fire or something? I think V is roasting that buck she brought down earlier. Wouldn't wanna miss getting one of the good pieces! <</speak>>
<<text>>
He seems done with this conversation.
<</text>>
<<include "CAMP: dangelo questions">>
<<saveCheck>><<qSpeak "quincy.neutral" >> Prince Oscar doesn't seem very fond of you. Why is that? <</qSpeak>>
<<speak "dangelo.eyeroll" >> I don't know? Andimeurs all walk around with a stick up their rear, I suppose? Mister Prince Convoy isn't fond of me either, if you've noticed. <</speak>>
<<speak "dangelo.unsure" >> Far as Oscar goes, though - I <i>think</i> it has something to do with how much his father likes me. But it isn't like I <i>made</i> the King-Regent start pawing after me like a lovesick puppy. <</speak>>
<<speak "dangelo.neutral" >> Yeah, that's about all I got. <</speak>>
<<speak "dangelo.silly" >> ...And don't tell the King-Regent I said puppy thing. <</speak>>
<<include "CAMP: dangelo questions">><<text>>
D'Angelo approaches you, one hand held awkwardly in the air. For a moment you're worried he's about to pull you into a hug - something you're none in the mood for - but instead he scratches the back of his head.
<</text>>
<<speak "dangelo.disappointed" >> Hey. Have you uh... calmed down? Can we talk without you biting my head off? <</speak>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
[[...Yes.|CAMP: dangelo lost gam discussion ANGERY calm][$response to "fine"]]
[[Fine. But I still don't forgive you.|CAMP: dangelo lost gam discussion ANGERY calm][$response to "noForgive"]]
[[No.|CAMP: dangelo lost gam discussion ANGERY bye]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "fine">>
<<qSpeak "quincy.tilt" >> *You sigh.* Fine. <</qSpeak>>
<<speak "dangelo.surprised" >> Oh. Thank the Architect. <</speak>>
<<speak "dangelo.yeesh" >> So, I heard from Lucas. Oscar isn't really mad at you... so it all sort of worked out in the end. <</speak>>
<<speak "dangelo.unsure" >> I'm sorry for saying you <i>fucked it up</i>. But I'm not sorry I told. Who knows what trouble it could've ended in. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I don't need the same lecture again.|CAMP: dangelo lost gam discussion ANGERY calm 2][$response to "stop"]]
[[It's fine. It's over regardless.|CAMP: dangelo lost gam discussion ANGERY calm 2][$response to "over"]]
<</choose>>
<</qSpeak>>
<<case "noForgive">>
<<qSpeak "quincy.furrow" >> Fine. But I still don't forgive you. <</qSpeak>>
<<speak "dangelo.silly" >> Yyyeah, didn't think I was getting out of that one easily. But I still want to say I'm sorry. Not for tattling to the High Sybil... <</speak>>
<<speak "dangelo.unsure" >> But for saying you //fucked it up.// That's harsh. <</speak>>
<<include "CAMP: dangelo lost gam discussion ANGERY calm 2">>
<</switch>><<switch $response>>
<<case "over">>
<<qSpeak "quincy.tilt" >> It's fine. It's over regardless. <</qSpeak>>
<<speak "dangelo.disappointed" >> Yeah. I guess I should stop. *And now he does hug you - and to your surprise it's a light, one-armed affair.* <</speak>>
<<case "stop">>
<<qSpeak "quincy.furrow" >> I don't need the same lecture again. I know why you <i>felt</i> like you needed to do it. Get to the point. <</qSpeak>>
<<speak "dangelo.disappointed" >> Yeah. I guess I should stop. *And now he does hug you - and to your surprise it's a light, one-armed affair.* <</speak>>
<</switch>>
<<speak "dangelo.neutralserious" >> You're my brother, which means I'm - I don't know - at least twenty percent responsible for any decisions you make. <</speak>>
<<speak "dangelo.disappointed" >> It's a lot of responsibility Mr. Silver Grumbles dropped in your lap. I just want to guide you right. <</speak>>
<<speak "dangelo.neutralserious" >> ...Its serious business, Quin. And I care about this country, this Convoy.<</speak>>
<<speak "dangelo.neutral" >> And to be gross - I care about <i>you</i> too. <</speak>>
<<speak "dangelo.silly" >> Anyways... I'll stop yammering. Let's just put this behind us. There's stuff I need to do - firewood isn't going to chop itself. Not with half the guards are too drunk to be allowed near the axe right now. <</speak>>
<<campPerson "dangelo" "event" "sorryAncha" "delete">>
@@.next;[[Return to camp.|CAMP]]@@<<qSpeak "quincy.furrow" >> <b>No.</b> <</qSpeak>>
<<speak "dangelo.surprised" >> Oh, come <b>on!</b> It's been days since that incident with the High Sybil. You can't avoid me forever. <</speak>>
<<speak "quincy.furrow" >> No, but I can for now. <</speak>>
<<text>>
And you turn heel, putting his bewildered face behind you and out of sight.
<</text>>
<<campPerson "dangelo" "event" "sorryAncha" "delete">>
<<campPerson "dangelo" "tempFalse">>
@@.next;[[Return to camp.|CAMP]]@@<<campHandler "dangelo">>
<<switch $campData.state>>
<<case 1>>
<<text>>
D'Angelo is in the midst of a conversation with a gaggle of Convoy guards. They laugh raucously enough to be heard on the other side of camp.
``<<if $campMoodCurrent >= 2>>
When you approach, he excuses himself with a smile on his face, sauntering over with his hands in his breech pockets.
<<elseif $campMoodCurrent <= -2>>
When you approach, the laughter immediately vanishes from his face. He excuses himself and plods in your direction, arms crossed across his chest.
<<else>>
Upon seeing your approach, he excuses himself. He saunters over to you with his usual easy expression.
<</if>>
<</text>>
<<if $campMoodCurrent <= -2>>
<<speak "dangelo.neutralserious">> What do you need, Quin?<</speak>>
<<elseif $campMoodCurrent >= 2>>
<<speak "dangelo.silly">> Quin! *He tousles your hair with one hand.*<</speak>>
<<else>>
<<speak "dangelo.neutral">> Yeah? What is it, Quin?<</speak>>
<</if>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: dangelo questions">>
<</choose>>
<</qSpeak>>
<</campHandler>><<if not $oscarQuestTemp.visitedParlor>>
<<actions [[How was your time in Opona?|CAMP: dangelo about opona]]>>
<</if>>
<<if visited("BARQ: convoy")>>
<<actions [[Why doesn't Prince Oscar like you?|CAMP: dangelo why oscar hate]]>>
<</if>>
<<decide "end" [[(Return to camp.)|CAMP]]>><<campHandler "elijah">>
Generic Handler
<</campHandler>><<qSpeak "quincy.lookaway" >> There's something I've been wondering, Imani... <</qSpeak>>
<<speak "imani.neutral" >> *Her polishing slows, then stops. She finally sets her gun aside to look up at you.* <</speak>>
<<qSpeak "quincy.neutral" >> Do you know Lazarus's true identity? *You speak barely above a whisper.* <</qSpeak>>
<<speak "imani.neutral" >> You are the fifth person to ask me that question this week. And you've heard my answer to that question just as many times. <</speak>>
<<qSpeak "quincy.lookaway" >> "The identity of Lazarus has no bearing on my work, or Convoy business." Yes, but... <</qSpeak>>
<<qSpeak "quincy.neutral" >> I want the real answer. <</qSpeak>>
<<speak "imani.neutral" >> Why? It truly does have no bearing on my work. Nor does it on Convoy business. <</speak>>
<<text>>
How //couldn't// you want to know? You exhale through your nose. It's a rare feeling - this mosquito prick of irritation that the answer is so obvious that it becomes unexplainable. There's a reason five people asked this week - and seven the next, and no doubt hundreds more will over the coming months. //It's the question on everyone's mind.//
``...Architect. Is that how everyone feels when interacting with you?
<</text>>
<<speak "imani.neutral" >> Well? <</speak>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
<<trait "dispersal" [[Because we're friends?|CAMP: imani who lazarus 2 disp]]>>
<<trait "packbonded" [[You've been distant lately. I just want to know.|CAMP: imani who lazarus 2 pack]]>>
[[Lazarus is an interesting man.|CAMP: imani who lazarus 2][$response to "shrimpteresting"]]
[[You know... because.|CAMP: imani who lazarus 2][$response to "cuz"]]
<</choose>>
<</qSpeak>><<set $response to "disp">>
<<include "CAMP: imani who lazarus 2">><<set $response to "pack">>
<<include "CAMP: imani who lazarus 2">><<switch $response>>
<<case "disp">>
<<qSpeak "quincy.neutral" >> We are friends. We have been friends since we were young. <</qSpeak>>
<<speak "imani.neutral" >> Yes. But that's not a satisfactory reason as to why you need to know Lazarus's identity. <</speak>>
<<qSpeak "quincy.lookaway" >> Common social convention says friends don't keep secrets. <</qSpeak>>
<<speak "imani.laugh" >> <b>Hah!</b> *Her laugh is a gruff bark. She expells it like her body wasn't built for the vocalization.* Followers of social convention, are we? A pair of ravens painting themselves white to fit in with the doves.<</speak>>
<<if setup.hasTrait("shameful")>>
<<speak "imani.neutral" >> ...Though I don't recall ever holding the brush myself. <</speak>>
<<qSpeak "quincy.tilt" >> ... <</qSpeak>>
<<else>>
<<speak "imani.smirk" >> ...Though I don't recall either of us ever so much as touching a brush. <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<</if>>
<<speak "imani.neutral" >> It //is// interesting that //you// are accusing me of harboring secrets, Quintrell. <</speak>>
<<text>>
She grows still, and the eye contact made is deliberate. You've only seconds to wonder at the implication before she continues.
<</text>>
<<speak "imani.tilt" >> But I've entertained your question enough. Here's my answer: You asking in the first place tells me you understand nothing about Lazarus. <</speak>>
<<case "pack">>
<<qSpeak "quincy.lookaway" >> You haven't been particularly forthcoming lately. <</qSpeak>>
<<qSpeak "quincy.neutral" >> ...It feels like your interest in all the Barehanders and the Old Ways occurred overnight. <</qSpeak>>
<<speak "imani.tilt" >> No. You are just a mouse who only started caching seeds after first frost. <</speak>>
<<qSpeak "quincy.furrow" >> ...Pardon? <</qSpeak>>
<<speak "imani.lookaway" >> You've missed all signs until it became obvious. <</speak>>
<<speak "imani.neutral" >> It is not a new preoccupation of mine. But it's understandable. A young duke is much too busy attending his academy to take note of what apocryphal texts his valet gets up to reading in her spare time. *It's said with no malice... and yet the words are condemning, nonetheless.* <</speak>>
<<speak "imani.furrow" >> And it's interesting that //you// of all men accuse //me// of secrecy. <</speak>>
<<text>>
She grows still, and the eye contact made is deliberate. You've only seconds to wonder at the implication before she continues.
<</text>>
<<speak "imani.tilt" >> But I've entertained your question enough. Here's my answer: You asking in the first place tells me you understand nothing about Lazarus. <</speak>>
<<case "shrimpteresting">>
<<qSpeak "quincy.neutral" >> Lazarus is an interesting man. I'm curious from that metric alone. <</qSpeak>>
<<speak "imani.laugh" >> <b>Hah!</b> *Her laugh is a gruff bark. She expels it like her body wasn't built for the vocalization.* <</speak>>
<<speak "imani.tilt" >> You find him interesting, and yet you understand nothing about him. <</speak>>
<<case "cuz">>
<<qSpeak "quincy.tilt" >> Because I want to know...? <</qSpeak>>
<<speak "imani.laugh" >> <b>Hah!</b> *Her laugh is a gruff bark. She expels it like her body wasn't built for the vocalization.* <</speak>>
<<speak "imani.neutral" >> As plain a reason as any. Cat-killing curiosity. <</speak>>
<<speak "imani.tilt" >> Here's the real answer, Quintrell... <</speak>>
<</switch>>
<<speak "imani.bow" >> Lazarus a true son of Amalugh. He exists in all of us who have the tundra wind in our blood. He is pure Northern mischief. <</speak>>
<<speak "imani.neutral" >> Do you understand? <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<speak "imani.neutral" >> Guess, then. <</speak>>
<<qSpeak "quincy.neutral" >>
You mean that Lazarus is...
<<choose>>
[[A god?|CAMP: imani who lazarus 3][$response to "god"]]
[[An idea?|CAMP: imani who lazarus 3][$response to "idea"]]
[[A nomad?|CAMP: imani who lazarus 3][$response to "nomad"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "god">>
<<qSpeak "quincy.furrow" >> Please tell me you don't believe Lazarus to be one of the old gods. <</qSpeak>>
<<speak "imani.laugh" >> Ha! Good Architect, no. <</speak>>
<<case "idea">>
<<qSpeak "quincy.furrow" >> You mean to say Lazarus is... a concept. An idea, then. <</qSpeak>>
<<speak "imani.smirk" >> . . . <</speak>>
<<text>>
She merely inclines her head, then returns to polishing her Duruger.
<</text>>
<<case "nomad">>
<<qSpeak "quincy.furrow" >> He's... a nomad, then? A true son of Amalugh. <</qSpeak>>
<<speak "imani.tilt" >> Hm. A straightforward idea, but no. <</speak>>
<<speak "imani.bow" >> The man who dons the costume //could be//, though. <</speak>>
<</switch>>
<<if $response != "idea">>
<<speak "imani.neutral" >> Use your brain - all animals have one for a reason. You'll realize in time. <</speak>>
<<text>>
She resumes polishing her Duruger.
<</text>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: imani questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> Can you recite one of the Old Ways stories? <</qSpeak>>
<<speak "imani.bow" >> They are meant to be shared. Which one? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: imani story hub">>
<</choose>>
<</qSpeak>><<actions [[I wish to hear how man stole meur.|CAMP: imani tell story meur]]
[[I wish to hear the origins of the Plait Festival.|CAMP: imani tell story fuckfest]]>>
[[I want to know whether you have any more stories.|CAMP: imani tell new story]]
[[Let's discuss something else.|CAMP: imani something else]]
<<decide "end" [[(Return to camp.)|CAMP]]>><<qSpeak "quincy.neutral" >> Let's discuss something else. <</qSpeak>>
<<speak "imani.tilt" >> Alright. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: imani questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> Do you have any other stories? <</qSpeak>>
<<speak "imani.tilt" >> Not currently. We don't exactly run into nomads every day. And when I <i>do</i> find a written record, they're often damaged and take a long time to decipher. <</speak>>
<<speak "imani.neutral" >> If you <i>do</i> come across any apocryphal texts... bring them to me. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: imani questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> I wish to hear about how man stole meur from the Old Gods. <</qSpeak>>
<<speak "imani.bow" >> A classic - and no doubt my favorite. Very well. <</speak>>
<<speak "imani.neutral" >> At the start of time, the earth was green and virgin to the touch of winter. Man and hare lived amongst one another. <</speak>>
<<text>>
She brings her full gravitas to the performance - her voice projecting across the camp. It's loud enough that several heads swivel in your direction, and don't return to what they're doing. It seems there will be a wider audience for this one.
<</text>>
<<speak "kaitos.casual.glance" >> ...Some kind of Northern story? *It is Kaitos who is brave enough to venture into the vicinity and plop himself on the ground. <<if $oscarQuestTemp.kaitosMad>> He pointedly directs the question at Imani, as if you aren't even there.<</if>>* <</speak>>
<<speak "imani.neutral" >> Yes. It's one of the Old Ways stories. You are welcome to listen. <</speak>>
<<speak "kaitos.casual.stare" >> Sure. 'Kay. *He makes himself comfortable, leaning back to prop himself up on his elbows.* <</speak>>
<<speak "imani.tilt" >> At the time, no man was //haretouched//, and no man was //not//. Our two kinds were brother and sister by Amalugh, the goddess of trickery and the tenacity of life, for she had birthed humans from her body and suckled hares from her breast. <</speak>>
<<speak "imani.neutral" >> They lived within the same clans, ate by the same fire, drank the same water, and enjoyed the same tundra breeze. <</speak>>
<<speak "imani.bow" >> But pleasure is never in absence of danger, even then. Pain, death, and hunger were their constant enemies. <</speak>>
<<speak "imani.smirk" >> You see, the fire that warmed them, the water they drank, the breeze they felt, the grass underfoot - those were not gifts given by the gods, but //scavenged pleasures//! <</speak>>
<<speak "imani.neutral" >> The god-brothers of meur who ruled fire, water, air, and nature and cared no more about man or hare than they did for any other beast. They only sought only to cultivate their chosen art. We were of no more or less consequence to the gods than a humble mouse or fish. <</speak>>
<<speak "imani.neutral" >> Are you alright so far, Viscount? <</speak>>
<<speak "kaitos.casual.thinking" >> Yeah. Yeah... Keep going. <</speak>>
<<speak "imani.bow" >> That was... <b>until the first winter.</b> <</speak>>
<<speak "imani.neutral" >> "Winter" was the work of Senrun, the god-brother of blue meur. This newest creation was among his greatest, rivalled only by the vast seas which encircle all lands. Senrun's pride in his newest creation was so great that he decided that every year he would grace the world with his snow and ice for six months. <</speak>>
<<speak "kaitos.casual.stare" >> Silver. <</speak>>
<<speak "imani.smirk" >> "Silver" indeed. <b>Senrun's first winter was one of the bitterest ever weathered.</b>
``Half the world slept - men, gods, and animals alike. But of all, it was the northernmost clan which suffered most. Their land grew coldest, and soon they found their game sparse and their forage buried deep under Senrun's snow.<</speak>>
<<speak "imani.neutral" >> No one had ever endured a "winter" before. None knew how long it might last, or if it would ever end at all. To this clan at the beginning of time, it looked to be the end of the world. Cold and hungry, they prayed to Amalugh for protection. Their prayers went unanswered. But mankind perists, as it always does, because for every ten men who has given up hope... <</speak>>
<<qSpeak "quincy.neutral" >> ...//there is at least one like Zahair.// <</qSpeak>>
<<if not $oscarQuestTemp.kaitosMad>>
<<speak "kaitos.casual.smile" >> //Ooh.// *He is fully engaged.* <</speak>>
<<else>>
<<speak "kaitos.casual.disgruntled" >> <i>Shhh, man.</i> Let her tell the story. <</speak>>
<<qSpeak "quincy.furrow" >> It's part of the tradition. This call-and-response. <</qSpeak>>
<<speak "imani.lookaway" >> *She clears her throat.* <</speak>>
<</if>>
<<speak "imani.neutral" >> Zahair was a child of Amalugh! Cunning, resourceful, and full of mischief. He had all the makings a clan leader must have. He shouldered his responsibility. One day, he was hunting the tundra with his hare, Iltu, when he came across Senrun and his brothers. Thinking quickly, he and Iltu buried themselves in snow so that they might eavesdrop. The two endured the bitter cold in the hopes of learning something that could save their clan from the horrors of this "winter." <</speak>>
<<speak "imani.smirk" >> That is how he learned that the god-brothers planned a great feast to celebrate Senrun's art. And Zahair and Iltu reasoned: the only way to stop winter was to sabotage the very feast meant to honor it. <</speak>>
@@.next;[[Continue|CAMP: imani tell story meur 2]]@@<<speak "imani.neutral" >> They knew this sabotage would come at a terrible cost, for any mortal who defiles a gathering of gods invites a curse upon himself. But Zahair's mother was ill, and Iltu's kits had already succumbed to the cold - both were ready to trade their lives for the safety of the clan. <</speak>>
<<speak "imani.smirk" >> Zahair poured out their wine and replaced it with Iltu's milk. <b>The strength of Iltu's will fermented her milk straight from the teat.</b> <</speak>>
<<speak "kaitos.casual.surprised" >> //...Woah.// <</speak>>
<<speak "imani.tilt" >> If you don't know, Viscount - hare wine is more... potent than regular fruited wine. <</speak>>
<<speak "imani.neutral" >> When the god-brothers sat down for their banquet they became hopelessly intoxicated. So intoxicated, in fact, that when they finally realized Zahair and Iltu were present, they were hardly aware anything was amiss! <</speak>>
<<speak "imani.smirk" >> They invited the pair to dine beside them... and promptly lost consciousness. This was the opportunity Zahair and Iltu had been waiting for. In their drunken stupor, Zahair stole what each god-brother valued most: their meur. <</speak>>
<<speak "imani.bow" >> When the pair returned to their clan bearing these gifts, they were celebrated as heroes. Zahair and his fellow men used their newfound power to reshape winter into something survivable. Red meur warmed their camps, green meur grew new food, blue meur kept the snow at bay... life wasn't simply returning to normal: it was better than it had ever been. <</speak>>
<<speak "imani.smirk" >> Of course, it wouldn't last, for the god-brothers would soon wake from their drunken slumber. <</speak>>
<<speak "imani.neutral" >> They stormed across the land in search of Zahair and Iltu, but their memories of the banquet were a haze and none could recall what the pair looked like. They concluded that whatever man they saw wielding their meur must be Zahair. <</speak>>
<<speak "imani.smirk" >> When they saw //every// man and woman in Zahair's clan conducting meur, they were furious. So there were countless thieves! They had expected only two. The god-brothers demanded that the northernmost clan return their meur, but the humans, assured they had finally gained the upper hand, refused. The gods demanded a second time. The humans refused again. For all their threats, the god-brothers could do nothing without their meur. <</speak>>
<<speak "imani.tilt" >> Realizing their powerlessness, the god-brothers retreated. But as Zahair, Iltu, and their clan celebrated their victory, the god-brothers busied themselves with thoughts of revenge. <</speak>>
@@.next;[[Continue.|CAMP: imani tell story meur 3]]@@<<speak "imani.tilt" >> The brothers petitioned the other Old Gods to aid in their revenge against the humans, but their pleas were met with jeering and ridicule. //How humiliating! A god tricked by man is no god at all!//<</speak>>
<<speak "imani.smirk" >> There was but only one amongst the Old Gods who did not join the revelrous mockery of the foolish god-brothers:``<b>Yegeiki, the Spite Mother: bringer of curses.</b> <</speak>>
<<speak "kaitos.casual.thinking" >> Doesn't sound very nice. <</speak>>
<<speak "imani.smirk" >> No, for... <</speak>>
<<qSpeak "quincy.neutral" >> //..."Yegeiki helps no one and hurts whomever she can."// <</qSpeak>>
<<speak "imani.neutral" >> And so, when the god-brothers begged Yegeiki to punish the humans, she agreed - as she always does. She set to work weaving a curse befitting the crime.<</speak>>
<<speak "imani.tilt" >>
Man could not have stolen meur without the help of the hares, she reasoned, and so she resolved to break that kinship. She cursed mankind with flavorful flesh, and harekind with a great hunger.
<</speak>>
<<speak "imani.lookaway" >> It wasn't long before the two were tearing one another apart. <</speak>>
<<speak "imani.bow" >>Zahair and Iltu left each half of their broken clan as pariahs. Bearing responsibility for Yegeiki's curse, there was no place for them amongst their own kind. //Worse still,// they could not seek solace in the other, for they each knew the other was afflicted by the same curse. So Zahair left to the east, Iltu to the west. Neither could bare to look back at the other. <</speak>>
<<speak "kaitos.casual.glance" >> Damn. *He must especially be into the story. His voice grows pensive.* <</speak>>
<<speak "imani.neutral" >> At first, the god-brothers delighted in this revenge. //"You brought this suffering on yourself by denying us. Return what is ours, lest we punish you further,"// they threatened. A terrifying thought to a clan torn in half, a clan which had already seen friend kill friend. And yet it was because of this suffering that they needed meur more than ever - to heal their wounds, to protect themselves. //And so they again refused.// <</speak>>
<<speak "imani.neutral" >> The god-brothers' fury redoubled. They raged at Yegeiki for failing to reclaim meur back from the humans, forgetting that rule most important: //"Yegeiki helps no one and hurts whomever she can."// ``But neither their anger nor their insults could sway the Spite Mother, as she did not see her promise as unfulfilled. //"I've kept my end of the deal,"// she explained, //"I inflicted torments upon mankind and I did it without a toll. If you want more of Yegeiki's help, you'll have to give something precious of yours."// <</speak>>
<<speak "imani.tilt" >> The god-brothers hadn't much left to offer. Their meur was lost, their names tarnished. There was only one possession of theirs fit to give: //their unicorns.// <</speak>>
<<speak "imani.neutral" >> The god-brothers spared little thought for the few flesh creatures they had made, for nature was their art and the elements their preferred medium. //But the unicorn was the exception.// It was the one beast which they had created together, and the only work any of the six had made which they each agreed to be //perfect.//<</speak>>
<<speak "imani.tilt" >> They gave this last precious thing to Yegeiki without hesitation. The fools. <</speak>>
<<speak "imani.smirk" >> One-by-one, she took each unicorn and pulled out its soul so that it became hollow - //became hers// - and sent it off to steal meur from the humans. <</speak>>
<<speak "imani.neutral" >> When the unicorns came, few men resisted. The theft of meur had ruined their lives, and they feared what further punishment the god-brothers would inflict if they resisted. In the end, they were glad to be rid of it.<</speak>>
<<speak "imani.surprised" >> At first, the god-brothers delighted in mankind's surrender. //"You brought this suffering on yourself by denying us what is ours. Now we have meur once more,"// they said to mankind... //but it wasn't so//. The unicorns did not return their meur! They were powerless still. <</speak>>
<<speak "imani.neutral" >> Panicked, the god-brothers searched the land for the unicorns, but they found no sign of their favored creations or their meur. <</speak>>
<<speak "imani.tilt" >> It was only once they reached the edge of the world that they found even a single unicorn: the last of its kind, digging a trench in the dirt. Confused and enraged, the brothers demanded that it cease its digging and return their meur. But the unicorn, now belonging to Yegeiki, no longer answered to the god-brothers. <</speak>>
<<speak "imani.bow" >> //"We have done as the Spite Mother has asked,"// it told them. //"We have reclaimed that which man has stolen. Our souls are gone, our purpose fulfilled - ''all we've left is the grave.''"//<</speak>>
<<speak "kaitos.casual.thinkinghard" >> ...All these Northern stories like this? <</speak>>
<<qSpeak "quincy.neutral" >> About so, yes. <</qSpeak>>
<<speak "imani.neutral" >> Our tale is not done. <</speak>>
@@.next;[[Continue.|CAMP: imani tell story meur 4]]@@<<speak "imani.neutral" >> Yegeiki had never intended to restore their meur. She only meant to do what she always did. In failing to understand this, the brothers had not paid her toll once, //but twice,// losing both their meur and their unicorns. Upon realizing this, the god-brothers began to fight amongst themselves, each accusing the other of being at fault. <</speak>>
<<speak "imani.tilt" >> As their quarrel grew more violent, so did their shouting. The sounds of the brothers' fight carried into the woods, where it woke the sleeping Amalugh. She had taken refuge from winter in a bear's den, grown comfortable, and fallen asleep. She knew nothing of what had transpired while she slept.<</speak>>
<<speak "imani.neutral" >> She emerged from the den to the sight of the god-brothers fighting. At the time, she thought nothing of it, for they bickered often. It wouldn't be until she saw her children - the men and hares - at war with her own eyes that she realized how much had changed in her absence. <</speak>>
<<speak "imani.bow" >> Seeking answers, Amalugh sought out Zahair. She found him in his exile, now an old man. She demanded that he tell her what had happened to the world: //"Why do men and hares kill one another? Why is Iltu not with you? Where has she gone?"// <</speak>>
<<speak "imani.neutral" >> Zahair feared what she would do if he answered! But he had grown wise in his exile, and knew it was his burden. <b>His</b> actions had brought this fate upon his people, after all; whatever punishment Amalugh delivered would be well-earned. So he told her everything: his theft of meur from the god-brothers, Yegeiki's curses, the death of the unicorns... <</speak>>
<<speak "imani.bow" >> //Just as he feared, Amalugh was furious.// The Spite Mother's curses, once uttered, were unbreakable. Six of the Old Gods had fallen. All the world's unicorns were gone. The world she returned to was not the one she had left. ``//"That which you broke can never be mended,"// she said. //"and your crimes shall never be forgiven. I curse you and every fool who dares cast a shadow like yours until the end of time: your soul will die but your body will live on without it."// <</speak>>
<<speak "imani.tilt" >> //"Every man and beast which looks upon you will know you are a thing not meant to be. They will scorn you. Not even the starving hare will recognize you as a man. So long as your body lives, the hares will follow, drawn to the thing that reeks of live prey but isn't. And these hares - who have killed your kin just as you have killed own kin - they will be your only company."// <</speak>>
<<speak "imani.lookaway" >> ...And then she returned to the wilds, leaving Zahair with the knowledge that he had brought yet another curse upon mankind. The grief would have killed him if not for his cursed body, which continued to live as Amalugh had willed.<</speak>>
<<speak "imani.neutral" >>
Unable to die, Zahair was forced to survive in spite of the hatred of men and the revulsion of beasts brought by his second curse. Each night, the hares would emerge from the wild, circle him, promise his death - but none could deign to bite him.
<</speak>>
<<speak "imani.neutral" >> ...Then, one evening, in the throes of despair over Amalugh's curse... he realized something: //this// curse made no difference. He was already detested. He had lived in exile ever since men and hare first turned on one another.<</speak>>
<<speak "imani.surprised" >> Why, then, he wondered, would Amalugh smite him with such a useless curse? Did she think the miserable life he lead was punishment enough? Zahair became so engrossed in this mystery that he did not notice the nightly hunt had begun. He remained ignorant of the hare stalking him until the beast pounced.<</speak>>
<<speak "imani.furrow" >> //"Go ahead - kill me."// said Zahair, for he still had some of his youthful mischief, and knew the hare would not. But when he felt the hare's soft tongue against his cheek, he opened his eyes for a closer look. In front of him was the greying muzzle of Iltu, relieved of her desire to consume her longtime friend. <</speak>>
<<speak "imani.smirk" >> The two embraced for the first time in many years. They shed tears, and in that moment, Zahair finally understood why Amalugh had cursed him. <</speak>>
<<speak "imani.bow" >> <b>This was the only way Amalugh could reclaim the bond between man and hare - to allow them to walk cursed until the end of time - but allow them to walk their damned walk together!</b> <</speak>>
<<text>>
She finishes with gravitas, and a couple of the guards see fit to offer some polite applause. Kaitos inhales snottily, rubbing his nose with the back of his hand.
<</text>>
<<qSpeak "quincy.lookaway" >> Are you...? <</qSpeak>>
<<speak "kaitos.casual.scoff" >> <b>Shut up.</b> *He sniffs.* <</speak>>
<<speak "imani.neutral" >> ...I'm glad it was moving to you. I am happy to tell others. The old tales are meant to be shared. <</speak>>
<<speak "imani.bow" >> In the meantime... *She returns to polishing her Duruger, easily dropping into complete silence again.* <</speak>>
<<memory "imani" "storyMeurTheft">>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: imani story hub">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> I wish to hear about the origins of the Plait Festival. <</qSpeak>>
<<speak "imani.lookaway" >> Alright. Just make sure Prince Andimeur isn't in earshot. I was telling it to D'Angelo the other night and he grew red as a hare's eye. <</speak>>
<<speak "imani.tilt" >> It is hard to imagine now, but once, when the world was in its infancy, the Spite Mother Yegeiki was a young maiden - fresh and untaken. <</speak>>
<<speak "imani.neutral" >> As she came into womanhood, she grew so beautiful that her braids trailed on the ground behind her for miles. None of the other gods had so much as heard of her back then. When they saw her beautiful plaits cutting through the tundra, they dropped their crafts and followed her hair. <</speak>>
<<speak "imani.lookaway" >> They became so numerous that they rivalled in number a spring moose migration. Each was desperate to find and cover the beautiful young woman that must lay in wait for them at the end. And when they finally spotted her - sitting in wait at the peak of the tallest mountain... <</speak>>
<<speak "imani.flirt" >> They became so tumescent that it left no blood behind for their heart. They began to fight in their desperation to reach Yegeiki. And this pleased the Spite Maiden, for... <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> @@.whisper; "Yegeiki helps no one and hurts whomever she can."@@ <</qSpeak>>
<<qSpeak "quincy.tilt" >> I see this is one of //those stories//. <</qSpeak>>
<<speak "imani.neutral" >> It's the story you asked for. Would you rather stop? <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> //"Yegeiki helps no one and hurts whomever she can."// <</qSpeak>>
<<qSpeak "quincy.furrow" >> Why must every other Old Ways story involve such a preoccupation with mating? <</qSpeak>>
<<speak "imani.neutral" >> Because men and women have such a preoccupation with women and men. Would you rather stop this story? <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Yes.|CAMP: imani tell story fuckfest stop]]
[[No.|CAMP: imani tell story fuckfest 2]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "imani.neutral" >> Alright, then. There are other stories, if you so wish. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: imani questions">>
<</choose>>
<</qSpeak>><<memory "imani" "storyPlaitFestival">>
<<qSpeak "quincy.neutral" >> No, go on. <</qSpeak>>
<<speak "imani.neutral" >> Yegeiki called out to the quarrelling gods, //"Please, friends, do not fight! Tonight is the Long Night. Each of you will have his turn, if you could only be so patient."// <</speak>>
<<speak "imani.smirk" >> ...And so the foolish gods obliged. They stood in line and waited for their turn with the Spite Maiden. //And they waited... and waited... and waited.//<</speak>>
<<speak "imani.neutral" >>
The line moved slowly. As the Long Night wore on, the gods grew impatient. The oldest among them withered with age and the hungriest among them starved - yet the line grew no shorter.
<</speak>>
<<speak "imani.neutral" >>
Amalugh, who arrived late, soon realized he would never get a turn with the Spite Maiden without trickery. Gently, he took the ear of the god in front of him and said: //"did that god not cheat the line? Was he not behind you a moment ago?"// ``This was all it took for the Old Gods to turn upon each other. The resulting carnage bathed the tundra red.
<</speak>>
<<speak "imani.tilt" >>
Whilst the others fought, Amalugh snuck up the side of the mountain. Impressed with the chaos he had wrought, Yegeiki granted him the honor of covering her through the Long Night. Little did the god of trickery know, he was about to be fooled for the first and only time.
<</speak>>
<<speak "imani.flirt" >> As they revelled, the heat of their passions melted the ice from the mountain's peak. It pooled at the base of the mountain, forming a pristine spring. Fed by the spring and the blood of the gods' quarrel, the sleeping tundra began to stir. By the time the New Sun rose, the foot of the mountain had been transformed into a lush paradise. <</speak>>
<<speak "imani.neutral" >>
The men who discovered Yegeiki's spring were in awe. They drank of the water, but the spring never dried; they hunted the game, but it never dwindled; they picked forage, yet there was always more to find. //"Surely, this spring was a gift from the gods,"// they thought! //"It must be shared."//
<</speak>>
<<speak "imani.neutral" >>
Word of the blessed spring travelled across the land. Soon, every man and hare gathered at the foot of the mountain, indulging in the delights it offered. They rejoiced, for the gods had finally answered their prayers!
``...Little did they know the god who had answered was Yegeiki, and this was the first of her curses.
<</speak>>
<<speak "imani.tilt" >> Those who drank from the spring found themselves afflicted with the same madness which had gripped the gods - only this time, there were no braids to follow or lines to abide. Instead, man fought against man and hare against hare, blinded by rut. The clan multiplied like mice, and soon became so numerous they could stand shoulder-to-shoulder and cover the entire tundra. <</speak>>
<<speak "imani.smirk" >> The sounds of their squabble roused Amalugh from his slumber. Peering down the mountain, he saw his children had become as numerous as ants, and that Yegeiki's spring was to blame. He banished it at once, but men and hares continued to multiply. <</speak>>
<<speak "imani.neutral" >> This is when Amalugh learned the true nature of Yegeiki's curses: that they cannot be undone. Yegeiki, seeing Amalugh so angry, saw fit to gloat. //"Look how wild they are,"// she mused, //"consumed by their desires!"// <</speak>>
<<speak "imani.flirt" >> But though Yegeiki was clever, Amalugh was, too. //"Ah,"// he said, and thought hard. //"So you have given them endless desire. What a generous gift. It makes sense, then, that I should give them a gift too!"// <</speak>>
<<speak "imani.neutral" >> As his gift, Amalugh restored the spring once more. But the restoration of Yegeiki's spring came with a caveat: //"For but four weeks in the summer, you may drink to your heart's content... but for four weeks only. You will spend the rest of the year earning this privilege, and for that, it will be all the sweeter."// <</speak>>
<<speak "imani.smirk" >> The hares were smart. They accepted Amalugh's conditions, grateful for the return of their spring and knowing better than to bargain for more. They ceased in their mounting and returned to the side of their human brothers. <</speak>>
<<speak "imani.tilt" >> But man was not as sensible as his kin. Thinking themselves clever, they stole sips of the spring in the dead of night, believing Amalugh to be none the wiser. <</speak>>
<<speak "imani.neutral" >> They continued to multiply, and eventually, they grew so numerous that they ate every scrap of forage in the tundra. In their desperation, they confessed their deceit to Amalugh.
``//"Please, Amalugh,"// they begged him - //"Free us from this cursed spring!"// <</speak>>
<<speak "imani.bow" >> //"Ah, but I cannot,"// said Amalugh, //"for Yegeiki's work cannot be undone. But I bestowed upon each of you a good mind. Find your own way forward."// And then, he left. <</speak>>
<<speak "imani.neutral" >> The humans were lost. Amalugh had forsaken them, and they cried out in despair. But they had good minds, just as the god had said, and it wasn't long before their twining gave way to reason and their complaints began to sound like plans. <</speak>>
<<speak "imani.smirk" >> //"We cannot all stay here!"// cried one man. //"Some of us will have to leave."//
``//"But how will we decide who leaves and who stays?"// asked another.
``//"We all will,"// said yet another. //"That is only what is fair."//
``//"Yes,"// agreed the hares, //"and we will show you the way."//
<</speak>>
<<speak "imani.neutral" >> And so the men formed clans, following their hares across the tundra and leaving Yegeiki's spring behind. In distant lands, they found food to sate their hunger, and peace returned.<</speak>>
<<speak "imani.smirk" >>
But this would not be a story of men if they simply did as they were told and prospered. Before the clans departed, each one stole a flask of water from Yegeiki's spring. Each of these clans thought themselves the only ones cunning enough to indulge in its waters and prosper, forgetting that all men are brothers in matters of trickery.
<</speak>>
<<speak "imani.bow" >>
And every year, when the New Sun rises in spring, each clan drinks of Yegeiki's spring water in celebration of their triumph. The partnered remain, satiating one another, but the newest women follow their urges to distant lands.
<</speak>>
<<speak "imani.neutral" >>This is the origin of the Plait Festival. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> I.... <</qSpeak>>
<<qSpeak "quincy.furrow" >> I have a number of questions about the quantity of people born in this story. Shoulder to shoulder on the tundra! And yet - somehow they only run out of food //after// this cataclysmic increase in population? Ridiculous. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> ...That story wasn't simply preoccupied with mating. It was //quite// preoccupied with mating. And why on earth would they keep the spring water, knowing it nearly wiped out all of mankind? <</qSpeak>>
<<speak "imani.neutral" >> Never underestimate man's willingness to risk himself for fleeting pleasures. <</speak>>
<<qSpeak "quincy.furrow" >> Perhaps one or two men from one or two clans, but all members of //all// clans? Ridiculous. <</qSpeak>>
<</if>>
<<speak "imani.smirk" >> Of course it's ridiculous. It's a story. It's meant to first and foremost entertain - and second, to carry a lesson. <</speak>>
<<speak "imani.tilt" >> The idea that we may be unable to escape our desires - but in that, we have the freedom to shape them into whatever form we please... that is a powerful lesson indeed. <</speak>>
<<speak "imani.neutral" >> Regardless. You may hold whatever opinions you want. I'm merely a reciting storyteller. <</speak>>
<<text>>
And she sets back to polishing her gun.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: imani story hub">>
<</choose>>
<</qSpeak>><<campHandler "imani">>
<<switch $campData.state>>
<<case 1>>
<<text>>
Imani is cleaning her Duruger, the gun disassembled in several parts across her lap. She doesn't bother to look up as you approach.
<</text>>
<<if $campMoodCurrent >= 2>>
<<speak "imani.smirk">> Quintrell.<</speak>>
<<elseif $campMoodCurrent <= -2>>
<<speak "imani.furrow">> Quintrell.<</speak>>
<<else>>
<<speak "imani.neutral">>Quintrell.<</speak>>
<</if>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: imani questions">>
<</choose>>
<</qSpeak>>
<</campHandler>><<actions [[Who is Lazarus exactly?|CAMP: imani who lazarus]]>>
[[Could you tell me a story?|CAMP: imani tell story]]
<<decide "end" [[(Return to camp.)|CAMP]]>><<qSpeak "quincy.neutral">> I would like to speak to you about Convoy matters.<</qSpeak>>
<<if $campMoodCurrent <= -1>>
<<speak "kaitos.casual.stare">> *He places one hand on his hip. The other waves at the wrist.* So speak. <</speak>>
<<else>>
<<speak "kaitos.casual.thinkinghard">> *His face grows pensive. His posture stiffens.* Yeah? <</speak>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<actions [[How are our finances?|CAMP: kaitos questions finances1]]
[[How are you keeping up with correspondence?|CAMP: kaitos questions letters1]]>>
<<switch $campData.state>>
<<case 1>>
<<actions [[How fares the search for Kalas?|CAMP: kaitos questions kal1]]>>
<</switch>>
[[Let's change the subject.|CAMP: kaitos questions subjectChange][$response to "convoy"]]
<<decide "end" [[(Return to camp.)|CAMP]]>><<qSpeak "quincy.neutral">> Let's change the subject. <</qSpeak>>
<<if $campMoodCurrent <= -1>>
<<speak "kaitos.casual.neutralserious">> 'Kay. <</speak>>
<<else>>
<<speak "kaitos.casual.thinking">> 'Kay. <</speak>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> How are the Convoy's finances? <</qSpeak>>
<<speak "kaitos.casual.glance">> Pretty good... <</speak>>
<<qSpeak "quincy.lookaway">> "Pretty good?" <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> Pretty good.<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Care to give more detail?|CAMP: kaitos questions finances1 detail]]
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> Care to give more detail?<</qSpeak>>
<<speak "kaitos.casual.stare">> Not really, no. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[You have to take this more seriously.|CAMP: kaitos questions finances1 detail serious]]
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.furrow">> The Convoy depends on your ability to manage our resources. You have to take this more seriously, Asenath. <</qSpeak>>
<<speak "kaitos.casual.scoff">> @@.singsong;Uuuuuughhhhghhhhhhhhhhh...!@@``Look, man, I get it. It's big important work, we're big important gloves, numbers numbers numbers. <</speak>>
<<speak "kaitos.casual.stare">> //I am handling it.// <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[That's why I'm worried.|CAMP: kaitos questions finances1 detail serious no]]
[[I would appreciate more transparency, that is all.|CAMP: kaitos questions finances1 detail serious communicate]]
<</choose>>
<</qSpeak>><<opinion "kaitos" thoughtful -8>>
<<affinity "kaitos" -5>>
<<campFeelingsUpdate "kaitos">>
<<qSpeak "quincy.furrow">> That's what worries me. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Well, don't. The men have guns. Bullets. We got food. The horses got food. Your bunny's got food. We got ichor for washing gloves. Silver's even got //all// his little potions and eyeliners. <</speak>>
<<speak "kaitos.casual.sulk">> Not stupid. <</speak>>
<<passiveGate 1 `["emp",9]`>>
<<if setup.gatePass(1)>>
<<text>>
Kaitos huffs, indignant from your prodding... and nervous.
<</text>>
<<else>>
<<text>>
Kaitos huffs, indignant from your prodding.
<</text>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<opinion "kaitos" thoughtful 8>>
<<qSpeak "quincy.lookaway">> I would appreciate more transparency. That is all. <</qSpeak>>
<<speak "kaitos.casual.glance">> 'Kay. <</speak>>
<<text>>
He shuffles around for a moment, grasping at his own pockets for something or another. Eventually, he locates what he is looking for, pulls out his pocketbook, and flips it open for your viewing.
``It's... difficult to interpret. Scrawled upon the pages is a grid and some numbers - implying that you //are// indeed looking at a ledger of some sort - but the shorthand used is so incoherent you'd have an easier time understanding Atlantean.
``You study it in silence for longer than needed, as you are reluctant to admit that this clarifies nothing. Eventually, it snaps closed with a soft slap of the pages, and Kaitos returns it to his pocket.
<</text>>
<<speak "kaitos.casual.neutralserious">> See? We're gold. Convoy hasn't been on the road long enough for guilder to be a problem. <</speak>>
<<qSpeak "quincy.lookaway">> Do you think it will? <</qSpeak>>
<<speak "kaitos.casual.idle">> *He shrugs.* I 'unno. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> How are you keeping up with correspondence? <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> *He rolls his wrist, cracking the joint with each rotation.* Hard on the wrist. <</speak>>
<<qSpeak "quincy.neutral">> But you are managing alright, with all the reading and writing? <</qSpeak>>
<<speak "kaitos.casual.stare">> *He narrows his eyes.* Whaddya mean? <</speak>>
<<qSpeak "quincy.neutral">> Well...
<<choose>>
[[You struggle with communication.|CAMP: kaitos questions letters1 communication]]
[[It's a lot of work for one man.|CAMP: kaitos questions letters1 work]]
[[It's intellectual work and you aren't very bright.|CAMP: kaitos questions letters1 stupid]]
<</choose>>
<</qSpeak>><<opinion "kaitos" thoughtful 8>>
<<qSpeak "quincy.lookaway">> You struggle with communication. I think it only natural that I wonder how you handle it. <</qSpeak>>
<<speak "kaitos.casual.idle">> 'S fine. I'm literate. <</speak>>
<<if $campMoodTotal <= -1>>
<<text>>
Somehow, you do not feel reassured.
<</text>>
<<speak "kaitos.casual.scoff">> It's just boring is all. <</speak>>
<<speak "quincy.neutral">> Good. That means everything is running smoothly. <</speak>>
<<speak "kaitos.casual.stare">> Uh huh. <</speak>>
<<else>>
<<speak "kaitos.casual.thinkinghard">> No good with words talking, yeah. But I can do reading and writing... there's just... *An exhale sputters through his pursed lips.* ...//a lotta reading and writing.// Gets real dry. So many words about... *He raises a hand, curling and uncurling its fingers for emphasis.* ...salt pork distribution? <</speak>>
<<speak "quincy.neutral">> That does sound dull. <</speak>>
<<speak "kaitos.casual.thinking">> Uh huh. <</speak>>
<</if>>
<<text>>
It seems he is managing, at the very least.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> It's a lot of work for one man. That is all.<</qSpeak>>
<<if $campMoodTotal <= -1>>
<<speak "kaitos.casual.scoff">> Right...<</speak>>
<<speak "kaitos.casual.neutralserious">> Well, I'm handling it. Reading all the letters. Writing all the letters. Keeping in touch with all the boot people. <</speak>>
<<qSpeak "quincy.lookaway">> "Boot people?" <</qSpeak>>
<<speak "kaitos.casual.stare">> You got boots. Don't worry about it. <</speak>>
<<text>>
Kaitos gives you a "reassuring" slap on the shoulder. You do not feel reassured.
<</text>>
<<else>>
<<speak "kaitos.casual.thinkinghard">> Yup. *He cracks his wrist once more.* But someone's gotta keep in touch with all the... *He fumbles for a moment, trying to conjure the words.* ...I dunno, boot people. <</speak>>
<<qSpeak "quincy.lookaway">> "Boot people?" <</qSpeak>>
<<speak "kaitos.casual.idle">> You wear boots in the army. Those boots gotta come from somewhere. You buy 'em from the boot people. <</speak>>
<<qSpeak "quincy.neutral">> Oh. //Distributors.// <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> *He nods.* <</speak>>
<</if>>
<<text>>
It seems he is managing, at the very least.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<affinity "kaitos" -10>>
<<campFeelingsUpdate "kaitos">>
<<qSpeak "quincy.neutral">> It's intellectual work and you are not particularly intellectual. <</qSpeak>>
<<speak "kaitos.casual.doleful">> Hey... c'mon man, that's mean. You don't know that. <</speak>>
<<qSpeak "quincy.neutral">> I've yet to observe proof to the contrary. <</qSpeak>>
<<speak "kaitos.casual.scoff">> Yeah? Well maybe your eyes are bad. Maybe you're bad at observing. <</speak>>
<<qSpeak "quincy.neutral">> I disagree. I can spot a rabbit amongst the brush over fifty-two meters away.<</qSpeak>>
<<passiveGate 1 `["emp",9]`>>
<<skillGate 1>>
<<if setup.gatePass(1)>>
<<speak "kaitos.casual.thinking">> *Clearly, this was a preposterous statement on your part, as Kaitos stifles a snicker. His voice is edged with barely-contained laughter.* Huh! Well, guess I can't argue with that. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "kaitos.casual.smile">> Whatever man. Look - I can do the job, and I'm doing it. Don't worry about it. <</speak>>
<<else>>
<<speak "kaitos.casual.thinking">> *To this, he has no rebuttal. His voice is oddly breathy as he concedes defeat.* Huh! Well, guess I can't argue with that. <</speak>>
<<qSpeak "quincy.neutral">> Then you are more intelligent than I gave you credit for. <</qSpeak>>
<<speak "kaitos.casual.stare">> See? I've got surprises. And the job? I can do it, and I'm doing it. Don't worry about it. <</speak>>
<</if>>
<<text>>
Kaitos gives you a "reassuring" slap on the shoulder. You do not feel reassured.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> How fares the search for your uncle? <</qSpeak>>
<<speak "kaitos.casual.thinking">> Well... he wasn't on the train we took north... and he wasn't on the train we took south... so, um, yeah, haven't found him yet. <</speak>>
<<qSpeak "quincy.neutral">> So you haven't any luck learning of his whereabouts? <</qSpeak>>
<<speak "kaitos.casual.neutralserious">> Nope. Tried to //"motivate"// a few of his friends to rat on him, but I didn't get written back. <</speak>>
<<qSpeak "quincy.neutral">> Are you telling me you attempted bribery via //mail?// Why on earth did you think that would work? <</qSpeak>>
<<speak "kaitos.casual.thinkinghard">> ...I dunno. <</speak>>
<<text>>
His gaze drops to his toes. He shuffles sheepishly, perhaps embarrassed by his shortsightedness.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions convoy">>
<</choose>>
<</qSpeak>><<campHandler "kaitos">>
<<switch $campData.state>>
<<case 1>>
<<text>>
Whenever the Convoy's Left Hand is free from his duties, he is found on the edge of camp occupying himself with whatever nonsense is available to him. Lately, this nonsense has taken the form of a bandalore.
``<<if $campMoodCurrent >= 2>>
Kaitos gives a nod of acknowledgement at your approach. He allows the spool a few more bobs before returning it to his hand and tucking it away.
<<elseif $campMoodCurrent <= -2>>
Your approach is met with an aggravated sigh. Begrudgingly, Kaitos yanks the spool back into his hand and tucks it away.
<<else>>
Your approach is hardly acknowledged. Still, Kaitos has the courtesy to cease his play and tuck the spool back into his pocket.
<</if>>
<</text>>
<<if $campMoodCurrent >= 2>>
<<speak "kaitos.casual.smile">> Hey. <</speak>>
<<elseif $campMoodCurrent <= -2>>
<<speak "kaitos.casual.scoff">> //Ugh.// <</speak>>
<<else>>
<<speak "kaitos.casual.stare">> Hm? <</speak>>
<</if>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: kaitos questions">>
<</choose>>
<</qSpeak>>
<</campHandler>><<if $response != "convoy">>[[I would like to speak about Convoy business.|CAMP: kaitos questions convoy ask]]<</if>>
<<decide "end" [[(Return to camp.)|CAMP]]>><<if $licoriceRandomEncounters.length > 0 && $campData.inLicoriceConvo != true>>
<<set $campData.licoriceConvo to $licoriceRandomEncounters.pluck()>>
<<if $campData.inLicoriceConvo != true>>
<<switch $campData.licoriceConvo>>
<<case "hairRibbon">>
<<include "CAMP: licorice random encounter hairribbon">>
<<case "cuddle">>
<<include "CAMP: licorice random encounter cuddle">>
<<case "dangeloPet">>
<<include "CAMP: licorice random encounter dangelo pet">>
<<case "vickyKick">>
<<include "CAMP: licorice random encounter vicky kick">>
<<default>>
<<include "CAMP: licorice random encounter default">>
<</switch>>
<<set $campData.inLicoriceConvo to true>>
<<saveCheck>>
<</if>>
<<else>>
<<include "CAMP: licorice random encounter default">>
<</if>><<speak "lucas.annoyed" >> <b>URGH!!</b> <</speak>>
<<text>>
Lucas is standing just out of the way of $licorice's tether, his hands clasped to his head in frustration.
<</text>>
<<speak "lucas.scowl" >> I //know// you're aware of what I'm saying, you impertinent beast. Give it back here! <</speak>>
<<qSpeak "quincy.surprised" >> What's the matter? <</qSpeak>>
<<speak "lucas.scowl" >> Your beast stole my hair ribbon. I was just walking by and she //snatched it right from my scalp.// I thought she'd finally decided to go for my neck at first! <</speak>>
<<speak "licorice.neutral" `["animal"]` >> . . . *The ribbon dangles out of her mouth. It reminds you of those southern noodle dishes.* <</speak>>
<<qSpeak "quincy.tilt" >> *You sigh.* $licorice, give it here. <</qSpeak>>
<<speak "licorice.neutral" `["animal"]` >> *She snorts and jerks her head out of your reach.* <</speak>>
<<text>>
You are forced into a game of keep-away with your own hare - an endeavor that never goes particularly well. In this instance she strikes you with her forelimb in the throes of her play and you find yourself sprawled in the dirt.
``She drops the moist ribbon on top of your chest. You slowly sit up, rubbing your backside.
<</text>>
<<qSpeak "quincy.lookaway" >> Well, I got it... <</qSpeak>>
<<text>>
You hold the hair ribbon up between a thumb and a forefinger. It is now only four inches long and absolutely covered in hare saliva.
<</text>>
<<speak "lucas.stressed" >> ...Nevermind. I'll just ask Asenath to buy a new one. <</speak>>
<<speak "licorice.neutral" `["animal"]` >> *She trots in a happy circle.* <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> $licorice?-- <</qSpeak>>
<<text>>
But you fall silent immediately. She's fast asleep curled against $salmiak's side, their limbs entangled.
<</text>>
<<speak "salmiak.closedEye" `["animal"]` >> *His nose wiggles in his sleep. In whatever dream he's having, must have caught the scent of something delicious.* <</speak>>
<<speak "licorice.closedEye" `["animal"]` >> *She kicks out in her sleep, striking $salmiak in the face. Neither move. If you listen closely, you can hear a quiet snore.* <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<speak "dangelo.grumpy" >> Oh, //come on//. It's not like we're strangers! You've known me your whole life! <</speak>>
<<speak "licorice.angry" `["animal"]` >> *She stomps her back legs against the ground and lets out a furious hiss.* <</speak>>
<<speak "dangelo.silly" >> I'm never going to stop trying, you know. <</speak>>
<<speak "licorice.angry" `["animal"]` >> *Her nose twitches in silent fury.* <</speak>>
<<qSpeak "quincy.neutral" >> D'Angelo. I've told you. She doesn't like you. <</qSpeak>>
<<speak "dangelo.yeesh" >> Well yeah - I know //that// - but what I don't get is why she seems to especially hate //me//. She doesn't growl at Silver like that. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Hm. I don't know. Perhaps you're so //un-haretouched// that it's repulsive to her? <</qSpeak>>
<<speak "dangelo.eyeroll" >> Oh, please. I got plenty of problems! *He reaches a hand out towards $licorice again, and has to snatch it back before her teeth close around it.* <</speak>>
<<qSpeak "quincy.furrow" >> ...Or perhaps it's because you won't leave her alone. <</qSpeak>>
<<speak "dangelo.silly" >> Got me there. <</speak>>
<<else>>
<<qSpeak "quincy.tilt" >> Truthfully, I do not know. <</qSpeak>>
<<speak "dangelo.silly" >> Aww, that's alright. I don't hold it against her. <</speak>>
<</if>>
<<speak "licorice.neutral" `["animal"]` >> *She turns her back to D'Angelo and defecates.* <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<speak "vicky.neutral" >> *She whistles.* Beautiful beast. Not all tame and stumpy like the mining ones. <</speak>>
<<text>>
Vicky stands a respectful distance away from $licorice. The hare occasionally gives her an apprehensive glare, but does not react otherwise.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> <i>Finally.</i> Someone sees her reasonably. <</qSpeak>>
<<qSpeak "quincy.furrow" >> Usually someone has to be haretouched to see it. Her parrot green coat is exceptionally rare. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> That's a strange thing for //you// to say. <</qSpeak>>
<</if>>
<<speak "vicky.think" >> Don't gotta be 'touched to gawk at a good beast when you see one. <</speak>>
<<speak "vicky.neutral" >> 'Sides. I owe hares a lot. <</speak>>
<<qSpeak "quincy.surprised" >> <i>What?</i> *It's such an absurd statement there's no masking your surprise.* <</qSpeak>>
<<speak "vicky.smirk" >> Don't look so shocked, bunny boy. One of em got me right in the gut with their feet like a decade ago. Practitioner said it practically <i>rearranged my insides</i>. <</speak>>
<<qSpeak "quincy.surprised" >> *You have //no// idea where this is going. at all.* <</qSpeak>>
<<speak "licorice.neutral" `["animal"]` >> *A bird alights on the post her tether is tied to. She snatches it, and eats it whole.* <</speak>>
<<set $cast.vicky.memory.barren to true>>
<<speak "vicky.wink" >> Hurt like hell, but the bastard did me a favor! No brats for me. Ever. <</speak>>
<<qSpeak "quincy.surprised" >> It rendered you barren? <</qSpeak>>
<<speak "vicky.cackle" >> @@.yell;YEP!@@ *She cackles.* <</speak>>
<<qSpeak "quincy.lookaway" >> *Usually this would call for an "I'm sorry."... but Victoria seems in no distress at all.* <</qSpeak>>
<<speak "vicky.disrespectful" >> Freed from a life of worry over - aw, what do you gloves call it - "dalliances"? <</speak>>
<<qSpeak "quincy.neutral" >> I... see. <</qSpeak>>
<<speak "vicky.smirk" >> So yeah. I've been tossing her the offal when I bring down a deer. A little thanks from me to her kind. <</speak>>
<<speak "vicky.neutral" >> Anyways, I'll leave you to whatever stuff you and your rabbit get up to. <</speak>>
<<text>>
She strides off, leaving you alone with nothing but your own thoughts on this... strange revelation.
<</text>>
<<speak "licorice.neutral" `["animal"]` >> *She paws some feathers from her face.* <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<text>>
$licorice stands calmly by her post. She paws at the ground as you approach, and lowers her head for her customary toll of a scratch between her ears.
<</text>>
<<qSpeak "quincy.neutral" >> Anything new, girl? <</qSpeak>>
<<speak "licorice.neutral" `["animal"]` >> *She chatters her teeth pleasurably.* <</speak>>
<<qSpeak "quincy.neutral" >> Hm. Thought not. <</qSpeak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<campHandler "licorice">>
<<switch $campData.state>>
<<case 1>>
<<text>>
For the safety of the horses, $licorice and $salmiak are tied to a post a ways away from camp.
<</text>>
<</switch>>
<<include "CAMP: licorice random encounter root">>
<</campHandler>><<switch $campData.state>>
<<case 1>>
<<text>>
For the safety of the horses, $licorice and $salmiak are tied to a post a ways away from camp. Sensing you have letter writing to do, $licorice twitches her ears and prances in place.
<</text>>
<</switch>>
<<speak "licorice.neutral" `["animal"]`>>...!!<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: licorice questions">>
<</choose>>
<</qSpeak>><<if Object.keys($mailbox.in).length >= 1>>
<<decide "hunch" [[(Do some letter writing.)|CAMP: mailbox]]>>
<</if>>
[[(Return to camp.)|CAMP][$campData.inLicoriceConvo to false]]<<qSpeak "quincy.neutral" >> Who are you writing to? <</qSpeak>>
<<speak "lucas.neutral" >> A bother. <</speak>>
<<qSpeak "quincy.neutral" >> Oh. <</qSpeak>>
<<text>>
He nods, and continues to scratch out his correspondence. You watch him - his arm moves in precise strokes. Compared to the incomprehensible loops and swoops many a noble pass off as handwriting, his penmanship has always been sharp and neat. Letters straight, of reasonable size, and free of unnecessary flourishes... save a penchant for a dramatic curve on the 'n's and 'u's.
<</text>>
<<speak "lucas.scowl" >> *He sucks air through his teeth and sets down his quill.* You always //do that// - standing in the way and staring like some lost dog without a clue what to do. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> I //was// doing something. I was reflecting on your handwriting. <</qSpeak>>
<<speak "lucas.neutral" >> ...You are bored out of your mind. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Well... there isn't much to do around camp. <</qSpeak>>
<<speak "lucas.neutral" >> So you're bored. <</speak>>
<</if>>
<<speak "lucas.eyeroll" >> Fine - come here, then. *He cautiously shimmies to the side to make room on his cot, trying not to spill the inkwell that sloshes precariously whenever he moves his letter writing tray.* <</speak>>
<<text>>You sit. The cot sags towards your end. Lucas sighs.<</text>>
<<speak "lucas.annoyed" >> I'm //trying// to draft a letter to my cousin. Annette Daeynor. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[...And it's going poorly, I assume.|CAMP: Lucas whatcha doin 2][$response to "poorly"]]
<<if $oscarQuestTemp.convoHeard || visited("BARQ: assassination")>>
[[The one Oscar was supposed to marry?|CAMP: Lucas whatcha doin 2][$response to "marry"]]
<<else>>
[[Who?|CAMP: Lucas whatcha doin 2][$response to "who"]]
<</if>>
<</choose>>
<</qSpeak>><<switch $response>>
<<case "poorly">>
<<qSpeak "quincy.neutral" >> And that's going poorly. <</qSpeak>>
<<speak "lucas.scowl" >> You've no idea. I've rarely met a woman so vexing to communicate with. <</speak>>
<<case "marry">>
<<qSpeak "quincy.lookaway" >> The one Oscar was supposed to marry? <</qSpeak>>
<<speak "lucas.scowl" >> Don't remind me. The very one. But if you ask me - Lord Daeynor's //true// crime is having a daughter so vexing to communicate with. <</speak>>
<<case "who">>
<<qSpeak "quincy.neutral" >> Who? <</qSpeak>>
<<speak "lucas.glance" >> What do you mean, "who?" You don't know? <</speak>>
<<speak "lucas.neutral" >> She's the daughter of Lord Daeynor. The man behind Oscar's assassination attempt. <</speak>>
<<qSpeak "quincy.surprised" >> Oh. <</qSpeak>>
<<speak "lucas.neutral" >> She's innocent in //that// matter. Her real crime is being vexing to communicate with. <</speak>>
<</switch>>
<<speak "lucas.annoyed" >> Listen to this opening line. <</speak>>
<<speak "lucas.glasses" >> //"To my dear cousin, Prince Lucas://
``//I hear you are travelling to the Northern Kingdom this month. Take care not to trip on the ice. I've heard men who walk on ice without caution can trip, hit their head and die."// <</speak>>
<<speak "lucas.annoyed" >> ...What is //anyone// supposed to say to that? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[She's right, though.|CAMP: lucas whatcha doin 3][$response to "right"]]
[[Thank her for the warning?|CAMP: lucas whatcha doin 3][$response to "thank"]]
[[You could tell her it's a non-standard greeting.|CAMP: lucas whatcha doin 3][$response to "tell"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "right">>
<<qSpeak "quincy.neutral" >> She's right. Many meet their end that way. Public thoroughfares should have crushed rock spread about if the ice gets thick enough. And one should wear proper footwear. <</qSpeak>>
<<speak "lucas.eyeroll" >> We are //not// going over this again. I refuse to wear those strange boots of yours. <</speak>>
<<qSpeak "quincy.lookaway" >> ...Though tripping on any sufficiently hard surface could be fatal if the person is unlucky. *...Those were always your most embarrassing deaths.* <</qSpeak>>
<<speak "lucas.annoyed" >> *He sighs.* You aren't being of much help. Here - I've about a dozen goose feathers that need to be cut into a proper pen. That should keep you occupied. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[(With enthusiasm.) Okay.|CAMP: lucas whatcha doin pens][$response to "yay"]]
[[No.|CAMP: lucas whatcha doin pens][$response to "nay"]]
<</choose>>
<</qSpeak>>
<<case "thank">>
<<qSpeak "quincy.neutral" >> You could thank her for the warning. <</qSpeak>>
<<speak "lucas.scowl" >> I'm not exactly trying to encourage the behavior. <</speak>>
<<speak "lucas.glance" >> ...Though it would be the more courteous thing to do. <</speak>>
<<case "tell">>
<<qSpeak "quincy.neutral" >> You should tell her it's a non-standard greeting. She may not know. <</qSpeak>>
<<speak "lucas.scowl" >> She <i>must</i> know. Who would be so dense? <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "lucas.surprised" >> Sorry. But she isn't haretouched, Quintrell. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I can, on occasion. <</qSpeak>>
<<speak "lucas.annoyed" >> Now you're being pedantic. My cousin isn't haretouched. It's different. <</speak>>
<</if>>
<</switch>>
<<if $response != "right">>
<<speak "lucas.neutral" >> The problem is that I don't know what she //means by it//. If I were either more charitable to her intelligence, or a stupider man - @@.whisper;though those might be one in the same...@@ - I'd think it was a threat.<</speak>>
<<speak "lucas.glasses" >> But isn't that always the trouble with writing to nobility? Double meanings, everywhere. The <i>games</i>. It must be something in the water. <</speak>>
<<speak "lucas.annoyed" >> Or something in our so-called "Gift." <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "lucas.neutral" >> Thank you for the suggestion, though. I'll just... finish this letter later. I've more important ones to write anyway. <</speak>>
<<text>>
He shoos you away again from his cot, setting Annette's letter aside. He takes another envelope from the precarious stack demanding his attention and sets to a new piece of paper grimly.
<</text>>
<<speak "lucas.neutral" >> Anything else? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: lucas questions">>
<</choose>>
<</qSpeak>>
<</if>><<switch $response>>
<<case "yay">>
<<qSpeak "quincy.neutral" >> Absolutely. <</qSpeak>>
<<text>>
You take the feathers and retrieve your pen-knife, setting to cutting perfect nicks into each quill. Left, right, split. Left right, split. The incessant chatter in your head fades away to the pleasant cracking of feather sheath against metal.
<</text>>
<<speak "lucas.neutral" >> ...Are you //humming?// <</speak>>
<<qSpeak "quincy.neutral" >> What? <</qSpeak>>
<<speak "lucas.surprised" >> It's completely tuneless, but I'm not sure what else that could've been. Are you //enjoying yourself//? <</speak>>
<<qSpeak "quincy.neutral" >> I'm no longer bored. <</qSpeak>>
<<speak "lucas.glasses" >> Well... okay then. <</speak>>
<<text>>
You finish cutting the pens, sad to see the task completed so quickly. Just to make sure there's no more corrections you could do, you hold each of the quills up to the next, bringing them to eye level to ensure the scores are uniform.
<</text>>
<<speak "lucas.stressed" >> Architect above, Quintrell. They're fine. Thank you. <</speak>>
<<qSpeak "quincy.neutral" >> Is there anything else you need done? <</qSpeak>>
<<speak "lucas.stressed" >> No. You've done enough.
``@@.whisper; You aren't my servant. @@ <</speak>>
<<qSpeak "quincy.neutral" >> Oh. Alright. *It's difficult to keep the disappointment out of your voice.* <</qSpeak>>
<<speak "lucas.glance" >> I've.. drafted enough of my letter. I'll finish it later, in case you want to talk about anything else. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: lucas questions">>
<</choose>>
<</qSpeak>>
<<case "nay">>
<<qSpeak "quincy.furrow" >> No. <</qSpeak>>
<<speak "lucas.eyeroll" >> Architect above. I'll have to finish this letter later, because there's clearly no getting it done with you around. <</speak>>
<<text>>
He shoos you away again from his cot, setting Annette's letter aside. He takes another envelope from the precarious stack demanding his attention and sets to a new piece of paper grimly.
<</text>>
<<speak "lucas.scowl" >> If you must take up my time, could we at least discuss something pertinent? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<include "CAMP: lucas questions">>
<</choose>>
<</qSpeak>>
<</switch>><<campHandler "lucas">>
<<switch $campData.state>>
<<case 1>>
<<text>>
Though originally ebullient at the prospect of setting out on the Convoy’s journey, Lucas has grown a bit chastened by the reality of the road. The Convoy Prince spends much his time in your shared tent, keeping to himself (and perhaps more importantly, away from the more boisterous of your companions).
``<<if $campMoodCurrent >= 1>>
As you open the flap of the tent, he looks up from his letter writing with a glare of irritation, only for it to lax into a more patient smile upon realizing who it is.
<<elseif $campMoodCurrent <= -1>>
As you open the flap of the tent, drops quill upon on the piece of paper he was writing with a scoff.
<<else>>
As you open the flap of the tent, he looks up from his letter writing with a glare of irritation, only for it to relax some upon realizing who it is.
<</if>>
<</text>>
<<if $campMoodCurrent <= -1>>
<<speak "lucas.annoyed">> <b>What?</b><</speak>>
<<elseif $campMoodCurrent >= 1>>
<<speak "lucas.smirk">> Hello, Quintrell. Have you come to get away from the Guard Captain’s chamber-pot humor for awhile?<</speak>>
<<else>>
<<speak "lucas.neutral">> What is it?<</speak>>
<</if>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: lucas questions">>
<</choose>>
<</qSpeak>>
<</campHandler>><<if $campData.state == 1>>
<<actions [[Writing anything of note?|CAMP: Lucas whatcha doin]]>>
<</if>>
<<decide "end" [[(Return to camp.)|CAMP]]>><<campHandler "oscar">>
Generic Handler
<</campHandler>><<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> Actually... I feel as though I'm still not entirely certain as to who you are. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Actually, I've been meaning to ask: who are you, exactly? <</qSpeak>>
<</if>>
<<speak "vicky.neutral">> *She offers a half-hearted shrug.* Eh... rank and occupation just about sums it up. Soldier in the King's Army, guard in the Prince's Convoy. <</speak>>
<<qSpeak "quincy.neutral">> You know perfectly well there's nothing typical about your role in the Convoy. A common guard - and a woman, for that matter - does not simply //happen// upon this... unofficial position. <</qSpeak>>
<<speak "vicky.incredulous">> Funny you say that, 'cause from how I see it, that's //exactly// what happened! <</speak>>
<<speak "vicky.smirk">> I'm a nobody from nowhere, same as all the other ungloved nobodies-in-arms. Only difference between me and them is that I got guts out the ass and I don't know when to shut the Hell up. Any one of 'em could earn a duke's favor if they mouthed off more. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[I feel as though you're avoiding the question.|CAMP: vicky unsure dodge]]
[[Or it would get them killed.|CAMP: vicky unsure killed]]
[[I can think of at least one more difference than that.|CAMP: vicky unsure woman]]
<</choose>>
<</qSpeak>><<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway">> Or it would get them killed. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Or it would get them killed. <</qSpeak>>
<</if>>
<<speak "vicky.smirk">> Life's full of risks, Righty. And what kinda soldier's afraid of risks? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[The kind who survives.|CAMP: vicky unsure killed survive][$response to "survives"]]
[[A poor one.|CAMP: vicky unsure killed survive][$response to "poor"]]
<</choose>>
<</qSpeak>><<if $response == "survives">>
<<opinion "vicky" "orderly" 8>>
<<affinity "vicky" -3>>
<<qSpeak "quincy.neutral">> The kind who survives. <</qSpeak>>
<<speak "vicky.cackle">> ''@@.intense;AHAH!@@'' Look, //kid.// I joined the King's Army when I was what, seventeen? I think I know a thing or two about keeping my skin. Being meek only keeps you safe for so long. <</speak>>
<<qSpeak "quincy.lookaway">> I said nothing of being "meek." Risk assessment is an integral part of survival. <</qSpeak>>
<<speak "vicky.incredulous">> Well, sure! No one's arguing that! But a wolf's never gonna catch anything if she goes //@@.lilt;"oooh, too pointy, I'm scared"@@// at the first sign of antlers. Look, I get your type - plenty of "sensible," thinky men like you died at Opona. Caution didn't save 'em, so don't go thinking it'll always be the right move. <</speak>>
<<else>>
<<opinion "vicky" "deviant" 3>>
<<opinion "vicky" "hot" 8>>
<<affinity "vicky" 8>>
<<qSpeak "quincy.neutral">> A poor soldier.<</qSpeak>>
<<speak "vicky.cackle">> ''@@.intense;AHAH!@@'' That's what I always say!<</speak>>
<</if>>
<<speak "vicky.wink">> At some point, you gotta //choose life,// even if that means a brush with death now and then. And besides! Running your mouth don't //usually// get you killed. I've faced the consequences. Digging latrines is a small price to pay for honesty. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>><<qSpeak "quincy.lookaway">> I can think of at least one more difference than that.<</qSpeak>>
<<if !hasVisited("CAMP: vicky woman")>>
<<speak "vicky.disrespectful">> *She makes a loop with her thumb and forefinger, preparing for another of her lewd gestures.* Oh, you mean how I got a - <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt">> That you're //a woman,// yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> That you're a woman, yes. <</qSpeak>>
<</if>>
<<speak "vicky.incredulous">> Well, yeah, but... hardly! I wouldn't say my //@@.lilt;"feminine wiles"@@// have given me much an edge here. You seen any gentlemen throwing their coats over mud puddles for ME? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[No.|CAMP: vicky unsure woman no]]
[[But aren't you intimate with D'Angelo?|CAMP: vicky unsure woman angie]]
<</choose>>
<</qSpeak>>
<<else>>
<<speak "vicky.incredulous">>
Well, yeah, but it sure as Hell ain't giving me the upper hand.
<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>>
<</if>><<text>>
Genuinely, you have not.
<</text>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "vicky.neutral">> Exactly. I'm like anyone else here - just chestier. <</speak>>
<<text>>
That last part is inarguable, that's for certain.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>><<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt">> But aren't you... //intimate// with D'Angelo? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I was under the impression you were intimate with D'Angelo. Is this not advantageous to your position? <</qSpeak>>
<</if>>
<<speak "vicky.cackle">> @@.yell;AHAH!!@@ ``Kid, you wouldn't //believe// who's @@.lilt;//"been intimate"//@@ with Angie. He can't play favorites with all of us! <</speak>>
<<speak "vicky.incredulous">> That man's got //no problem// finding a good shag. If that's all he wanted, he could find it at //any// inn //anywhere// on earth. Me? //I'm trouble.// You don't put up with trouble for a quick wap. You put up with trouble because trouble saves your skin when the gunfire starts. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[I see.|CAMP: vicky unsure woman angie see]]
<<decide "hunch" [[He's in love with you.|CAMP: vicky unsure woman angie love]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.lookaway">> I see. I suppose I had the wrong impression. <</qSpeak>>
<<speak "vicky.incredulous">> Wouldn't be the first. I put up with this shit //all the time.// <</speak>>
<<text>>
She snorts, scratching her breast.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>><<opinion "vicky" "hot" -10>>
<<memory "vicky" "dangeloInLove">>
<<affinity "vicky" -15>>
<<text>>
There is another explanation, one so obvious it makes you nauseous to think //you// of all men are the first to acknowledge it. Mankind is famous for their dedication to their mates, and D'Angelo is no exception. You've seen him exhibit such behavior first hand before. His entire adolescence was spent currying favor with womankind; his mannerisms around Vicky were so different that at first you did not recognize it as more of the same.
``The words bubble through your teeth like so much unrest from your stomach.
<</text>>
<<qSpeak "quincy.surprised">> Architect. He's in love with you.<</qSpeak>>
<<text>>
Vicky's expession sours. Then she laughs. Then she mocks you.
<</text>>
<<speak "vicky.incredulous">> @@.singsong;"OR HE'S IN LOVE WITH YOU."@@``Man, get a grip. <</speak>>
<<speak "vicky.neutralserious">> We're ''war buddies''. You wouldn't get it. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["emp",10]` [[(Press the subject. She should be aware of his feelings.)|CAMP: vicky unsure angie love understand]]>>
[[(Drop the topic. Nothing productive can come of it.)|CAMP: vicky unsure angie love drop]]
<</choose>>
<</qSpeak>><<affinity "vicky" 8>>
<<text>>
Whether your conjecture is true or not, she is unwilling to discuss the topic with you. In the interest of keeping things civil, you decide not to push the matter further.
<</text>>
<<qSpeak "quincy.lookaway">> No, I suppose I wouldn't. <</qSpeak>>
<<speak "vicky.unimpressed">> Just because you think something looks like something else doesn't mean it is. <</speak>>
<<text>>
She crosses her arms.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>><<skillCheck>>
<<if setup.checkPass()>>
<<affinity "vicky" -10>>
<<opinion "vicky" "hot" -10>>
<<qSpeak "quincy.neutral">> ...So, you're telling me he has //never// said anything to you that might be indicative of interest? <</qSpeak>>
<<speak "vicky.indifferent">> Well, sure, but he says those things to all the girls! Flattery's part of the whole... *She clicks her tongue.* ...well, //ritual.// <</speak>>
<<qSpeak "quincy.lookaway">> And you've //heard// him say these things to other women? <</qSpeak>>
<<speak "vicky.unimpressed">> Well, yeah. We drink together. I've heard how he plays his game. <</speak>>
<<qSpeak "quincy.lookaway">> So you haven't heard how he speaks to his lovers in private. <</qSpeak>>
<<speak "vicky.think">> Well there was that one time that - er - I mean - <</speak>>
<<qSpeak "quincy.neutral">> So you ''don't'' know for certain. <</qSpeak>>
<<speak "vicky.think">> . . . <</speak>>
<<qSpeak "quincy.neutral">> Victoria... I think //you// might be the one who doesn't understand. <</qSpeak>>
<<speak "vicky.incredulous">> . . . <</speak>>
<<speak "vicky.think">> . . . <</speak>>
<<speak "vicky.incredulous">> Righty, that's not funny. <</speak>>
<<qSpeak "quincy.neutral">> I wasn't intending to be humorous. <</qSpeak>>
<<speak "vicky.incredulous">> //...Get out.// <</speak>>
<<qSpeak "quincy.neutral">> Hm? <</qSpeak>>
<<speak "vicky.neutralserious">> I'm done talkin' to you. ''Get out of my face.'' <</speak>>
<<text>>
Though Vicky refuses to acknowledge your theory as a possibility, the fear in her eyes tells you that your words have reached some part of her. Judging from the tension in her tone and her defensive posture, you'd best do as she asks and leave her be.
<</text>>
<<campPerson "vicky" "tempFalse">>
@@.next;[[(Return to camp.)|CAMP]]@@
<<else>>
<<affinity "vicky" -5>>
<<opinion "vicky" "hot" -5>>
<<qSpeak "quincy.furrow">> No, Victoria - //you// are the one who doesn't understand.<<if setup.hasTrait("packbonded")>> I know my brother -<<else>> My brother -<</if>> <</qSpeak>>
<<speak "vicky.neutralserious">> Your brother's been away from home a //loooong time//, Right Hand. You know who's been with him that ''whole time?'' Me. I'd say I got a pretty good picture of things. I've seen how he acts with his friends, and I've seen how he acts with @@.posh;actual women@@. ''I'' am his ''friend''. <</speak>>
<<speak "vicky.incredulous">> //Maybe// this comes as a shock 'cause you don't got any, but friends, well, they ain't always //"proper"// with each other. And Angie? Angie knows the score. He's gonna be Archduke some day. Man's too smart to get caught up with rabble like me - not like //that.// *She taps her skull with her forefinger.* <</speak>>
<<speak "vicky.neutral">> So! Don't waste your time worrying about shit that //isn't happening// and //never will.// <</speak>>
<<text>>
It appears she remains unconvinced.
<</text>>
<<campPerson "vicky" "tempFalse">>
@@.next;[[(Return to camp.)|CAMP]]@@
<</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>>
<<qSpeak "quincy.neutral">> Surely you existed prior to enlisting? Everyone comes from somewhere. <</qSpeak>>
<<speak "vicky.wink">> Not me! I told you: 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. Hesitantly, you put forth your best guess:* A small town, then. <</qSpeak>>
<<speak "vicky.unimpressed">> Yup. One of them forgettable little outposts up North. 'Course, I left a long time ago. Maybe I just ain't //Northy// enough, but I was never one for that //"stick around 'cause your grandpa's grandpa shat here"// crap. <</speak>>
<<speak "vicky.neutral">> So I wouldn't call myself a "Northerner." Wouldn't call myself a "Midlander," either. Thus: I'm nobody. And I'm from nowhere. What I do? That's pretty much all there is to me. There's no "who." <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Who you are is your own person.|CAMP: vicky unsure dodge you]]
[[Who you are is a subject of the Tri-Kingdom.|CAMP: vicky unsure dodge kingdom]]
<</choose>>
<</qSpeak>><<opinion "vicky" "orderly" 8>>
<<affinity "vicky" 3>>
<<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. <</speak>>
<<text>>
She gives you a shrug of resignation.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>><<opinion "vicky" "deviant" 8>>
<<opinion "vicky" "hot" 8>>
<<affinity "vicky" 10>>
<<qSpeak "quincy.neutral">> Who you are is your own person.<</qSpeak>>
<<speak "vicky.smirk">> You. *She chuckles, waving a finger in you direction.* You get it. <</speak>>
<<text>>
She leans back in her seat and grins. Her smile shows an inordinate amount of gum.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>><<campHandler "vicky">>
<<switch $campData.state>>
<<case 1>>
<<text>>
Vicky reclines at the edge of the campfire, her muddy boots occupying a seat surely meant for another. <<if $campMoodCurrent <= -2>>Even after she notices your approach, she spares no effort to make space for you. <<else>>Noticing your approach, she swings her feet to the ground to make room for you - though to your dismay, the mud stays behind. You opt to stand instead. <</if>>
<</text>>
<<if $campMoodCurrent <= -2>>
<<speak "vicky.neutralserious">> Whaddya want, Righty? <</speak>>
<<elseif $campMoodCurrent >= 2>>
<<speak "vicky.wink">> Well hey, you. Need somethin'? <</speak>>
<<else>>
<<speak "vicky.neutral">> Hey, Righty. Need somethin'? <</speak>>
<</if>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: vicky questions">>
<</choose>>
<</qSpeak>>
<</campHandler>><<if $campData.state == 1>>
<<actions [[Actually, I'm not entirely sure who you are...|CAMP: vicky unsure]]>>
<</if>>
<<decide "end" [[(Return to camp.)|CAMP]]>><<text>>
You recognize the sender of this envelope before your eyes so much as glance at the return address. Embossed envelopes such as these are reserved for business of utmost importance to the Southern throne - but you've no business with Archduke Keshet, and never have. This letter is surely the same as all the others before it: a flagrant misuse of her family's crest committed by Duchess Keshet.
``You make quick work of the seal, decapitating the roc depicted upon it in the process.
<</text>>
<<include "CAMP: letter rhea letter">>
<<text>>
//..."Swift and disproporionate revenge."//
``Lucas is in for a miserable future.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if setup.isLatestMail("rheaLetter1")>>
[[(Draft a response.)|CAMP: letter rhea 1 respond]]
<</if>>
[[(Discard this letter.)|CAMP: letter rhea 1 discard]]
<</choose>>
<</qSpeak>><<written>>
<span class='written-to'>My dearest Duke Quintrell,</span>
``It grieves me deeply that the laws of this land have prevented me from serving alongside my fellow heirs in the Prince's Convoy. Alas, a girl of thirteen is simply too young for such work, and so all that is to be done is to stew in my own envy. The walls of VRMA contain me... __for now.__ ''TICK TOCK.''
``It is my understanding that the substitute which His Highness has chosen in my stead is a fat headed nick-ninny plucked from the Octanis sewers. Do let His Highness know that while I commend his creativity, such an insult to my family and my people warrants swift and <strike>disproportionate</strike> disproportionite revenge. I would write him myself, but it seems he has gotten in the habit of burning my letters without reading them.
``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>><<trashMail "rheaLetter1">>
<<if setup.isLatestMail("rheaLetter1")>>
<<affinity "rhea" -8>>
<<text>>
You crumple the ornate stationary in your hands. You've so much going on as it is - you would rather not mind the Archduke's daughter atop your other responsibilities.
<</text>>
<<else>>
<<text>>
You glance at the date scrawled at the top of the page. Old. No sense in responding now.
<</text>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: mailbox list">>
[[Never mind.|CAMP: mailbox nvmd]]
[[(Return to camp.)|CAMP][$campData.inLicoriceConvo to false]]
<</choose>>
<</qSpeak>><<set $letterTemp to {
opening:"",
kaitos:"",
reply:""
}>>
<<written>>
<span class='letter-button' title='review letter'><<button "<<icon 'save'>>">>
<<script>>
Dialog.setup("Rhea's Letter");
Dialog.wiki(Story.get("CAMP: letter rhea letter").processText());
Dialog.open();
<</script>>
<</button>></span>
<span class='written-to'>Duchess Keshet,</span>
``Believe me when I say you do not want this. <<cycle "$letterTemp.opening" autoselect>>
<<option "There is nothing enviable about our position. The responsibility the Convoy bears outweighs any fantasy of glory you might have." "no">>
<<option "Being Left Hand entails endless paperwork. If you want to do paperwork, you are better off staying where you are. You would be bored either way." "bored">>
<<option "The Prince's Convoy is no place for a spoilt little girl." "spoiled">>
<</cycle>>
``The selection of Viscount Kaitos Asenath was not intended as an insult towards the Southern throne or its subjects. <<cycle "$letterTemp.kaitos" autoselect>>
<<option "To be honest, I myself am unclear as to what those intentions were." "idk">>
<<option "Instead, it was intended as act of mercy upon the Asenath family." "charity">>
<<option "Nevertheless, it was a grievous mistake, and I fear its longterm repercussions." "mistake">>
<</cycle>> The unpopularity of this choice is not lost on me. Neither is the unpopularity of my own selection as Right Hand.
``<<cycle "$letterTemp.reply" autoselect>>
<<option "I suppose I could write from time to time, if the opportunity presents itself. I cannot promise anything." "yes">>
<<option "We are very busy. I've no interest in maintaining correspondence with you. Do not write me again unless it is urgent." "no">>
<</cycle>>
``P.S. - You spelled "disproportionate" correctly the first time. Your correction is, in fact, incorrect. And what do you mean, "TICK TOCK?"
<span class='written-from'>
<span class='written-from-signature'>
-Duke Quintrell Barghur
</span>
</span>
<</written>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[(Send this letter.)|CAMP: letter rhea 1 end]]
[[(Discard this letter.)|CAMP: letter rhea 1 discard]]
<</choose>>
<</qSpeak>><<once>>
<<sendMail "rheaLetter1" $letterTemp>>
<</once>>
<<switch $letterTemp.opening>>
<<case "no">>
<<opinion "rhea" "playful" -3>>
<<case "bored">>
<<opinion "rhea" "playful" 3>>
<<opinion "rhea" "trust" 3>>
<<case "spoiled">>
<<opinion "rhea" "playful" -5>>
<<opinion "rhea" "trust" -5>>
<</switch>>
<<switch $letterTemp.kaitos>>
<<case "idk">>
<<opinion "rhea" "trust" 3>>
<<case "charity">>
<<case "mistake">>
<<opinion "rhea" "trust" 3>>
<</switch>>
<<switch $letterTemp.reply>>
<<case "yes">>
<<opinion "rhea" "playful" 2>>
<<opinion "rhea" "trust" 5>>
<<case "no">>
<<opinion "rhea" "playful" -3>>
<<opinion "rhea" "trust" -3>>
<</switch>>
<<affinity "rhea" 8>>
<<if $letterTemp.reply == "yes">>
<<qSpeak "quincy.neutral">> Do you think I've made a mistake, telling her I'll write? <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> *She paws the ground and snorts. You presume that to mean "yes."* <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> There is no real point in sending this, is there? It doesn't matter what I say - she's certain to write me again regardless. <</qSpeak>>
<<speak "licorice.neutral" `["animal"]`>> *She flicks her ear, as if to say "obviously."* <</speak>>
<</if>>
<<text>>
Nevertheless, you fold your response neatly and tuck it away into an envelope.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<include "CAMP: mailbox sublist">>
<</choose>>
<</qSpeak>>$menuTitle$partDisplay<br><sup>Version $version</sup>Forever Gold<<set $tempTraits to []>>
<div class='holder'>
<div>
<h1>Alas.</h1>
<div class='introImgSingle'>
<<introImg `["intro_start1.png","intro_start2.png","intro_start3.png"]` "A hat surrounded by rubble. It seems familiar...">>
</div>
Due to most unfortunate circumstances,
<br>
<span class='faded'>
(albeit very <em>avoidable</em> circumstances)
</span>
<br>
<span class='red'>it seems you have died.</span>
</div>
</div>
@@.next;
[[Your dying mind drifts to the child you leave behind.|Build Quincy Licorice]]
@@<div class='holder'>
<div>
<h1>You found them one late winter.</h1>
A beautiful pair of twins...<br>
orphaned.
<div class='introImgSingle'>
<<introImg `["intro_twins1.png","intro_twins2.png","intro_twins3.png"]` "The hazy, mirrored shape of the twins, distored by your dying mind.">>
</div>
The boy was always destined to travel far -<br>
to walk a different path -<br>
but the @@.red;girl was yours to keep@@.<br><br>
You were asked to name them both...<br><br>
<div class='name-grid'>
<div class='nameHare'>@@.red;THE GIRL'S NAME WAS...@@<br>
<<textbox "$licorice" "Licorice" autofocus>>
<br><span id='licoriceError'></span>
</div>
<div class='nameHare'>@@.red;THE BOY'S NAME WAS...@@<br>
<<textbox "$salmiak" "Salmiak">>
<br><span id='salmiakError'></span>
</div>
</div>
</div>
</div>
@@.next;
<<link "Your life flashes before your eyes." >>
<<script>>
var okay = true;
let strRegex = new RegExp(/^[a-z]+$/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);
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);
State.variables.salmiak = State.variables.salmiak.charAt(0).toUpperCase() + State.variables.salmiak.slice(1);
var el = document.getElementById("licoriceError");
var el2 = document.getElementById("salmiakError");
if (forbiddenChar != true){
el.innerHTML = "(no... that's no name for a child...)";
okay = false;
}
else if (forbiddenName != true){
el.innerHTML = "(that name is familiar, but not hers...)";
okay = false;
}
else if (tooLong == true){
el.innerHTML = "(that name feels too long...)";
okay = false;
} else {
el.innerHTML = "";
}
if (forbiddenCharS != true){
el2.innerHTML = "(no... that's no name for a child...)";
okay = false;
}
else if (forbiddenNameS != true){
el2.innerHTML = "(that name is familiar, but not his...)";
okay = false;
}
else if (tooLongS == true){
el2.innerHTML = "(that name feels too long...)";
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>
$salmiak was raised by a dear friend.<br>
The two of you were young, but it was always inevitable;<br>
you were both @@.red;haretouched@@, after all.<br><br>
Your kind is despised.<br>
@@.faded;(and perhaps rightfully so.)@@<br>
Yet, you @@.red;choose@@ to live amongst men regardless.
<br><br>
<h2>Who is in the wrong?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_myfault1.png","intro_myfault2.png","intro_myfault3.png"]` "The abstract sensation of responsibility.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_worldfault1.png","intro_worldfault2.png","intro_worldfault3.png"]` "The abstract sensation of persecution.">>
</div>
</div>
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = "Build Quincy 2" data-setter="$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;
I've done nothing to earn their ire.
@@
</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 $qSetup == "me">>
<<if !$tempTraits.includes("shameful")>>
<<run $tempTraits.push("shameful")>>
<</if>>
<h1>The gift of fear seperates the living from the dead.</h1><br>
To ask them not to fear you is to ask them to ignore their deepest instincts.<br>
You cannot begrudge them for their humanity.<br><br>
Besides - there are those who dare to stand by you.<br>
<<else>>
<<if !$tempTraits.includes("shameless")>>
<<run $tempTraits.push("shameless")>>
<</if>>
<h1>The curse is a heavy weight to carry as it is.</h1><br>
You refuse to drag judgment alongside it.<br>
Better a @@.red;pariah@@ than a prisoner of your own making.<br><br>
Of course, the wolf with no pack starves.<br>
<</if>>
Outcast as you are, you are not bereft of connection...<br>
but is @@.red;blood@@ thicker than @@.red;water@@?
<br><br>
<h2>Who do you trust?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_trustkin1.png","intro_trustkin2.png","intro_trustkin3.png"]` "The abstract sensation of possessing familial connection.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_trustother1.png","intro_trustother2.png","intro_trustother3.png"]` "The abstract sensation of yearning for outward connection.">>
</div>
</div>
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = 'Build Quincy 3' data-setter="$qSetup to 'kin'" role="link" tabindex="0">
@@.oChoice;
Flesh and Blood
@@
@@.explain;
Whatever the world may think, I am safe among my family.
@@
</div>
<div id='intro-but2' class='openingChoiceButton' data-passage = "Build Quincy 3" data-setter="$qSetup to 'strangers'" role="link" tabindex="0">
@@.oChoice;
Kindred Strangers
@@
@@.explain;
My home is with my fellow exiles rather than my kin.
@@
</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 $qSetup == "kin">>
<<if !$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");
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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 $tempTraits.push("noguilt")>>
<</if>>
<h1>The only way forward is upon your own two feet.</h1><br>
A man cannot walk if he is kneeling in agony.<br>
Your continued punishment has long since lost its purpose,<br>
and you tire of performing your guilt for the public.<br><br>
At least you are well hidden now -<br>
<</if>>
beneath @@.red;dirt and stone@@, where the bones sleep<br>
and the sun dares not venture.
<br><br>
<h2>Are you safe here?</h2>
<div class='introImgDouble'>
<div id='intro-opt1'>
<<introImg `["intro_earthsafe1.png","intro_earthsafe2.png","intro_earthsafe3.png"]` "The abstract sensation of safety underground.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_earthbad1.png","intro_earthbad2.png","intro_earthbad3.png"]` "The abstract sensation of terror underground.">>
</div>
</div>
<div class='openingChoice'>
<div id='intro-but1' class='openingChoiceButton' data-passage = 'Build Quincy 5' data-setter="$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>
@@.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 $qSetup == "dirt">>
<<if !$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_formman1.png","intro_formman2.png","intro_formman3.png"]` "The abstract perception of your alleged human form.">>
</div>
<div id='intro-opt2'>
<<introImg `["intro_formdog1.png","intro_formdog2.png","intro_formdog3.png"]` "The abstract perception of your alleged canid form.">>
</div>
</div>
<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>
@@.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>><<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'>
<<script>>
State.temporary.mods = setup.getAllMods("levelUp");
<</script>>
<div id='introConfirmGrid'>
<div>
<<if settings.snout == true>>
<<introImg `["intro_formdog1.png","intro_formdog2.png","intro_formdog3.png"]` "The abstract perception of your alleged canid form.">>
<<else>>
<<introImg `["intro_formman1.png","intro_formman2.png","intro_formman3.png"]` "The abstract perception of your alleged human form.">>
<</if>>
</div><div>
<<if $tempTraits.includes("shameful")>>
<<introImg `["intro_myfault1.png","intro_myfault2.png","intro_myfault3.png"]` "The abstract sensation of responsibility.">>
<<else>>
<<introImg `["intro_worldfault1.png","intro_worldfault2.png","intro_worldfault3.png"]` "The abstract sensation of persecution.">>
<</if>>
</div><div>
<<if $tempTraits.includes("packbonded")>>
<<introImg `["intro_trustkin1.png","intro_trustkin2.png","intro_trustkin3.png"]` "The abstract sensation of possessing familial connection.">>
<<else>>
<<introImg `["intro_trustother1.png","intro_trustother2.png","intro_trustother3.png"]` "The abstract sensation of yearning for outward connection.">>
<</if>>
</div><div>
<<if $tempTraits.includes("guilty")>>
<<introImg `["intro_redeem1.png","intro_redeem2.png","intro_redeem3.png"]` "The abstract sensation of ongoing redemption efforts.">>
<<else>>
<<introImg `["intro_repent1.png","intro_repent2.png","intro_repent3.png"]` "The abstract sensation of having already repented.">>
<</if>>
</div><div>
<<if $tempTraits.contains("moleman")>>
<<introImg `["intro_earthsafe1.png","intro_earthsafe2.png","intro_earthsafe3.png"]` "The abstract sensation of safety underground.">>
<<else>>
<<introImg `["intro_earthbad1.png","intro_earthbad2.png","intro_earthbad3.png"]` "The abstract sensation of terror underground.">>
<</if>>
</div>
</div>
[ @@.red;<<icon "hare">>@@ $qStats.skills.haretouch ''(_mods.hare)'' -
@@.red;<<icon "emp">>@@ $qStats.skills.empathy ''(_mods.emp)'' -
@@.red;<<icon "etiq">>@@ $qStats.skills.etiquette ''(_mods.etiq)'' -
@@.red;<<icon "dec">>@@ $qStats.skills.deception ''(_mods.dec)'' -
@@.red;<<icon "phys">>@@ $qStats.skills.physical ''(_mods.phys)'' ]
<br><br>
Shaped like a <<if settings.snout == true>>
@@.red;wolf@@,
<<else>>
@@.red;man@@,
<</if>><br>
father to @@.red;$licorice@@,<br>
<<if $tempTraits.includes("shameful")>>
@@.red;Shameful@@ bearer of the curse,
<<else>>
@@.red;Repugnant@@ bearer of the curse,
<</if>><br>
<<if $tempTraits.includes("packbonded")>>
shielded by your @@.red;kin@@,
<<else>>
a @@.red;stranger@@ among your kin,
<</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>
<h2>Is this you?</h2>
<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>
@@.next;Make a decision.@@
<<script>>
$(document).one(':passagedisplay', function (ev) {
var el1 = document.getElementById("intro-but1");
var el2 = document.getElementById("intro-but2");
var pic1 = document.getElementById("introConfirmGrid");
el1.onmouseover = function(){
pic1.classList.add("selected");
};
el1.onmouseout = function(){
pic1.classList.remove("selected");
};
el2.onmouseover = function(){
pic1.classList.add("deselected");
};
el2.onmouseout = function(){
pic1.classList.remove("deselected");
};
});
<</script>><div class='holder'>
<div>
<h1>There, in the distance.</h1><br>
<div class='introImgSingle' style='max-width:180px;'>
<<introImg `["intro_bye1.png","intro_bye2.png","intro_bye3.png"]` "The white hare flickers in the distance...">>
</div>
It's the <span style="color:#FFF">white hare</span> again.<br>
@@.faded;(again? you've met before? when?)@@<br>
One day, you will find yourself here,<br>
@@.red;alone@@,<br>
and you will @@.red;die in earnest.@@<br>
@@.faded;("die in earnest?" is this death not "earnest?")@@
<br>
<br>
But that day is not today.<br><br>
<span style="color:#FFF">Today, she spares you.</span><br>
</div></div>
@@.next;[[Come. She beckons you to breathe again.|Episode Start]]@@
<<if Array.isArray($tempTraits)>>
<<for _i to 0; _i lt $tempTraits.length; _i++>>
<<traitAdd $tempTraits[_i]>>
<</for>>
<</if>>
<<unset $qSetup>>
<<unset $tempTraits>>Holy shit it worked<<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">><<if setup.taskStatus("A1oscarQuest","investigate") == "incomplete">>
<<include "C1OQ: party select">>
<<elseif setup.taskStatus("A1oscarQuest","returnNailkit") == "incomplete">>
<<include "C1OQ: nail return">>
<</if>><<location "diadem_day.png" "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>>
<<set $diademTracker to {
diademCastle: false,
hornQuarter: false,
tailQuarter: false,
maneQuarter: false
}>>
<<if setup.taskStatus("A1oscarQuest","nailkit") == "incomplete">>
<<set $diademTracker.maneQuarter to true>>
<</if>>
<<if setup.taskStatus("A1oscarQuest","oscarMeet") == "incomplete">>
<<set $diademTracker.tailQuarter to true>>
<</if>>
<<if setup.taskStatus("A1oscarQuest","investigate") == "incomplete" || setup.taskStatus("A1oscarQuest","returnNailkit") == "incomplete">>
<<set $diademTracker.diademCastle to true>>
<</if>>
<<if setup.taskStatus("A1oscarQuest","grandmaMeet") == "incomplete">>
<<set $diademTracker.hornQuarter to true>>
<</if>>
<<locLinks `[
{id:"diademCastle",link:"C1: Diadem Castle",text:"Diadem Castle",url:"diademcastle_day.png"},
{id:"hornQuarter",link:"C1: Horn Quarter",text:"Horn Quarter",url:"hornquarter_day.png"},
{id:"tailQuarter",link:"C1: Tail Quarter",text:"Tail Quarter",url:"tailquarter_day.png"},
{id:"maneQuarter",link:"C1: Mane Quarter",text:"Mane Quarter",url:"manequarter_markets_day.png"}
]` $diademTracker>>
@@.next;[[Return to your travels.|C1: map]]@@<<if setup.taskStatus("A1oscarQuest","grandmaMeet") == "incomplete">>
<<include "C1OQ: Ancha Meeting Start">>
<</if>><<if setup.taskStatus("A1oscarQuest","nailkit") == "incomplete">>
<<include "C1OQ: premarket select">>
<</if>><<if setup.taskStatus("A1oscarQuest","oscarMeet") == "incomplete">>
<<include "C1OQ: bar opening">>
<</if>><<location "map.png" "The Tri-Kingdom of Vestur">>
<<drawMap "CAMP">>
<<if not $quests.hasOwnProperty("ashyLucas") && not $quests.hasOwnProperty("A1oscarQuest")>>
@@.next;[[Return to demo end screen.|C1OQ: demo end]]@@
<</if>><<openLocation "diadem" "C1: Diadem Hub 1">><<location "map.png" "Welcome to the Forever Gold Demo">>
<div class='demo-grid'>
<div class='img-holder'>
<<script>>
var img = "<div class='demo-img' style='--img:url(";
img += setup.Path + "gui/profiles/";
if (settings.snout == true){
img += "snout/";
}
img += "quincy.png";
img += ")'></div>";
jQuery(this.output).wiki(img);
<</script>>
</div>
<<text>><b class='accent'>You are Duke Quintrell Barghur: a cursed black meur wielder, misanthrope, and an all-around painfully awkward man.</b> When a mysterious affiliation known as the "Brothers of the Barehand" stirs political unrest, you are summoned from your lowly job of mine inspector to join the Prince Convoy. With the rest of your companions, you must travel the Tri-Kingdom of Vestur, quelling unrest and managing the complexities of public and court life... all while navigating the pitfalls of being, well, you.
``You have only been travelling with the Convoy for a short while when a letter arrives inviting you and long-time friend and Convoy leader, Prince Lucas, to tea with Lucas’s older brother – Prince Oscar. And who are you to neglect summons from Vestur’s future ruler?
<</text>>
</div>
<<alert `["Demo Context","The Forever Gold demo spans one quest from the middle of Episode 1. Throughout the demo, hints like these will pop up to provide context as to the state of Vestur. Additionally, you may read about the world or your companions in the Codex for more information on what you would have already learned about the setting at this point in the story."]`>>
<<alert `["How to Play","There is a Manual located in the menu. Consult it if you need clarification on the game's systems."]`>>
<<questAdd "A1oscarQuest" `{
name: "In A Mansion Grand",
type: 1,
giver: "Prince Oscar Andimeur II",
description: "A letter has arrived for Lucas from Prince Oscar. He has invited the two of you to tea. It would be rude to ignore a request from the Crown Prince.",
updates: [
{id:"start",text: "Have tea with Oscar.", loc: "diademCastle"},
],
}`>>
<<silently>>
<<include "C1OQ: demo setup">>
<</silently>>
@@.next;[[Begin.|A1OQ: to garden 1]]@@<<set $licoriceRandomEncounters to ["hairRibbon", "cuddle", "dangeloPet", "vickyKick"]>>
<<campMail "rheaLetter1" `{link:"CAMP: letter rhea 1",title:"(From Duchess Keshet.)",from:"rhea"}` >>
<<include "C1: pre marriage map init">>
<<lastLoc "diadem">>
<<g 100>>
<<addParty "licorice">>
<<addParty "lucas">>
<<addCamp "kaitos">>
<<addCamp "dangelo">>
<<addCamp "vicky">>
<<addCamp "imani">>
<<set $oscarQuestTemp to {}>>
<<addCodex "arcana.meur">>
<<addCodex "arcana.redmeur">>
<<addCodex "arcana.bluemeur">>
<<addCodex "arcana.yellowmeur">>
<<addCodex "arcana.greenmeur">>
<<addCodex "arcana.whitemeur">>
<<addCodex "arcana.blackmeur">>
<<addCodex "arcana.thegift">>
<<addCodex "arcana.meuriananimal">>
<<addCodex "arcana.haretouch">>
<<addCodex "arcana.artefactsrelics">>
<<addCodex "arcana.synthesis">>
<<addCodex "arcana.mythril">>
<<addCodex "arcana.conduction">>
<<addCodex "arcana.ivorywell">>
<<addCodex "arcana.unicornhorn">>
<<addCodex "bestiary.licorice">>
<<addCodex "bestiary.salmiak">>
<<addCodex "bestiary.cat">>
<<addCodex "bestiary.dog">>
<<addCodex "bestiary.fowl">>
<<addCodex "bestiary.goat">>
<<addCodex "bestiary.orc">>
<<addCodex "bestiary.horse">>
<<addCodex "bestiary.pigeon">>
<<addCodex "bestiary.moose">>
<<addCodex "bestiary.hare">>
<<addCodex "bestiary.unicorn">>
<<addCodex "bestiary.manticore">>
<<addCodex "bestiary.roc">>
<<addCodex "bestiary.narwhal">>
<<addCodex "bestiary.kraken">>
<<addCodex "bestiary.angel">>
<<addCodex "bestiary.demon">>
<<addCodex "bestiary.wolf">>
<<addCodex "bestiary.rabbit">>
<<addCodex "culture.tunsukh">>
<<addCodex "culture.oldways">>
<<addCodex "culture.greathunt">>
<<addCodex "culture.nobility">>
<<addCodex "culture.unificationwar">>
<<addCodex "culture.pledge">>
<<addCodex "culture.marriageseason">>
<<addCodex "culture.ceros">>
<<addCodex "culture.northceros">>
<<addCodex "culture.holyceros">>
<<addCodex "culture.cetolism">>
<<addCodex "culture.architect">>
<<addCodex "culture.elysiumhell">>
<<addCodex "culture.saints">>
<<addCodex "culture.princeconvoy">>
<<addCodex "factions.tri">>
<<addCodex "factions.north">>
<<addCodex "factions.middle">>
<<addCodex "factions.south">>
<<addCodex "factions.nomads">>
<<addCodex "factions.convoy">>
<<addCodex "factions.nn">>
<<addCodex "factions.church">>
<<addCodex "locations.andimeur">>
<<addCodex "locations.barghur">>
<<addCodex "locations.tebenka">>
<<addCodex "locations.keshet">>
<<addCodex "locations.aaru">>
<<addCodex "locations.daeynor">>
<<addCodex "locations.glenmaer">>
<<addCodex "locations.diadem">>
<<addCodex "locations.morbre">>
<<addCodex "locations.bronvull">>
<<addCodex "locations.crekhash">>
<<addCodex "locations.octanis">>
<<addCodex "locations.alnilam">>
<<addCodex "locations.vrma">>
<<addCodex "people.quincy">>
<<addCodex "people.dangelo">>
<<addCodex "people.lucas">>
<<addCodex "people.oscar">>
<<addCodex "people.imani">>
<<addCodex "people.kaitos">>
<<addCodex "people.lazarus">>
<<addCodex "people.alexander">>
<<addCodex "people.ancha">>
<<addCodex "people.vicky">>
<<addCodex "people.rhea">>
<<run setup.populateTempCodex()>><<text>>
<h2>You've reached the end of the demo!</h2>
``You may go back and explore the party camp screen or look at codex entries, but you've reached the end of all available quests. We hope you enjoyed your brief time in Vestur.
``<i>"In A Mansion Grand"</i> is only one of the major quests in the first chapter. We encourage a replay or two of the demo - there are three different endings depending on your actions. Outcomes for certain quests - such as this one - will have consequences further down the line.
``Forever Gold Chapter 1 (of 8 planned total) will be released in the coming future. If you wish to keep up with development, you can do so by following our socials or checking in on our website periodically. And if you <i>really</i> liked it, you can buy us a coffee through Ko-fi.
``<span class='accent demo-links'><a href='https://forevergoldgame.tumblr.com/' target="_blank">TUMBLR</a> <a href='https://forevergold.app/' target="_blank">WEBSITE</a> <a href='https://ko-fi.com/forevergold' target="_blank">KO-FI</a></span>
``In addition, feedback is greatly appreciated as we continue to tune our writing and gameplay systems. There's no "blueprint" for the format Forever Gold occupies - being a multimedia, half-game-half-interactive-fiction... er, thing. We strive to make Forever Gold an enjoyable and approachable experience.
``If you've a few minutes, you can fill out a form below. Feel free to provide as much or little as you want. We'd love to hear what's working and what isn't working.
``<span class='accent demo-links b'><a href='https://docs.google.com/forms/d/e/1FAIpQLSeiXhAlxNTN4PVUk3ggTIuVSUEW3ASy-p_GWLefZOE3NI-a8A/viewform' target="_blank">GENERAL FEEDBACK</a><a href='https://docs.google.com/forms/d/e/1FAIpQLSelAT6UHkTFSH9W_RJKDdoVMD49mlTR28AHRO3eBJJ7wptjZA/viewform' target="_blank">REPORT A BUG/TYPO</a><a href='https://docs.google.com/forms/d/e/1FAIpQLScWOnIa3iSg6cgjWdKi34FnrRTLGl-I_Jtxdel1CST893RIWA/viewform' target="_blank">ACCESSIBILITY FEEDBACK</a> </span>
``Thank you for completing the demo! We hope to see you back in the official first release.
``<span style='text-align:right;display:block'><h3>-Dan & LS</h3></span>
<</text>>
@@.next; [[I want to keep exploring.|C1: map]]@@<<img 1 "oq_anchaconvo.png" "You sit with the High Sybil in the garden on some rocks in front of the mural of Saint Alistair.">>
<<if $oscarQuestTemp.yourQ < $oscarQuestTemp.maxQuestions && $oscarQuestTemp.anchaQ > $oscarQuestTemp.maxQuestions>>
<<switch $OscarQuestTemp.yourQ>>
<<case 0>>
<<set _questionNum to "first">>
<<case 1>>
<<set _questionNum to "second">>
<<case 2>>
<<set _questionNum to "final">>
<<if $oscarQuestTemp.bonusQuestion>>
<<set _questionNum to "third">>
<</if>>
<<default>>
<<set _questionNum to "final">>
<</switch>>
<<text>>
This is your _questionNum question.
<</text>>
<<include "C1OQ: Ancha Question List">>
<<else>>
<<switch $oscarQuestTemp.anchaQ>>
<<case 1>>
<<speak "ancha.neutral" >> My turn. <</speak>>
<<case 2>>
<<speak "ancha.neutral" >> My turn, Your Grace. <</speak>>
<<default>>
<<speak "ancha.neutral" >> It is my turn once again. <</speak>>
<</switch>>
<<include $oscarQuestTemp.nextQ>>
<</if>><<location "diadem_isadore_garden.png" " Saint Isadore's Garden, Saint Alistair's Basilica">>
<<text>>
The crisp morning air and gentle trickling of fountains is relief upon your ears after enduring the booming voice of the Archbishop and the ceaseless murmurs of his congregation. Perhaps sensing your discomfort, the High Sybil had taken your hand with all the gentleness and condescension of a mother leading her child through a market and led you outside into some manner of courtyard.
``It's a famous one, you think - //"Saint Isadore's Garden,"// if the stone phoenixes which pave the footpaths are anything to go by. It is known as a place of great beauty, but having seen the Andimeur pleasure gardens and endured the disorientation of the service, you haven't the head to feel much at all.
``On the far end of the gardens is a large stone relief depicting a flock of phoenixes returning Isadore's soul to his body. It is here that Ancha releases your hand from her gentle grip and seats herself on an outcropping beneath the carving. With a wave of her hand, she invites you to do the same, and you comply.
<</text>>
<<speak "ancha.smug" >> Thank you for indulging me, Duke Barghur. I know you haven't a close relationship with The Architect, but I do hope you found some merit in basking in His light? <</speak>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
<<check `["etiq",setup.DCKey.easy]` [[(Tell the truth.)|C1OQ: Ancha Service Honest]]>>
<<check `["dec",setup.DCKey.easy]` [[...Certainly.|C1OQ: Ancha Service Lie]]>>
<</choose>>
<</qSpeak>><<widget "anchaHandler">>
<<if visited() == 1>>
<<set $oscarQuestTemp.anchaQ++>>
<</if>>
<<if $oscarQuestTemp.yourQ > $oscarQuestTemp.maxQuestions && $oscarQuestTemp.anchaQ > $oscarQuestTemp.maxQuestions>>
@@.next;[[The game draws to an end.|C1OQ: Ancha Questions End]]@@
<<else>>
<<set _questionKey to {
hell:"C1OQ: AnchaQ Lucas Hell",
haretouch: "C1OQ: AnchaQ Haretouch",
crekhash: "C1OQ: AnchaQ Crekhash"
}>>
<<if $args[0] != "hell" && $args[0] != "haretouch" && $args[0] != "crekhash">>
<<if visited() == 1>>
<<set $oscarQuestTemp.nextQ to $oscarQuestTemp.questions.pluck()>>
<</if>>
<<else>>
<<set $oscarQuestTemp.nextQ to _questionKey[$args[0]]>>
<</if>>
@@.next;[[Continue.|C10Q: Ancha Question Hub]]@@
<</if>>
<</widget>><<text>>
High Sybil Sadaltajir's claims of oneness with the congregation are proven dissonant as she leads you up polished stairs and into a private loge high above the pews. As you join her upon velvet cushions, you see the Archbishop Gildan take to the pulpit before the altar below. From your seat, he and the rest of his fold are akin to ants. Only you, the High Sybil, and the tiled form of Saint Alistair remain human-sized.
``The service itself is as you expected. It begins with the standard: admonishments of men's earthly and fallible nature, salved by platitudes about tithes and charitable works. Following this, a choir howls an unearthly song in Atlantean. It echoes terribly in the high ceilings.
``When their crooning is through, the Archbishop begins a paradoxical tangent about the urge to mate, and the euphemism-laden measures one must take in order to copulate in a correct and holy manner. This topic leads to a story from the Hallowed Testaments about an adulterer's quest for redemption, his subsequent failure, and the karmic punishment which followed. (The Architect sees fit to reshape him in the form of a semelparous fish, doomed to perish upon milting.)
``The whole event would be dreadfully boring, were it not a fascinating and perplexing reminder of what men are willing and able to believe. But... you know you are the High Sybil's guest, and you are to perform politeness. You expend great effort in keeping your brow still, in making sure your skepticism never reaches your face. You are able to maintain this steady mask until the service reaches its closing bout of prayers.
``The eventual slip of your facade is not your fault: you are following the procedure as studied. In a service like this one, the ritual is relatively simple - one should stand, palms flat together in prayer, silent, with your eyes closed and your head bowed towards the idol. The entire room is in agreement on this... save for the High Sybil. It is the sounds of her shuffling to the floor that pry your curious eye open and lift your brows.
``The High Sybil is kneeling upon the floor, and though her head is dipped in prayer she does not face the saint's mosaic on the far end of the room.
``//She bows to you instead. //
``You haven't the slightest idea what that means. A coincidence, you hope. Either way, you are left both deeply confused and deeply uncomfortable.
<</text>>
@@.next;[[Next.|C1OQ: Ancha After Service]]@@<<set $oscarQuestTemp.charSpecific to false>>
<<set $oscarQuestTemp.yourQ to 0>>
<<set $oscarQuestTemp.anchaQ to 1>>
<<set $oscarQuestTemp.maxQuestions to 3>>
<<set $oscarQuestTemp.questions to ["C1OQ: AnchaQ Oscar Betray","C1OQ: AnchaQ Fish","C1OQ: AnchaQ Secret","C1OQ: AnchaQ Lucas Agreement","C1OQ: AnchaQ Glove Science","C1OQ: AnchaQ North Faith"]>>
<<set $oscarQuestTemp.nextQ to "">>
<<location "diadem_saint_alistair.png" "Saint Alistair's Basilica, Diadem">>
<<text>>
Great alabaster carvings of saints you know not the names of beckon you into Saint Alistair's Basilica. The dazzling stained glass and pristine white pillars of the church outshine even the Holy City of Octanis's Saint Methuselah Basilica, or so you are told.
``While its nobility often adopts the trappings of Cerostianism, the Northern peoples are by in large a faithless one. Some place belief in the shadows cast by dwindling memories of the Old Ways, few put their faith in The Architect, and many yet believe in nothing at all. As a result, you've little personal experience with the arbitrary social rituals surrounding Cerostian worship. You've taken care to research and review the motions involved in the morning sacrament. You may not be a believer, but you know better than to look it as the High Sybil's guest in Diadem's largest cathedral.
``Your anxiety only rises as you find yourself drifting through the back pews before the Altar of Saint Alistair, trapped in the gleam of the titular saint's mosaiced likeness.
``Saint Alistair's gaze rolls upwards towards unseen heavens, as if chagrined to make eye contact with the followers whom have gathered in his name, or the menagerie of worldly offerings they have piled onto his mensa in hopes of currying his favor. In his left hand, he clutches a small adult manticore to his breast as if it were a human infant he intended to nurse. In his right, he barely holds the improbably long and spiraled horn of a unicorn. The robes that hang from his body are identifiable as garb from the early common era - long after his alleged birth and purported death. His person is unadorned, yet his hair and skin shimmer with inlaid gems and precious metals. It is a contradictory depiction, and it is as stunning to behold as it is nonsense.
``You are unaware that you have stopped to stare at said nonsense until the musing voice of the High Sybil reminds you why you have come.
<</text>>
<<speak "ancha.neutral" >> Captivating, isn't he? <</speak>>
<<text>>
She has shapeshifted back into her more familiar form, veiled as a faithful sybil and dressed as a Southern woman of the court. Her pale eyes stare into yours with expectant curiosity as she awaits an answer you know better than to share in detail.
<</text>>
<<qSpeak "quincy.lookaway" >> Er. Yes. <</qSpeak>>
<<speak "ancha.curious" >> He has that air about him, Saint Alistair. It is a blessing he shares with every one of his sons and daughters, from his firstborn to Prince Lucas. That indescribable presence that makes it so very hard to look away... <</speak>>
<<text>>
A vague statement, the meaning of which eludes you. Thankfully, the High Sybil doesn't prompt you for a response; she instead places a hand upon your shoulder and begins to shepherd you towards the room's south corner.
<</text>>
<<speak "ancha.neutral" >> Come, sit with me. Archbishop Gildan is due to begin the morning sacrament any moment. <</speak>>
<<qSpeak "quincy.neutral" >> The Archbishop? Are you not leading the service? <</qSpeak>>
<<speak "ancha.pray" >> Oh, no, child. Not today. Today I come as any other child of the Architect, in reverence for His will. <</speak>>
@@.next;[[Take your seat with the High Sybil.|C1OQ: Ancha Meeting Service]]@@<<speak "ancha.curious" >> I'm afraid my motive is //far// more selfish... My darling Lucas is Prince of the Convoy; his Left Hand is a boy I //personally// know to be //very// forgetful; his Right is a boy of which I personally know //very little.// How could I not be curious? <</speak>>
<<qSpeak "quincy.neutral" >> Oh. <</qSpeak>>
<<text>>
This explanation makes sense, and is more in line with the original expectation you carried when you accepted her invitation. Some of the tension leaves your shoulders, though they remain burdened by questions unanswered.
<</text>>
<<speak "ancha.tilt" >> And you - you must have questions of your own, correct? <</speak>>
<<qSpeak "quincy.neutral" >> *You nod.* <</qSpeak>>
<<speak "ancha.smug" >> I thought so. *She smiles.* The Southerner in me thinks we both stand to benefit from a little trade. Why don't you begin, dear? <</speak>>
<<text>>
The prospect of answers is a tempting one. You look within yourself, intending to sort through your questions by order of importance. Once sorted, you would carefully and tactfully select them in reference to how likely it is that the High Sybil could - or would answer.
``Alas, the question which has agitated you for the past ten minutes tumbles from your mouth instead.
<</text>>
<<qSpeak "quincy.neutral" >> Why did you pray at me? <</qSpeak>>
<<speak "ancha.eyebrow" >> Pardon? <</speak>>
<<qSpeak "quincy.lookaway" >> *You stammer. Her perplexed reaction paired with the absurdity of the situation makes you second guess whether it happened at all.* ...During closing prayers. Everyone else was praying at Saint Alistair, but you were - <</qSpeak>>
<<speak "ancha.laugh" >> *She bursts into laughter both gentle and uncontrollable.* <</speak>>
<<qSpeak "quincy.lookaway" >> *You cease trying to explain yourself, unsure of how hard you may have humiliated yourself.* . . . <</qSpeak>>
<<speak "ancha.giggle" >> //Oh, Duke Barghur...// I do apologize. It has been some time since I've encountered //this// misunderstanding. <</speak>>
<<speak "ancha.curious" >> I'm a Cetolist, dear. You were south of me. <</speak>>
<<text>>
You feel your brow furrow. You're vaguely aware of what Cetolism is - the Southern sect of Cerostianism - but you are unsure of how the two statements congeal into an answer. Sensing her explanation needs an explanation of its own, the High Sybil gives you a smile. It's the sort of patient smile a mother gives a child when it asks if dogs and cats can hybridize: one that humors, but carries no ill-will.
<</text>>
<<speak "ancha.neutral" >> A Cetolist prays with regard to the Ivory Well. When you pray for familiar comforts -// stability, health, peace// - you pray <<atlantean setup.atlantean.faith.wellPrayer>>, or facing the Ivory Well. When you pray for luck in the unknown - //discovery, fortune, change// - you pray <<atlantean setup.atlantean.faith.awayPrayer>>, facing out from it. <</speak>>
<<qSpeak "quincy.neutral" >> The Ivory Well is in Octanis. How does that work? <</qSpeak>>
<<speak "ancha.tilt" >> You face towards - or away - from Octanis. <</speak>>
<<qSpeak "quincy.neutral" >> And that's... close enough for The Architect? <</qSpeak>>
<<speak "ancha.pray" >> Yes. He knows we are a traveling people. He wouldn't ask the impossible. <</speak>>
<<qSpeak "quincy.lookaway" >> *This seems too convenient. Her answers continue to beget more questions.* But what happens if you are lost? <</qSpeak>>
<<speak "ancha.neutral" >> Well... if you are lost, and you haven't a compass on your person or reference for where Octanis is, then you can trust you are likely facing //away// from the Well. <</speak>>
<<qSpeak "quincy.furrow" >> Is it not a problem that you can only pray one type of prayer? <</qSpeak>>
<<speak "ancha.neutral" >> Oh no. A prayer to find your way is done <<atlantean setup.atlantean.faith.awayPrayer>>, anyway. You needn't know where the Well is. <</speak>>
<<qSpeak "quincy.neutral" >> But what if - <</qSpeak>>
<<speak "ancha.tilt" >> //My,// ''so'' many questions! And here I haven't even gotten to ask //one// of my own... <</speak>>
<<text>>
Her statement shakes you from your skepticism spiral and you remember you are wasting time and opportunity. Sheepishly, you close your mouth and wrest hold of your tongue.
<</text>>
<<speak "ancha.neutral" >> How about this: I've a little game I play with my boys when my time is short and their questions too many. We each allow the other ''three'' questions... and we answer them in confidence, without judgment. <</speak>>
<<speak "ancha.tilt" >> Bear in mind, every //"why is that?"// and //"how come?"// is a question in its own right. Does that sound agreeable to you? <</speak>>
<<qSpeak "quincy.lookaway" >> *You feel self-conscious, having prompted the High Sybil to adopt this childish framework... but you are willing to work within it.* Yes. <</qSpeak>>
<<speak "ancha.smug" >> Marvelous. Then let us begin. <</speak>>
@@.next;[[Continue.|C1OQ: Ancha Questions Start]]@@<<if $oscarQuestTemp.yourQ < 3>>
<<text>>
<<if $oscarQuestTemp.yourQ == 0>>It is your turn to ask a question. <<else>>It is your turn to ask a question once more.<</if>>
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<actions [[The motives of the assassination attempt?|C1OQ: YourQ Assassination][$oscarQuestTemp.yourQ++]]
[[Oscar's health?|C1OQ: YourQ OscarHealth][$oscarQuestTemp.yourQ++]]>>
<<if $oscarQuestTemp.sawShirt>><<actions [[The bloody shirt in Oscar's room?|C1OQ: YourQ OscarShirt][$oscarQuestTemp.yourQ++]]>><</if>>
<<if $oscarQuestTemp.visitedOscarPortrait>><<actions [[Oscar's portrait in the Hall of Kings?|C1OQ: YourQ OscarHealth][$oscarQuestTemp.yourQ++;$oscarQuestTemp.c to "portrait"]]>><</if>>
<<if !hasVisited("C1OQ: YourQ OscarFaith")>>
<<gate `["emp",10]` [[Oscar's faith?|C1OQ: YourQ OscarFaith][$oscarQuestTemp.yourQ++]] "hide">>
<</if>>
<<actions [[Lucas's rebellion?|C1OQ: YourQ LucasRebellion][$oscarQuestTemp.yourQ++]]>>
<<actions [[Lucas's irreligion?|C1OQ: YourQ Lucas Atheism][$oscarQuestTemp.yourQ++]]>>
<<if $oscarQuestTemp.sawLucasAmalthea>><<actions [[Queen Amalthea?|C1OQ: YourQ Amalthea][$oscarQuestTemp.yourQ++]]>><</if>>
<<if $oscarQuestTemp.sawCelia || $oscarQuestTemp.visitedSittingRoom>><<actions [[Queen Celia?|C1OQ: YourQ Celia][$oscarQuestTemp.yourQ++]]>><</if>>
<<if $oscarQuestTemp.visitedSittingRoom>><<actions [[Your disagreement with the King-Regent?|C1OQ: YourQ King-Regent][$oscarQuestTemp.yourQ++]]>><</if>>
<<actions [[Why did you become a sybil?|C1OQ: YourQ Sybil][$oscarQuestTemp.yourQ++]]>>
<<actions [[You see the future?|C1OQ: YourQ Future][$oscarQuestTemp.yourQ++]]>>
<<actions [[Your shifting appearance?|C1OQ: YourQ Wardrobe][$oscarQuestTemp.yourQ++]]>>
<<actions [[Your opinion of the Brothers of the Barehand?|C1OQ: YourQ NN][$oscarQuestTemp.yourQ++]]>>
<</choose>>
<</qSpeak>>
<<elseif $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >=3>>
@@.next;[[Continue.|C1OQ: Ancha Questions End]]@@
<</if>><<if $oscarQuestTemp.outOfQuestions>>
<<speak "ancha.tilt" >> Mm. Alas, neither of us have the questions left to discuss it. <</speak>>
<</if>>
<<text>>
It must be close to noon now, as the coolness of the morning air has dissipated. The warmth of the sun shines gently upon Saint Isadore's Garden, and with a clearer head you realize its beauty is of no interest to you. It is well-composed and well-tended, as every other Midland courtyard is, and its monuments are grand and beautiful, as every other Midland monument is.
<</text>>
<<speak "ancha.smug" >> I am pleased we could have this talk, Duke Barghur. Again, I am //most grateful// that you came. <</speak>>
<<qSpeak "quincy.neutral" >> Of course. <</qSpeak>>
<<speak "ancha.curious" >> I suppose I shouldn't keep you from the Convoy any longer... and you shouldn't keep me from Oscar. He'll be expecting me. <</speak>>
<<speak "ancha.pray" >> <<atlantean setup.atlantean.parting.generic>>, Your Grace. <</speak>>
<<text>>
Leisurely, the High Sybil slides off the outcropping and to her feet. Once upright, she stretches and yawns in a manner most undignified for a woman of her status, only to return to her court mannerisms a moment later. She gives a polite bow, and then turns to leave with delicate, ladylike steps.
``As you ready to leave yourself, a worrying thought occurs.
<</text>>
<<qSpeak "quincy.surprised" >> Wait - //does Prince Oscar know that we've met?// Does he know that I told you- <</qSpeak>>
<<speak "ancha.tilt" >> *Glancing over her shoulder, the High Sybil's smile is unreadable.* Apologies, Your Grace. You haven't any questions left! <</speak>>
<<questUpdateTask "A1oscarQuest" `[{id: "grandmaTalk", complete:true}]`>>
<<questEnd "A1oscarQuest" true "You told High Sybil Sadaaltajir of Oscar's intentions to escape the castle. He remains confined. In thanks, she invited you to service, where you had... an interesting conversation.">>
@@.next;[[Return to your travels.|C1OQ: demo end]]@@<<img 1 "oq_anchaconvo.png" "You sit with the High Sybil in the garden on some rocks in front of the mural of Saint Alistair.">>
<<speak "ancha.neutral" >> I'll begin. I trust you'll find it fair, considering I've already answered a number of your questions. <</speak>>
<<qSpeak "quincy.neutral" >> *You nod.* <</qSpeak>>
<<text>>
High Sybil Sadaltajir places a finger to her chin. She tilts her head in thought as she conjures her first question. Unsure of her aims, the pause leaves you with a disproportionate feeling of suspense.
<</text>>
<<speak "ancha.glance" >> As second son, Lucas has seldom been given such authority. I worry that - given his inexperience with such matters - the responsibility may be a difficult burden for him to bear. You're his closest friend and Right Hand; are my concerns founded? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[He's been waiting for this his entire life; he's ready.|C1OQ: Answer Lucas][$oscarQuestTemp.c to "no"]]
[[It's stressful; he's managing.|C1OQ: Answer Lucas][$oscarQuestTemp.c to "maybe"]]
[[He's in over his head; I'm worried.|C1OQ: Answer Lucas][$oscarQuestTemp.c to "yes"]]
<</choose>>
<</qSpeak>><<text>>
Unease pricks the hairs on the back of your neck as the image of her praying in your direction stirs in your mind.
<</text>>
<<qSpeak "quincy.neutral" >> ...You didn't? <</qSpeak>>
<<speak "ancha.smug" >> Of course not, dear. Were I looking for a challenge, I'd start with my ward! <</speak>>
@@.next;[[Continue.|C1OQ: Ancha Prayer Question]]@@<<set $oscarQuestTemp.honest to true>>
<<text>>
Well, she asked. You presume the High Sybil of the entire Cerostian faith can handle an honest answer. After all, if one could not endure the most banal skepticism, how could they hope to champion their beliefs?
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.neutral" >> I apologize, Holy Mother. Faith holds no interest to me. <</qSpeak>>
<<speak "ancha.neutral" >> You've no need to apologize, Your Grace. I hadn't expected anything else. We all have our path to walk; you cannot force a man to hear The Architect before he is willing to listen. <</speak>>
<<speak "ancha.tilt" >> *Though you are alone in the courtyard, she gives a playful glance over her shoulder before leaning close, as if sharing a scandalous secret.* I know this better than anyone - //oh, you should have seen me in my twenties...// <</speak>>
<<speak "ancha.eyebrow" >> And besides, //surely// you know I didn't ask you to Saint Alistair's to save your soul. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> It was the longest and poorest use of thirty minutes I've ever suffered. <</qSpeak>>
<<speak "ancha.glance" >> My sincerest apologies, Your Grace.
``The High Father's rendition of //Mordecai and the salmon run// leaves much to be desired. Why, I've told him many times - <</speak>>
<<qSpeak "quincy.lookaway" >> You misunderstand. My problem was not the Archbishop's reading; my problem is with your entire faith-- no. The very concept of "faith" in itself. <</qSpeak>>
<<speak "ancha.smug" >> *A hearty laugh rises from her chest. Wiping the corner of her eye, she looks upon you with a warm smile.* I see why Lucas is so fond of your company! <</speak>>
<<speak "ancha.tilt" >> Don't worry, darling - I didn't ask your presence to proselytize. Your heresy is between you and Him Above. <</speak>>
<</if>>
<<include "C1OQ: Ancha Service Bottleneck">><<text>>
You can't know the repercussions for honesty at this time, and it is a boundary that would be unwise to test.
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<text>>
But fooling the High Sybil is no easy task - regardless of what she might believe, she is a keen woman. You conclude a light touch would serve you better than waxing praise for a faith you do not share; a story with few details is easier to maintain and defend.
<</text>>
<<qSpeak "quincy.lookaway" >> More than I expected. <</qSpeak>>
<<speak "ancha.pray" >> That's one of the fascinating things about The Architect; you never know how He will speak to you until you listen. <</speak>>
<<speak "ancha.tilt" >> Why, I never would have dreamed //I// would be called to the path of a sybil...! <</speak>>
<<text>>
High Sybil Sadaltajir laughs a light, chiming laugh. Her eyes twinkle with nostalgia for times long past; she seems to relish the fleeting memory while it lasts.
<</text>>
<<speak "ancha.neutral" >> But surely, you know - I didn't ask you to the morning sacraments to pry into matters between you and Him Above. <</speak>>
<<else>>
<<text>>
Experience tells you the Cerostian faithful crave affirmation of their beliefs above all else. You recall how the jackalope plays dead when confronted with the threat of predation. Perhaps if you give her what she wants, she will leave the topic be.
<</text>>
<<qSpeak "quincy.lookaway" >> It was unlike anything I've ever felt before. <</qSpeak>>
<<speak "ancha.tilt" >> Really? <</speak>>
<<text>>
Her pale eyes watch you with renewed attention, like a cat who has caught sight of a mouse - or Lucas, when misinformation is repeated within earshot. Her stare claws at you for details. Details you must invent, and fast.
<</text>>
<<qSpeak "quincy.tilt" >> Y-yes. The story of, ah, Mordecai's faithlessness gave me much to think about. In terms of my relation to... women. And The Architect. <</qSpeak>>
<<speak "ancha.curious" >> Huh! And here I've been telling the High Father his rendition of //Mordecai and the salmon run// was a touch stilted! I do love a good surprise... <</speak>>
<<speak "ancha.neutral" >> Ah, but I'm sure you know I didn't ask you here to Saint Alistair's to meddle in matters between you and Him Above. <</speak>>
<</if>>
<<set $oscarQuestTemp.liedFaith == true>>
<<include "C1OQ: Ancha Service Bottleneck">><<img 1 "oq_howscrekhash.png" "The High Sybil has her usual smile and candor - although it suddenly has a threatening quality...">>
<<speak "ancha.neutral" >> ''Tell me, dear, //how was Crekhash?//'' <</speak>>
<<text>>
The hairs on your neck stand on end. A cold, suffocating lump forms in your throat, and your stomach twists. Was the thump of your heart always so loud? It beats in your chest like a fist.
``You begin to say something, but you can't think of anything to say in your defense. It matters not, as your mouth is too dry and your throat too tight to choke the words out even if you had them.
``//She knows about Crekhash.//
``Maybe Lucas told her - or maybe she learned through other means - but the High Sybil - ''she knows what you did.''
<</text>>
<<speak "ancha.tilt" >> I told you to mind your tongue. You never know the sort of mess it will get you into if you don't. <</speak>>
<<text>>
Your hands tremble.
''What do you do?''
<</text>>
<<qSpeak "quincy.surprised" >>
<<choose>>
<<check `["dec",9999]` [[(DENY IT.)|C1OQ: AnchaQ Crekhash End]] >>
<<check `["dec",9999]` [[(CLAIM IT AN ACCIDENT.)|C1OQ: AnchaQ Crekhash End]] >>
<<check `["dec",9999]` [[(FEIGN A RELIGIOUS EPIPHANY.)|C1OQ: AnchaQ Crekhash End]] >>
<</choose>>
<</qSpeak>><<text>>
With a great effort, you take a breath and speak.
<</text>>
<<qSpeak "quincy.surprised" >> I... <</qSpeak>>
<<skillCheck>>
<<text>>
<<if setup.hasTrait("guilty")>>
But there is nothing to say in your defense. Somehow, the High Sybil's gaze remains unchanged. She smiles, polite and proper, as you squirm under the weight of your own conscience.
<<else>>
You claw at your own mind for something - anything - you could say, but there is no deflection in the world cunning enough to make the High Sybil forget what she knows. She smiles at you, polite and proper, as you dread how she might use her knowledge against you.
<</if>>
``The only way in which your animal mind can think to save yourself is to flee.
<</text>>
<<qSpeak "quincy.surprised" >> <b>@@.stutter;I have to - I have to go.@@</b> <</qSpeak>>
<<text>>
Your words come out ragged, half-breathed through clenched teeth. The High Sybil says some sort of pleasantry as you part, though you cannot discern the words over the throbbing beat of your heart in your head.
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "grandmaTalk", complete:true}]`>>
<<questEnd "A1oscarQuest" true "You told High Sybil Sadaaltajir of Oscar's intentions to escape the castle. He remains confined. In thanks, she invited you to service, where you had... an interesting conversation.">>
@@.next;[[Return to your travels.|C1OQ: demo end]]@@<<speak "ancha.curious" >> Bear with me, but - if you were a creature of the water, Duke Barghur, what manner of creature do you suppose you would be? <</speak>>
<<qSpeak "quincy.neutral" >> ...I don't understand the question. If this is a euphemism, or some Southern practice I'm unaware of, then you'll have to clarify. <</qSpeak>>
<<speak "ancha.tilt" >> No euphemism, no cultural precedent. A thought experiment of my own invention. Simply pick an animal, and justify your choice. <</speak>>
<<qSpeak "quincy.neutral" >> Alright... <</qSpeak>>
<<text>>
This feels like a trick question somehow. You wrack your brain for sea animals, but you find yourself daunted by the vast unknowable nature of the ocean.
<</text>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
[[A rabbitfish.|C1OQ: AnchaQ Fish Answer][$oscarQuestTemp.c to "rabbit"]]
[[A shark.|C1OQ: AnchaQ Fish Answer][$oscarQuestTemp.c to "shark"]]
[[A penguin.|C1OQ: AnchaQ Fish Answer][$oscarQuestTemp.c to "penguin"]]
<<if $oscarQuestTemp.piure>>
<<trait "moleman" [[A piure.|C1OQ: AnchaQ Fish Answer mole]]>>
<</if>>
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "penguin">>
<<qSpeak "quincy.neutral" >> A penguin: a deviant animal more fish than bird. <</qSpeak>>
<<speak "ancha.smug" >> Delightful answer, darling. I'm glad I asked. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> *You feel... seen.* I'm glad as well. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *Though she admires your answer, your intention was self-depreciation. A horrid wave of awkwardness washes over you.* . . . <</qSpeak>>
<</if>>
<<case "shark">>
<<qSpeak "quincy.neutral" >> A shark. A beast with a deadly reputation not wholly unearned. <</qSpeak>>
<<speak "ancha.tilt" >> Mm, yes. A shark only need kill one person to inspire fear of the water amongst all of mankind. <</speak>>
<<speak "ancha.curious" >> I can see how that might relate to your... predicament. <</speak>>
<<if setup.hasTrait("guilty")>>
<<text>>
She speaks of your haretouched nature, unaware of the true burden you carry. You find yourself unconsciously shrinking into the stone behind you.
<</text>>
<<qSpeak "quincy.tilt" >> . . . <</qSpeak>>
<<speak "ancha.tilt" >> And yet, the balance of the ocean depends upon them. Them, and every other flesh-eating beast that lives beneath the sea. <</speak>>
<<text>>
Her attempt at lifting your spirits rings hollow. That may be true for the haretouched in the clans of the far north, but it has no relevance to a criminal like you.
<</text>>
<<else>>
<<text>>
She speaks of your haretouched nature, unaware of your true crime. You wonder how knowing of your misdeeds might change her impression.
<</text>>
<<qSpeak "quincy.neutral" >> I am what I am. If I am a danger, then I am a danger. <</qSpeak>>
<<speak "ancha.pray" >> We can only be ourselves. <</speak>>
<</if>>
<<case "piure">>
<<qSpeak "quincy.pleased" >> The piure. Unassuming at a glance, with a hidden life beneath the surface. <</qSpeak>>
<<speak "ancha.curious" >> Oooh. *Her palms clap together. Her eyes twinkle with interest.* A man of mystery, then. <</speak>>
<<speak "ancha.tilt" >> I can relate. <</speak>>
<<text>>
Your first impulse is to doubt this, of course. You struggle to imagine what you might have in common. Yet... it was the High Sybil who introduced you to the majesty of the piure to begin with. And - if there is anything to be learned from the piure's teachings, it is that there is more to one than what meets the eye.
``You realize yourself to be a hypocrite.
<</text>>
<<qSpeak "quincy.neutral" >> *And so, you nod.* <</qSpeak>>
<<case "rabbit">>
<<qSpeak "quincy.neutral" >> The rabbit fish. A humble animal seeking survival above all else. Feeding at the bottom, it bothers no one. Those who choose to disturb it face its venom, but that is their own choice. <</qSpeak>>
<<speak "ancha.tilt" >> I assume the resemblance between rabbit fish, rabbits, and hares is mere coincidence. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.lookaway" >> Er, yes. *You lie.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Not at all. <</qSpeak>>
<</if>>
<<speak "ancha.curious" >> What interesting symmetry. <</speak>>
<</switch>>
<<speak "ancha.tilt" >> Thank you for indulging me, Your Grace. <</speak>>
<<include "C1OQ: Ancha Question List">><<set $oscarQuestTemp.c to "piure">>
<<include "C1OQ: AnchaQ Fish Answer">><<switch $oscarQuestTemp.c>>
<<case "new">>
<<qSpeak "quincy.neutral" >> As far as we're aware, the Vestur's nobility is the only population on earth which possesses the trait which allows us to safely control meur. Most think it to be a new mutation, unique to the peninsula. I am inclined to agree with them. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> If meurian men existed prior to the Andimeurs, then surely we would have record of it. <</qSpeak>>
<<speak "ancha.neutral" >> But we don't. <</speak>>
<<qSpeak "quincy.neutral" >> No. And we haven't any verifiable accounts of men using meur outside the peninsula, either. There are old folktales and baseless rumors of //"magics,"// yes, but nothing that resembles meur as we know it. <</qSpeak>>
<<speak "ancha.curious" >> Curious. It is //almost// as if man did not wield meur at all until The Architect blessed a chosen few. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "ancha.tilt" >> Oh, I tease. I have utmost respect for the work the scientific community puts into attempting to understand His creations. Why, I would argue your curiosity is a sort of worship in itself! <</speak>>
<<qSpeak "quincy.neutral" >> *Your jaw feels restless. You know she attempts to find common ground, but your tongue itches to disagree.* <</qSpeak>>
<<case "old">>
<<qSpeak "quincy.neutral" >> It's an unpopular stance, but I am of the opinion that the ability to wield meur is a throwback trait. Something men had long ago, but lost. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> All manner of animals have used meur throughout history. Birds, fish, horses, cats... there is no reason that we know of which would exempt mankind from this pattern. <</qSpeak>>
<<speak "ancha.tilt" >> Interesting. <</speak>>
<<speak "ancha.neutral" >> Although - I seem to recall that the scientific community //also// believes that the use of meur is a dominant quality. I can't wrap my mind around how a dominant quality might become lost. <</speak>>
<<speak "ancha.curious" >> Then again, it happened to the baku. I suppose it isn't //impossible// to imagine it could have happened to us as well. <</speak>>
<<speak "ancha.tilt" >> But the //pressures// required to rid meurian people from the world...! Why, they're nothing short of unimaginable. Natural disaster? Mass execution? It's a thought that raises far more questions than answers. <</speak>>
<<speak "ancha.neutral" >> Apologies, Duke Barghur. I remain unconvinced. <</speak>>
<<qSpeak "quincy.neutral" >> You are a woman of faith. I wasn't expecting to. <</qSpeak>>
<</switch>>
<<include "C1OQ: Ancha Question List">><<speak "ancha.neutral" >> <<if $oscarQuestTemp.honest>>You consider yourself a man of science over faith.<<else>>It was my impression that you generally consider yourself a man of science over faith.<</if>> I am curious: if it wasn't the will of The Architect, then how is it that His chosen have come to wield meur? <</speak>>
<<qSpeak "quincy.neutral" >> It's a topic of much debate in the scientific community. <</qSpeak>>
<<speak "ancha.curious" >> Oh, I'm aware. I'm curious as to what //your// theory is, Duke Barghur. <</speak>>
<<text>>
As current evidence stands, there is no clear answer. However, there are two enduring theories - one popular, one contentious and conspiratorial. Your opinion on which you personally believe has shifted over the years, and you are at peace with the idea it may shift again down the line.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I believe it is a new mutation that arose by chance, as most do.|C1OQ: AnchaQ Glove Answer][$oscarQuestTemp.c to "new"]]
[[Unpopular as the theory is, I believe it is an old mutation that is returning.|C1OQ: AnchaQ Glove Answer][$oscarQuestTemp.c to "old"]]
<</choose>>
<</qSpeak>><<speak "ancha.glance" >> They say misfortune follows the haretouched. *She speaks lowly, as if a mother warning a child to behave.* Some say you are wicked souls, one sinful life away from an eternity in Hell. <</speak>>
<<text>>
She pauses to look you in the eyes. (You wish she wouldn't.) Then, her face softens unexpectedly, and she shrugs her shoulders.
<</text>>
<<speak "ancha.curious" >> ...//Nowhere// is this written in all the Hallowed Testaments. Not the Southern Testaments, not the Northern Testaments, and not in the Middle Testaments. <</speak>>
<<speak "ancha.glance" >> But I'm sure you've heard it before anyway... <</speak>>
<<qSpeak "quincy.lookaway" >> Many times. <</qSpeak>>
<<speak "ancha.pray" >> ...I am truly sorry. They bring shame on The Architect when they misrepresent His law. <</speak>>
<<speak "ancha.eyebrow" >> Forgive me if I overstep in asking, but I wanted to know... does it //feel// a curse to you? Being haretouched. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<trait "shameful" [[Yes. That's what it means to be haretouched.|C1OQ: AnchaQ Haretouch Answer shameful]]>>
<<trait "shameless" [[No. Any semblance it has to one is due to other men.|C1OQ: AnchaQ Haretouch Answer shameless]]>>
[[I can't say. It's all I've ever known.|C1OQ: AnchaQ Haretouch Answer][$oscarQuestTemp.c to "idk"]]
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "yes">>
<<qSpeak "quincy.tilt" >> Of course. To lead a lonesome life with only the company of your hare is the fate of all haretouched. <</qSpeak>>
<<speak "ancha.neutral" >> You've other company. Lucas, and your brother... <</speak>>
<<qSpeak "quincy.lookaway" >> Yes. But we will never understand one another. <</qSpeak>>
<<speak "ancha.tilt" >> ...and then there's your attendant. She shares your same curse. <</speak>>
<<if setup.hasTrait("dispersal")>>
<<qSpeak "quincy.lookaway" >> I try to limit the amount of comfort I derive from another's misfortune. <</qSpeak>>
<<speak "ancha.tilt" >> From what //I've// heard of her, //she// doesn't see it as a misfortune. <</speak>>
<<qSpeak "quincy.lookaway" >> Yes. But I do. As does the rest of the world. <</qSpeak>>
<<speak "ancha.curious" >> She sounds resilient. <</speak>>
<<qSpeak "quincy.neutral" >> She is. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I've little hope of understanding her, either. We're of different minds on the matter. <</qSpeak>>
<<speak "ancha.glance" >> Hmm. A pity. <</speak>>
<</if>>
<<case "no">>
<<qSpeak "quincy.neutral" >> No. My bond with $licorice is a part of me. My treatment at the hands of society is irrelevant. If anything, it is my ears that are a curse because they allow me to hear the words of other men. <</qSpeak>>
<<speak "ancha.laugh" >> <b>HA!</b> *High Sybil Sadaltajir slaps her thigh.* Oh, you //are// Lucas's friend. He should have introduced us a long time ago! <</speak>>
<<text>>
It seems, for whatever reason, she finds your response amusing.
<</text>>
<<case "idk">>
<<qSpeak "quincy.neutral" >> I can't say. I've always been haretouched. <</qSpeak>>
<<speak "ancha.tilt" >> Ah. You've no other life to compare it to. <</speak>>
<<text>>
You've tried, over the years, to imagine //Duke Quintrell Barghur, the normal man.// The thought experiment hardly ever lasts longer than a few minutes before it turns bleak.
``The hole $licorice leaves in your imaginary life rots away any fantasy of a life well-adjusted. Without her by your side, you become a man unrecognizable. One more like your father and brother, you presume. <<if setup.hasTrait("dispersal")>>And Imani... would Imani have been allowed to stay by your side if you hadn't shared the same curse? Would she disgust you<<else>>Perhaps it wouldn't be a bad thing... but it wouldn't be you.<</if>>
``<<if setup.hasTrait("shameful")>>Not even your imagination provides refuge for what you are.<<else>>The idea is too repellant to consider, and so you don't. <</if>>
<</text>>
<<qSpeak "quincy.neutral" >> No. Such a life is unthinkable. <</qSpeak>>
<<speak "ancha.neutral" >> Perhaps it is better that way. The Architect made you as you are. There is no use pining over a world which does not exist. <</speak>>
<</switch>>
<<include "C1OQ: Ancha Question List">><<set $oscarQuestTemp.c to "yes">>
<<include "C1OQ: AnchaQ Haretouch Answer">><<set $oscarQuestTemp.c to "no">>
<<include "C1OQ: AnchaQ Haretouch Answer">><<speak "ancha.eyebrow" >> You've been Lucas's friend since childhood. I'm sure you're aware you're unusual in this. The boy has something of an... argumentative streak. It isn't easy for him to keep allies for longer than a season, yet you remain. <</speak>>
<<speak "ancha.neutral" >> How is it that you remain friends, despite this quirk of his? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[We're like-minded. We seldom disagree.|C1OQ: AnchaQ Lucas Answer][$oscarQuestTemp.c to "like"]]
[[He's usually right. When we disagree, I'm usually wrong.|C1OQ: AnchaQ Lucas Answer][$oscarQuestTemp.c to "trust"]]
[[I know he can get carried away. I don't take it personally.|C1OQ: AnchaQ Lucas Answer][$oscarQuestTemp.c to "salt"]]
[[Debate is part of our friendship. We relish our disagreements.|C1OQ: AnchaQ Lucas Answer][$oscarQuestTemp.c to "debate"]]
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "like">>
<<opinion "lucas" "just" 5>>
<<qSpeak "quincy.neutral" >> Lucas and I are of the same mind when it comes to the important things. Policy, ideology. We seldom disagree. <</qSpeak>>
<<speak "ancha.tilt" >> I see. So you've never been his adversary. <</speak>>
<<qSpeak "quincy.neutral" >> Only on small matters. <</qSpeak>>
<<speak "ancha.tilt" >> You really //are// a rare man. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> I'll elect to take that as a compliment. <</qSpeak>>
<<speak "ancha.neutral" >> It was. <</speak>>
<<else>>
<<qSpeak "quincy.tilt" >> . . . <</qSpeak>>
<<speak "ancha.neutral" >> That was a compliment, dear. <</speak>>
<</if>>
<<speak "ancha.smug" >> I think it is a wonderful thing, to find a friend with a like mind. It does my heart good to know you and Lucas have one another. Although... <</speak>>
<<speak "ancha.glance" >> I do hope you'll stick to your principles, if the two of you ever find yourself at odds. Not just as his Right Hand, but as a friend. <</speak>>
<<case "debate">>
<<opinion "lucas" "just" -5>>
<<qSpeak "quincy.neutral" >> Debate is a foundational aspect of our friendship. We relish our disagreements; they are an opportunity to interrogate our stances and hone our convictions. <</qSpeak>>
<<speak "ancha.giggle" >> *She chuckles.* I should have known this was the case. A weaker man would not have survived Lucas's company as long as you. <</speak>>
<<speak "ancha.smug" >> It sounds as though you are a perfect sparring partner for my dear skeptic. I've no doubt that he treasures the intellectual exercise. <</speak>>
<<case "trust">>
<<opinion "lucas" "just" 2>>
<<qSpeak "quincy.neutral" >> I trust Lucas's intelligence. I find that when we disagree, it's usually an error in my understanding. <</qSpeak>>
<<speak "ancha.tilt" >> You've great faith in his intellect. <</speak>>
<<qSpeak "quincy.neutral" >> No. "Faith" refers to an unproven belief. Lucas's prowess as an intellectual has been proven many times over. His accomplishments in the court of law speak for themselves. <</qSpeak>>
<<speak "ancha.tilt" >> Of course. I never intended to imply otherwise. <</speak>>
<<case "salt">>
<<opinion "lucas" "just" -3>>
<<qSpeak "quincy.lookaway" >> I have a sense for when he's being irrational. I know it's nothing personal. It's simply his nature. <</qSpeak>>
<<qSpeak "quincy.neutral" >> I don't pay it much mind. <</qSpeak>>
<<speak "ancha.tilt" >> Then you are a man wise beyond your years. <</speak>>
<<qSpeak "quincy.neutral" >> I don't feel particularly wise. <</qSpeak>>
<<speak "ancha.tilt" >> Only the fools do. <</speak>>
<</switch>>
<<include "C1OQ: Ancha Question List">><<set _tellme to "Tell me.">>
<<if $oscarQuestTemp.c2 == "curious">>
<<set _tellme to "Since you've asked, I'm curious...">>
<</if>>
<<speak "ancha.curious" >> _tellme Do //you// think Lucas has earned hell? <</speak>>
<<qSpeak "quincy.surprised" >> Ah. <</qSpeak>>
<<text>>
Like the waves washing the shore clean of debris, your mind goes blank. Surely, this is some sort of test - a hypothetical for which she expects a specific answer. The faithful often play games such as these. But //this question// perturbs you.
``It is not the idea of your friend suffering in eternal torment that disturbs you so; that sort of psychic extortion is leveraged by faith too often to be anything but humdrum. Instead, it is the role it foists upon you that makes your skin crawl: judge and jury to an unfathomable punishment upon your closest friend.
``Luckily, you have an easy out for such a predicament.
<</text>>
<<qSpeak "quincy.furrow" >> I don't believe in an afterlife. *The words come from your mouth curt and defensive.* <</qSpeak>>
<<speak "ancha.curious" >> Suppose it exists, then. Humor me, Duke Barghur. <</speak>>
<<text>>
She leans in close, pale eyes sharp in the shadow of her veil. There is a gleeful lilt to the High Sybil's voice. She speaks too quickly, too enthused for the topic.
<</text>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
[[No.|C1OQ: AnchaQ Lucas Hell Answer][$oscarQuestTemp.c to "no"]]
[[All men are deserving of hell, according to the Cerostian doctrine.|C1OQ: AnchaQ Lucas Hell Answer][$oscarQuestTemp.c to "all"]]
[[Yes.|C1OQ: AnchaQ Lucas Hell Answer][$oscarQuestTemp.c to "yes"]]
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "no">>
<<text>>
The answer seems... obvious. Whatever imperfections in Lucas's character, he is undeserving of //eternal torture//.
``<<if setup.hasTrait("guilty")>> You of all men are unfit to cast stones.<<else>> You of all men know endless punishment rights no man.<</if>>
<</text>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<speak "ancha.glance" >> Mm. I didn't think so. *The intensity of her voice returns to its usual sleepy calm.* I think he's a little young for that. <</speak>>
<<if setup.hasTrait("guilty")>> <<qSpeak "quincy.lookaway" >> . . . <</qSpeak>><<else>>
<<qSpeak "quincy.neutral" >> I suppose. <</qSpeak>><</if>>
<<case "yes">>
<<if setup.hasTrait("guilty")>>
<<text>>
You open your mouth, but the truth does not leave your tongue. You cannot bear to speak ill of a friend, no matter what blame he might share.
``And so you say nothing.
<</text>>
<<qSpeak "quincy.tilt" >> . . . <</qSpeak>>
<<speak "ancha.neutral" >> Oh dear. *Her zeal fades, though her manners remain affable.* <</speak>>
<<speak "ancha.pray" >> <<atlantean setup.atlantean.faith.haveMercy>>. I will pray for you both, then. <</speak>>
<<text>>
It is not a particularly comforting promise.
<</text>>
<<else>>
<<text>>
Your feelings sit sour on your tongue. You take no joy in speaking ill of a friend, but the High Sybil clearly craves your involvement in her faith's twisted scenario.
<</text>>
<<qSpeak "quincy.furrow" >> Yes. <</qSpeak>>
<<speak "ancha.incredulous" >> Ohhh. Oh dear. <</speak>>
<<qSpeak "quincy.furrow" >> And I will be there with him. <</qSpeak>>
<<text>>
High Sybil Sadaltajir's mouth opens. Then it closes. She brings a hand to her chin. She lowers it. Finally, she takes two fingers and circles her chest - a protective gesture meant to evoke the symbol of the Cerostian Holy Spire.
``When the rite is done, she brings her hand to her lips and half-laughs. Perhaps your answer has made her nervous - or perhaps it was simply unexpected. Either way, she leans forward and murmurs in a low voice:
<</text>>
<<speak "ancha.pray" >> <<atlantean setup.atlantean.faith.haveMercy>>. I suppose I will have to pray for you both, then. <</speak>>
<</if>>
<<case "all">>
<<text>>
Eager to placate her, you recite one of the Church's cherished cliches:
<</text>>
<<qSpeak "quincy.neutral" >> All men are deserving of Hell. <</qSpeak>>
<<text>>
The words feel thin from your throat. It is an empty statement that holds no meaning to you. The High Sybil reclines back, leaving you with space to breathe once more. The pressure in the air dissipates.
<</text>>
<<speak "ancha.curious" >> And redemption. *Her voice is calm and even, having returned to its usual sleepy cadence.* <</speak>>
<<speak "ancha.eyebrow" >> I do hope you keep that in mind, Your Grace. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<text>>
The morning breeze whispers through the leaves of the courtyard greenery. You are thankful it fills the awkward silence as you pick apart the High Sybil's statement in your mind.
``You only relayed to her the teachings of her own faith. Why is it that she scolds //you// for the teachings of //her// Church?
``There is no sense to it.
<</text>>
<<qSpeak "quincy.neutral" >> Alright. <</qSpeak>>
<</switch>>
<<include "C1OQ: Ancha Question List">><<speak "ancha.tilt" >> Hmm... yes. I think I know what to ask next. How to put it... <</speak>>
<<speak "ancha.neutral" >> Though I am firm in my //own// convictions, alternative and foreign beliefs are... hmm... a //pet interest// of mine. <</speak>>
<<qSpeak "quincy.neutral" >> I would have thought being the High Sybil would obligate you to take offense at such heresy. <</qSpeak>>
<<speak "ancha.tilt" >> There are Midland holy men who think so, yes. I respectfully disagree. <</speak>>
<<speak "ancha.curious" >> Men across the world yearn to know the divine; it is a human desire so deep it transcends time, place, and culture. If a man across the sea has never heard of the Testaments, I don't think him a heretic for praying in his own tongue. <</speak>>
<<speak "ancha.pray" >> After all, if Cetolists hadn't the grace to accept the truth - that each people has their own name for The Architect - then //we// wouldn't call him by that name, either. "The Architect" is a name given to <<atlantean setup.atlantean.faith.god>> by the Midland people. <</speak>>
<<speak "ancha.tilt" >> Ah, but I digress. There is a question for you, somewhere in my prattle. The Old Ways of the Northern people are one of my //favorite// "heresies." Vestur is a united kingdom on matters of faith... except for those who follow the Old Ways! How it is they drew such a conclusion is a //fascinating// mystery. <</speak>>
<<text>>
You sense an oncoming assumption. You prickle with preemptive irritation.
<</text>>
<<qSpeak "quincy.neutral" >> I have no faith in the Old Ways. <</qSpeak>>
<<speak "ancha.giggle" >> I know, I know. You are a "modern man." The "fairy tales" of the faithful are beneath you. <</speak>>
<<speak "ancha.tilt" >> I have spoken to my share of Old Way disciples; I am not looking for a Northerner to explain the story of Amalugh to me. My question is of a more personal nature. I want to know, Your Grace: what are //your// feelings on Old Ways? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[The Old Ways are a part of Northern culture. I'm not a believer, but they have value.|C1OQ: AnchaQ North Faith Answer][$oscarQuestTemp.c to "value"]]
[[Beliefs die out. Followers of the Old Ways cling to a history that cannot be repeated.|C1OQ: AnchaQ North Faith Answer][$oscarQuestTemp.c to "meh"]]
[[I haven't any strong feelings on the matter.|C1OQ: AnchaQ North Faith Answer][$oscarQuestTemp.c to "nah"]]
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "value">>
<<qSpeak "quincy.neutral" >> I've no personal ties to the Old Ways, but many Northerners do. <</qSpeak>>
<<speak "ancha.neutral" >> *The High Sybil nods.* Your Man of the Third Estate. <</speak>>
<<qSpeak "quincy.lookaway" >> In some manner, yes. <</qSpeak>>
<<qSpeak "quincy.neutral" >> The Old Ways are a part of our culture, past and present. The persecution of its followers is a persecution of the entire Northern people. <</qSpeak>>
<<speak "ancha.pray" >> Faith and culture are interwoven. <</speak>>
<<qSpeak "quincy.furrow" >> As much as it irks me, yes. The ban on pagan practices runs deeper than which bedtime stories parents tell to their children. <</qSpeak>>
<<speak "ancha.tilt" >> I agree. Were it up to me alone, I would have done away with the ban long ago. But it is not. The Archbishops and Archsybil Mul have a say, and all the Lords of the North of course. Mine is one voice among many. <</speak>>
<<qSpeak "quincy.tilt" >> Hm... <</qSpeak>>
<<case "meh">>
<<qSpeak "quincy.lookaway" >> Culture shifts. Beliefs die out. Followers of the Old Ways champion a lost cause. <</qSpeak>>
<<qSpeak "quincy.neutral" >> It's $dateTracker.year. Unfair as the past may be, it is by definition in the past. <</qSpeak>>
<<text>>
The High Sybil thumbs her chin as she lolls her head in thought.
<</text>>
<<speak "ancha.tilt" >> Interesting! Not the stance I expected from you at all. <</speak>>
<<case "nah">>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.neutral" >> Being haretouched does not make me a pagan. <</qSpeak>>
<<speak "ancha.neutral" >> Of course not. I didn't imply it did. <</speak>>
<<speak "ancha.tilt" >> Those who observe the Old Ways revere the haretouched. I thought that might strike a chord with you. Nothing more. <</speak>>
<<qSpeak "quincy.lookaway" >> Yes. It is yet another way in which they are wrong about the world. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I've no reason to be. <</qSpeak>>
<<speak "ancha.curious" >> Followers of the Old Ways revere the haretouched, and you are a haretouched man with notoriously little shame. I don't know; I would have thought that would hold some appeal. <</speak>>
<<qSpeak "quincy.neutral" >> A stopped clock is right twice a day. <</qSpeak>>
<<speak "ancha.tilt" >> Yes. Being right once isn't enough to win your sympathy. I see that, now. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> I haven't any strong opinions on the matter. The Barghurs were among the first to abandon the Old Ways. I suspect I've no deeper connection to them than you. <</qSpeak>>
<<speak "ancha.curious" >> *She chuckles.* With the way //you// phrase it, you make it sound you've even //less//. <</speak>>
<<text>>
The High Sybil's statement catches you off guard. //What the Hell does she mean?// You meant what you said - you are indifferent to the Old Ways - but there is absolutely no scenario in which a Southern Cetolist who lives in the Midland would have closer ties to the practice than you. Perhaps this is another religious delusion, and she is conflating the gods of the Old Ways with her Cetolist god-of-many-names?
``Whilst you ponder her logic, her eyes gleam with self-satisfaction as she watches disbelief twist your face.
<</text>>
<<speak "ancha.eyebrow" >> Oh, Duke Barghur, I do apologize; I gild my tongue at times. It is one of my mortal imperfections. <</speak>>
<<speak "ancha.pray" >> Long ago, a friend of mine was a convert from the Old Ways. I lent her my ear as she came to terms with her new understanding of faith. It was an era of my youth that I cherish, and so I cherish her tales of the Old Ways as well. <</speak>>
<<qSpeak "quincy.furrow" >> *You fail to withhold a scoff.* If that constitutes a tie under your logic, then I could claim I've ties to Cetolism. <</qSpeak>>
<<speak "ancha.incredulous" >> Why, Duke Barghur! You are one surprise after another! *She places a hand to her chest and purses her lip.* I never would have guessed you both respect my faith //and// cherish my company. <</speak>>
<<qSpeak "quincy.neutral" >> . . . <</qSpeak>>
<<speak "ancha.giggle" >> I tease. <</speak>>
<<qSpeak "quincy.lookaway" >> Please don't. <</qSpeak>>
<<speak "ancha.tilt" >> I will try. <</speak>>
<</switch>>
<<include "C1OQ: Ancha Question List">><<switch $oscarQuestTemp.c>>
<<case "law">>
<<qSpeak "quincy.lookaway" >> I've only just begun my work as Right Hand; undermining the King-Regent's orders on the whims of the Prince seems like a poor way to build trust in my character. <</qSpeak>>
<<speak "ancha.glance" >> Mm. A sensible choice. Both the court and public distrust your character enough as it is. <</speak>>
<<qSpeak "quincy.tilt" >> . . . <</qSpeak>>
<<speak "ancha.tilt" >> Myself disincluded. Thus far, I'm liking you just fine. <</speak>>
<<qSpeak "quincy.neutral" >> *You feel a twitch of apprehension in your face. Perhaps you shouldn't be surprised, and yet you are.* <</qSpeak>>
<<case "safe">>
<<qSpeak "quincy.neutral" >> The King's Army has yet to apprehend Lord Daeynor. Until then, Prince Oscar is safer where he is. <</qSpeak>>
<<speak "ancha.giggle" >> *She chuckles.* It seems everyone understands this but Oscar. <</speak>>
<<speak "ancha.glance" >> Lord Daeynor won't evade the noose for long. Oscar knows this, but... the boy struggles with patience. The youth often do. <</speak>>
<<case "loyal">>
<<qSpeak "quincy.lookaway" >> It is true that Prince Oscar promised favors in return for my aid. The Convoy needs allies, and his support is a tempting prospect, but - I am Lucas's friend first and foremost. <</qSpeak>>
<<speak "ancha.giggle" >> *She stifles a chime of laughter.* Lucas has warned you against trusting my Oscar, then. <</speak>>
<<qSpeak "quincy.neutral" >> I won't pretend I know the whole story, but I know where my loyalties lie. <</qSpeak>>
<<speak "ancha.pray" >> I am glad Lucas has a friend he can trust. <</speak>>
<<case "use">>
<<qSpeak "quincy.neutral" >> The Prince invited me to tea under false pretenses. He intended to use me from the very beginning. <</qSpeak>>
<<qSpeak "quincy.furrow" >> I don't tolerate manipulation. <</qSpeak>>
<<speak "ancha.tilt" >> It's good to have self respect. <</speak>>
<<speak "ancha.curious" >> Although... I must warn you that court relations are often built on such "favors." It is //messy// to smite //every// man who asks something of you. <</speak>>
<</switch>>
<<include "C1OQ: Ancha Question List">><<speak "ancha.curious" >> So... my Oscar asked for your help. No doubt he offered you a reward of some sort - something that would have made it well worth your while. <</speak>>
<<speak "ancha.tilt" >> I'm curious. Why is it that you decided to surrender him to his jailors? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Helping him would have gone against the King-Regent's will.|C1OQ: AnchaQ Oscar Answer][$oscarQuestTemp.c to "law"]]
[[Lord Daeynor is still out there. Oscar is safer where he is.|C1OQ: AnchaQ Oscar Answer][$oscarQuestTemp.c to "safe"]]
[[Loyalty to Lucas.|C1OQ: AnchaQ Oscar Answer][$oscarQuestTemp.c to "loyal"]]
[[I don't like being used.|C1OQ: AnchaQ Oscar Answer][$oscarQuestTemp.c to "use"]]
<</choose>>
<</qSpeak>><<speak "ancha.neutral" >> There are rumors about you. <</speak>>
<<qSpeak "quincy.neutral" >> <<if setup.hasTrait("shameless")>>Yes. I'm aware. <<else>>*Her statement makes you uneasy.* Yes...<</if>> <</qSpeak>>
<<speak "ancha.curious" >> The haretouched duke, ousted from VRMA for an unspecified transgression and marked as a man of black meur for it... <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Get to the point. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *You don't like where this is going.* Yes... <</qSpeak>>
<</if>>
<<speak "ancha.eyebrow" >> How have you been faring since graduation? I imagine it would be difficult, handling such scrutiny at your young age. <</speak>>
<<text>>
You feel tension leave your shoulders, but you are left feeling disarmed instead. This is a courtesy question, not a scrutinizing one.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<trait "shameless" [[They have always talked about me. The scorn is nothing new. |C1OQ: AnchaQ Secret Answer shameless]] >>
<<trait "shameful" [[It's miserable. I was barely surviving as "the haretouched one." |C1OQ: AnchaQ Secret Answer shameful]] >>
<<trait "guilty" [[I've no right to complain. It's only natural that they talk.|C1OQ: AnchaQ Secret Answer]] >>
<<trait "guiltless" [[It's infuriating. They don't even know what they shun me for, so they invent tales.|C1OQ: AnchaQ Secret Answer unguilty]] >>
<<trait "moleman" [[My work is fulfilling. The rumors mean little to me.|C1OQ: AnchaQ Secret Answer moleman]] >>
<<trait "cleithro" [[I am a rat trapped within a burning building.|C1OQ: AnchaQ Secret Answer cleithro]] >>
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "shameful">>
<<text>>
From the very beginning - or at least as far back as you can remember - your life has been a running tally of defects which your fellow man deemed unforgivable crimes. In committing an //actual crime,// the illusion of acceptability which you had fought so hard for was shattered in an instant.
``Everything you worked for, gone.
<</text>>
<<qSpeak "quincy.lookaway" >> ...I was barely enduring my life as "the haretouched one." <</qSpeak>>
<<speak "ancha.eyebrow" >> I'm sorry. <</speak>>
<<qSpeak "quincy.neutral" >> No need. It's my burden to bear. <</qSpeak>>
<<case "shameless">>
<<text>>
Your work at Crekhash and your subsequent punishment were black marks upon a long running tally of black marks. If there were ever a time you weren't looked upon as a maladjust - in the distant past, perhaps your infancy - you cannot remember it.
``The judgement of other men is worth even less to you than their praise.
<</text>>
<<qSpeak "quincy.neutral" >> They have always talked about me. The scorn is nothing new. <</qSpeak>>
<<speak "ancha.pray" >> <<atlantean setup.atlantean.saying.resilience>>, the path of resilience is an admirable one. <</speak>>
<<speak "ancha.curious" >> The road ahead will not be kind. You will need that strength. <</speak>>
<<case "guilty">>
<<text>>
However dark the rumors, they wouldn't be whispered at all had you hadn't committed an unspeakable crime. Bleak as it may be, your situation is a noose of your own design. You haven't the gall to bemoan your fate when you are caught by your own snare.
<</text>>
<<qSpeak "quincy.neutral" >> I've no right to complain. It's only natural they talk. <</qSpeak>>
<<speak "ancha.neutral" >> You feel you've earned your consequences, then. <</speak>>
<<qSpeak "quincy.lookaway" >> Yes. Only a coward would deny it. <</qSpeak>>
<<speak "ancha.curious" >> You know, there is something to be said for embracing your mistakes. Those who deny them fail to learn from them. <</speak>>
<<case "unguilty">>
<<text>>
The secrecy of your crime did nothing to abate the attacks on your character. Denied the truth, the gossips pursued speculative fantasy instead. You know it is wrong - telling of some moral deficiency of yours, perhaps - but you find yourself frustrated by this above all else.
<</text>>
<<qSpeak "quincy.furrow" >> It's infuriating. They don't even know for sure what they shun me for, so they invent tales instead. I don't even recognize half the men they claim I am. <</qSpeak>>
<<speak "ancha.tilt" >> I'm afraid that's part and parcel for court life. It's easier if you learn to have fun with it. <</speak>>
<<qSpeak "quincy.furrow" >> There's nothing fun about being subject to ruinous disinformation. <</qSpeak>>
<<speak "ancha.glance" >> <<atlantean setup.atlantean.saying.weather>>. You can't control the weather, dear. <</speak>>
<<qSpeak "quincy.lookaway" >> I don't see what weather has to do with the topic at hand. <</qSpeak>>
<<speak "ancha.eyebrow" >> Think on it. You'll understand in time. <</speak>>
<<case "moleman">>
<<text>>
As you ponder your answer, you realize the years you've spent as inspector have dulled the edge of your social banishment. Men still talk, yes, but stone does not, and you enjoy the company of stone. Furthermore, your work is to the benefit of all of Vestur. No one who understood the intricacies of artifact mining could deny that.
<</text>>
<<qSpeak "quincy.neutral" >> My work is fulfilling. The rumors hold little meaning to me. <</qSpeak>>
<<speak "ancha.smug" >> Those mines are the heart of the Tri-Kingdom, Your Grace. You have my deepest gratitude for your service. <</speak>>
<<qSpeak "quincy.surprised" >> *It is rare for you to receive thanks for your work. It never ceases to be surreal. You are momentarily rendered speechless.* Oh. <</qSpeak>>
<<speak "ancha.neutral" >> Keep doing as you are doing. Pay them no mind. <</speak>>
<<case "cleithro">>
<<set $oscarQuestTemp.hug to true>>
<<text>>
A chill comes over you. It was all your father could do to hide you when he put you to work in those godforsaken mines. He couldn't have known that the whispers of the scornful public would carry down the shafts as echoes.
``Perhaps that is why the burden of being Lucas's Right Hand does not weigh as heavy as you thought it might: you know you were never safe from the judgment of other man to begin with. Whether down in the dirt or out in the open, you've no escape from the toils of being percieved.
``The strain of it all is so great that it drives you to metaphor.
<</text>>
<<qSpeak "quincy.tilt" >> I am a rat trapped within a burning building. <</qSpeak>>
<<speak "ancha.surprised" >> Oh my. <</speak>>
<<speak "ancha.eyebrow" >> I was afraid that might be the case. There is a hug here for you, if you desire it. <</speak>>
<<qSpeak "quincy.lookaway" >> I don't understand. <</qSpeak>>
<<speak "ancha.eyebrow" >> You look in need of a hug, darling. I will give you a hug if you want one. <</speak>>
<<qSpeak "quincy.tilt" >>
<<choose>>
[[(Decline.)|C1OQ: AnchaQ Secret Hug][$oscarQuestTemp.c to "no"]]
[[(Accept.)|C1OQ: AnchaQ Secret Hug][$oscarQuestTemp.c to "hug"]]
<</choose>>
<</qSpeak>>
<</switch>>
<<if $oscarQuestTemp.hug != true>>
<<include "C1OQ: Ancha Question List">>
<</if>><<set $oscarQuestTemp.c to "cleithro">>
<<include "C1OQ: AnchaQ Secret Answer">><<set $oscarQuestTemp.c to "guilty">>
<<include "C1OQ: AnchaQ Secret Answer">><<set $oscarQuestTemp.c to "moleman">>
<<include "C1OQ: AnchaQ Secret Answer">><<set $oscarQuestTemp.c to "shameful">>
<<include "C1OQ: AnchaQ Secret Answer">><<set $oscarQuestTemp.c to "shameless">>
<<include "C1OQ: AnchaQ Secret Answer">><<set $oscarQuestTemp.c to "unguilty">>
<<include "C1OQ: AnchaQ Secret Answer">><<text>>
The offer is alien to you. The hugs you've weathered have been administered by D'Angelo. They are opt-out experiences, not opt-in. Sweaty, strangling affairs.
``<<if $oscarQuestTemp.c == "hug">>
And yet, you are curious. You lean towards the High Sybil, feeling much like a wild horse who has been offered an apple: unaccustomed to human touch, yet unable to conceal your interest.
<p>She wraps her arms around you. A hand pats your back gently. The gesture does little to ease your woes, but it is benign. Her hold is loose, and so you do not feel trapped. She is gentle; her odor is inoffensive.</p>
<p>It is, by all accounts, an unobjectionable hug. The only discomfort involved is your growing concern about it's duration. Thankfully, she releases you before it becomes awkward.</p>
<<else>>
...You would rather not repeat that experience with a stranger.
<</if>>
<</text>>
<<if $oscarQuestTemp.c == "hug">>
<<speak "ancha.neutral" >> You are welcome. <</speak>>
<<qSpeak "quincy.lookaway" >> Right. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I would rather not. <</qSpeak>>
<<speak "ancha.neutral" >> Alright. My door is open if you change your mind, dear. <</speak>>
<</if>>
<<include "C1OQ: Ancha Question List">><<switch $oscarQuestTemp.c>>
<<case "no">>
<<qSpeak "quincy.pleased" >> Lucas has been waiting for an opportunity to effect change his entire life. Yes, there are challenges ahead, but there is no man more eager to meet them. <</qSpeak>>
<<speak "ancha.glance" >> I fear he is //too// eager. <</speak>>
<<case "yes">>
<<qSpeak "quincy.lookaway" >> Quite frankly, he is in over his head. <</qSpeak>>
<<speak "ancha.glance" >> *Her smile tenses.* I was afraid that was the case. <</speak>>
<<case "maybe">>
<<qSpeak "quincy.lookaway" >> Lucas is managing about as well as anyone could be expected to, given the circumstances. <</qSpeak>>
<<speak "ancha.eyebrow" >> It's the circumstances that worry me... <</speak>>
<<qSpeak "quincy.neutral" >> You needn't. That duty is mine. <</qSpeak>>
<</switch>>
<<speak "ancha.glance" >> *She sighs.* Twenty-two is such a precarious age; no longer a boy, not yet a man. There is much he is yet to learn. <</speak>>
<<speak "ancha.neutral" >> But enough of my old woman worries... it's your turn, Your Grace. <</speak>>
<<include "C1OQ: Ancha Question List">><<text>>
Lucas's mother, the former High Queen of Vestur, died before the two of you met. He seldom spoke of her.
``In your youth, you thought little of it; your own dead mother rarely crossed your mind. It was only as time went on that you came to be curious - that you realized that, unlike you, Lucas had known his mother.
``An opportunity to satiate a long-held curiosity is at hand.
<</text>>
<<qSpeak "quincy.neutral" >> While we were in the Hall of Kings, we came across Queen Amalthea's portrait. I was wondering if... *The words catch in your mouth. It feels... unpleasant, as if your question were a violation of privacy in itself. An irrational feeling, given that she was a public figure. You discard it.* <</qSpeak>>
<<qSpeak "quincy.lookaway" >> Could you tell me a bit about Queen Amalthea? <</qSpeak>>
<<speak "ancha.eyebrow" >> *The High Sybil's gives a sad smile: warm, but wistful.* Well... I suppose I know her better than anyone else alive today. <</speak>>
<<speak "ancha.curious" >> Amalthea was a lively child, half-wild and curious. It was only natural she aged into a sharp woman and shrewd politician. She had a stubborn sense of duty, and an unwavering love for Vestur and her people. The girl hadn't an equal in either the court or on the piste. <</speak>>
<<speak "ancha.glance" >> ...It is no wonder why Lucas admires her memory. <</speak>>
<<text>>
As her pale eyes meet yours you realize she has already guessed why you ask. Her stare feels accusatory, although you cannot determine whether the feeling is real or of your own imagining.
<</text>>
<<qSpeak "quincy.lookaway" >> I've asked him about her a few times. *You admit, hesitantly.* He tells me I don't understand. I wish to understand. <</qSpeak>>
<<speak "ancha.neutral" >> *She regards you for a moment, trying to discern something beyond your knowledge... and then, she nods.* <</speak>>
<<speak "ancha.glance" >> He was young when she passed, but... old enough to mourn. And he has mourned, ever since. <</speak>>
<<speak "ancha.weary" >> She has been dead the better half of his life, now. I think he continues to grieve because, were he to stop, it would mean losing the version of his mother he's known the longest. <</speak>>
<<speak "ancha.glance" >> I wish I could ease his burden, just as you, but... <</speak>>
<<text>>
You cannot disguise a frown of confusion as a discrepancy tickles the back of your mind.
<</text>>
<<qSpeak "quincy.tilt" >> I feel as though I am missing something. He said he didn't love her. <</qSpeak>>
<<speak "ancha.eyebrow" >> Perhaps he has come to realize "love" is too strong a word for a woman who lives only as a distant memory in his mind. He is grown now, after all. That which comforts a child rarely holds the same meaning for an adult. <</speak>>
<<qSpeak "quincy.tilt" >> I... Suppose. <</qSpeak>>
<<speak "ancha.eyebrow" >> . . . <</speak>>
<<speak "ancha.glance" >> I am sorry I cannot be of more help. You ask questions it is only right for Lucas to answer. <</speak>>
<<speak "ancha.neutral" >> I appreciate your concern for my ward, even if he has not yet learned to appreciate it himself. I'm sure that in time, he will share with you the parts of himself he is willing to share. <</speak>>
<<speak "ancha.pray" >> Be patient. It is all you can do. It is all //either// of us can do. <</speak>>
<<qSpeak "quincy.tilt" >> Right... <</qSpeak>>
<<anchaHandler "lucas">><<text>>
If it weren't for the attempt on Prince Oscar's life, you wouldn't be here at Saint Alistair's, and you never would have been granted an opportunity to converse with the High Sybil so casually like this.
``<<if !$oscarQuestTemp.convoHeard>>The details that made it to print are vague and few in number - carefully groomed and filtered, no doubt - and you've only rumors to fill the gaps. Rumors that, if true, cast grim shadows over the Convoy's mission.
<<else>>
Though you've gleaned a personal motive for the assassination through your eavesdropping, you can't help but worry for the rumors you've heard of $newNorth involvement. Rumors that, if true, cast grim shadows over the Convoy's mission.
<</if>>
<</text>>
<<qSpeak "quincy.neutral" >> I've heard rumors the assassination attempt was linked to the $newNorth. Do you think this could be true? <</qSpeak>>
<<qSpeak "quincy.lookaway" >> <<if $oscarQuestTemp.anchaKnows>>I overheard your talk with the King-Regent, yes, and I've read the papers, of course, <<else>>I've read the papers, of course, <</if>>but - it happened while I was in transit, and there was little word I could find on Lord Daeynor's intentions. <</qSpeak>>
<<speak "ancha.neutral" >> Mere rumor. Nothing more. <</speak>>
<<speak "ancha.tilt" >> To be blunt, Lord Daeynor is too much "a glove" to associate with the likes of the $newNorth. I've endured enough dinners to know his values. He did what he did out of envy for the Crown, nothing more. <</speak>>
<<speak "ancha.glance" >> The Daeynors are the next closest descendants of King Arthur's line after the Andimeurs. With only the boys and the King-Regent between him and the throne, I suppose he thought he'd simply cut out the middleman. <</speak>>
<<qSpeak "quincy.neutral" >> The thing that surprises me is his willingness to risk the Middle Kingdom's sovereignty. Were such a thing to happen, the High Throne would likely go to Archduke Keshet. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> ...I suppose that's where the rumor began: an attempt to make sense of Lord Daeynor's motives. <</qSpeak>>
<<speak "ancha.tilt" >> It's an intriguing theory. Alas, Claudius simply isn't an //interesting// enough man for that sort of duplicity. <</speak>>
<<speak "ancha.neutral" >> My perspective - as someone who has known and suffered him - is that either he acted in anger without considering the consequence, or he simply did not care for the //High Throne// so long as he had the //Middle.// <</speak>>
<<qSpeak "quincy.lookaway" >> I find it hard to believe someone would have the means to plan a coup, but not the foresight to consider what might come after it. <</qSpeak>>
<<speak "ancha.giggle" >> *The High Sybil chortles.* I'm afraid unbelievable people exist in great quantities across all classes, Your Grace. They're one of The Architect's favorite creatures. <</speak>>
<<anchaHandler>><<qSpeak "quincy.neutral" >> I wanted to ask about Lucas's grandmother, Queen Celia. <</qSpeak>>
<<text>>
You are immediately struck with the strangeness of your own words. You can't help but feel your statement disrespectful somehow, referring to a woman Lucas has never met as his grandmother whilst in the presence of "Gamgam."
``Of course, your worries are unfounded. The High Sybil takes no offense. Instead, she grins and clasps her hands together. Her eyes are bright, and there is an eagerness in the wiggle of her shoulders as she awaits your formal question.
<</text>>
<<qSpeak "quincy.neutral" >> What was she like? <</qSpeak>>
<<speak "ancha.smug" >> @@.singsong;A four leafed clover. A cat with twenty-two toes. A hare with lop ears.@@ <</speak>>
<<speak "ancha.curious" >> There was no one ever like Celia, and none like her will ever grace this earth again. <</speak>>
<<text>>
//"A hare with lop ears"// is the descriptor that piques your interest. The other things she lists are uncommon, yes, but mundane enough as to be widely known. A lop hare, on the other hand, is a rare thing indeed.
``The High Sybil's eyes glint knowingly. In the back of your mind, a part of you suspects her choice in comparison was no coincidence. She is tailoring her similes to you. Why?
<</text>>
<<qSpeak "quincy.neutral" >> So I've heard. History remembers her as quite the... eccentric. <</qSpeak>>
<<speak "ancha.giggle" >> Well, these days, yes; Amalthea did much to endear her to the public after her death. Whilst she was alive, they penned her name alongside lurid descriptors such as "madwoman" and "imbecile." <</speak>>
<<speak "ancha.tilt" >> Really, she was an enlightenment thinker in an era fearful of an uncertain future. Her dreams for social policy - seen //then// as the rambles of a lunatic - would be right at home in your coffee houses today. But... They seldom speak of her ideas now. <</speak>>
<<speak "ancha.curious" >> I do wish the boys could have known her. <</speak>>
<<text>>
Though her face remains pleasant, her gaze grows distant as her mind slips into mournful what-ifs.
<</text>>
<<qSpeak "quincy.neutral" >> The historical record can be biased, in that way. I've seen little written about her policies... the literature written about her rule tends to focus on speculative scandals, and dubious claims about her loathing for footwear. <</qSpeak>>
<<speak "ancha.laugh" >> *The High Sybil bursts into laughter. It is a hearty, genuine laughter, rather than her punctuational chuckles.* //That one// is real. <</speak>>
<<speak "ancha.curious" >> Oh, how Celia //hated// shoes. And not just shoes: she hated all manner of slipper and stocking. She preferred to feel the earth underfoot. Said it made her dizzy if she couldn't. <</speak>>
<<if setup.hasTrait("moleman")>>
<<opinion "ancha" "open" 3>>
<<qSpeak "quincy.neutral" >> I can understand. <</qSpeak>>
<<speak "ancha.tilt" >> Then you're among a blessed few. <</speak>>
<<else>>
<<opinion "ancha" "open" -3>>
<<qSpeak "quincy.lookaway" >> That sounds like a medical issue. <</qSpeak>>
<<speak "ancha.tilt" >> Perhaps. The practitioners never found a cause. <</speak>>
<</if>>
<<if $oscarQuestTemp.visitedSittingRoom || $oscarQuestTemp.heardAssets>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if $oscarQuestTemp.visitedSittingRoom>>
[[I saw her paintings.|C1OQ: YourQ Celia Paintings]]
<</if>>
<<if $oscarQuestTemp.heardAssets>>
<<check `["etiq",setup.DCKey.medium]` [[What was the nature of your relationship?|C1OQ: YourQ Celia Relationship]]>>
<</if>>
[[I think I have a better understanding of her now.|C1OQ: YourQ Celia NextQ]]
<</choose>>
<</qSpeak>>
<<else>>
<<include "C1OQ: YourQ Celia NextQ">>
<</if>><<qSpeak "quincy.tilt" >> I apologize. I only asked because it seemed out of character. <</qSpeak>>
<<speak "ancha.eyebrow" >> *The High Sybil heaves a great sigh.* Think nothing of it, dear. I know. It isn't your fault. It was a contentious time, and you've no choice but look upon the past without context. You weren't there, after all. <</speak>>
<<speak "ancha.tilt" >> I was the first High Sybil to don the <<atlantean setup.atlantean.faith.regalia>> in over a hundred years. My election nearly caused a schism of the Cerostian faith on its own. Public opinion of me was divided. Those who didn't love me, well, they despised me, darling. <</speak>>
<<include "C1OQ: YourQ Celia Stub">>
<<anchaHandler "lucas">><<qSpeak "quincy.lookaway" >> I don't believe you. <</qSpeak>>
<<text>>
As your own words leave your mouth and enter your ears, your skin goes cold. Beads of sweat begin to gather on your forehead. Dread sets in as you realize you're not entirely sure what you've accused the High Sybil of, but you've //definitely// accused her of something.
``But, she isn't ready to kill you for your transgression, at least not yet. She neither bares her fangs nor snarls - she simply looks at you with a furrowed brow and an uneasy expression.
<</text>>
<<speak "ancha.eyebrow" >> Well, alright, then. <</speak>>
<<qSpeak "quincy.neutral" >> You admit it, then. <</qSpeak>>
<<speak "ancha.incredulous" >> *She scoffs.* Your Grace, I believe there has been a grievous misunderstanding. I've admitted to nothing of the sort. <</speak>>
<<qSpeak "quincy.neutral" >> High Sybil - <</qSpeak>>
<<speak "ancha.eyebrow" >> Duke Barghur, behave. You won't survive court life if you cannot hold your tongue. <</speak>>
<<qSpeak "quincy.tilt" >>
<<choose>>
[[(She's right.)|C1OQ: YourQ Celia Lie Nvmd]]
[[(It's killing me. I have to know.)|C1OQ: YourQ Celia Lie Pry]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.lookaway" >> I understand. <</qSpeak>>
<<text>>
All at once, the tension leaves High Sybil Sadaltajir's face. Her usual pleasant aura returns.
<</text>>
<<speak "ancha.smug" >> Pleased to hear it. Now, let's move on, shall we? <</speak>>
<<anchaHandler "lucas">><<qSpeak "quincy.furrow" >> But if none of it's true, then how come - <</qSpeak>>
<<speak "ancha.incredulous" >> Enough. You've asked your question and I've answered it. Now it's my turn, Your Grace. <</speak>>
<<include "C1OQ: AnchaQ Crekhash">><<qSpeak "quincy.neutral" >> Thank you for your insight. I think I have a better understanding of who she was now. <</qSpeak>>
<<speak "ancha.neutral" >> Of course, dear. <</speak>>
<<anchaHandler "lucas">><<if setup.hasTrait("moleman")>>
<<opinion "ancha" "open" 5>>
<<qSpeak "quincy.neutral" >> Her interest in dirt must have gone beyond bodily comfort. I saw her paintings. They were quite moving. <</qSpeak>>
<<speak "ancha.smug" >> Oh, she would have been so flattered to hear a compliment like that. <</speak>>
<<speak "ancha.curious" >> She had a passion for that which others overlook. She knew her work was niche, and she embraced it. <</speak>>
<<else>>
<<opinion "ancha" "open" 2>>
<<qSpeak "quincy.neutral" >> Her interest in dirt must have gone beyond bodily comfort. I saw her paintings. They were quite... effortful. <</qSpeak>>
<<speak "ancha.smug" >> Indeed. She had a passion for that which others overlook. She knew her work was niche, and she embraced it. <</speak>>
<</if>>
<<speak "ancha.tilt" >> A bold thing for a royal to do, of course. All through her childhood, everyone - her parents, her peers, the artists who mentored her - begged and pleaded that she paint something else. //"Why not a unicorn,"// they would ask. <</speak>>
<<speak "ancha.giggle" >> Eventually, she grew tired of the question, and resolved to make sure no one ever asked it of her again. So she gave the people what they wanted, and painted a unicorn... <</speak>>
<<speak "ancha.laugh" >> ...from the hock down. //Making manure in the dirt,// with all the little bugs and beetles crawling about. <</speak>>
<<speak "ancha.curious" >> No one tried to tell her what to paint ever again. <</speak>>
<<qSpeak "quincy.neutral" >> Malicious compliance. <</qSpeak>>
<<speak "ancha.tilt" >> Precisely. <</speak>>
<<anchaHandler "lucas">><<set $oscarQuestTemp.yourQ++>>
<<text>>
You feel as though you're on the precipice of understanding something unspoken. You aren't clear exactly what it is you seek to understand, but the nameless gnawing in your stomach demands you tread carefully. There is a taboo involved - or so you suspect - and one you are yet to understand.
``The topic, whatever it implies, must be approached with tact and care.
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.neutral" >> What was the nature of your relationship to Queen Celia? <</qSpeak>>
<<if $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >= 3>>
<<set $oscarQuestTemp.outOfQuestions to true>>
<<speak "ancha.neutral" >> Mm. I'm afraid you'll just have to ponder that one yourself, seeing as we've reached the end of our game. <</speak>>
<<include "C1OQ: Ancha Questions End">>
<<elseif $oscarQuestTemp.yourQ >= 3>>
<<speak "ancha.neutral" >> Mm. I'm afraid you'll just have to ponder that one yourself, seeing as you are out of questions. The next question is mine. <</speak>>
<<anchaHandler "lucas">>
<<else>>
<<speak "ancha.neutral" >> She was my closest and dearest friend for many years. I thought that much was clear. <</speak>>
<<text>>
//Well, yes,// you want to say. //But the title of 'friend' does not explain the depictions D'Angelo spoke of in the academy's library.// At least, you don't think it does. Perhaps friendships between females operate under different rules regarding appropriate touch? It seems your capacity to investigate the matter is limited with what little context you have.
``Noting your awkward silence, Ancha intuits your true question.
<</text>>
<<speak "ancha.eyebrow" >> If this is about those old //caricatures//... <</speak>>
<<qSpeak "quincy.neutral" >> It is. <</qSpeak>>
<<speak "ancha.tilt" >> ...those are decades-old slander penned by my detractors. Celia wasn't the only //unpopular choice// in power. I was the first High Sybil to don the <<atlantean setup.atlantean.faith.regalia>> in over a hundred years. Why, my election nearly caused a schism of the Cerostian faith on its own! <</speak>>
<<include "C1OQ: YourQ Celia Stub">>
<<anchaHandler "lucas">>
<</if>>
<<else>>
<<text>>
Sadly, <<if setup.hasTrait("shameful")>>you are you<<else>>neither tact nor care are your forte<</if>>, and so you blurt out the most crude and unfiltered version of your question:
<</text>>
<<qSpeak "quincy.neutral" >> Is it true you've held her assets? <</qSpeak>>
<<text>>
The High Sybil's jaw slacks ever so slightly. As soon as she has realized she has done so, she closes her mouth, which becomes a thin, judgmental line.
<</text>>
<<speak "ancha.eyebrow" >> //No.// *Your question is ridiculous to her. She laughs.* You repeat decades-old slander crafted by vindictive men with unclean eyes. <</speak>>
<<if $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >= 3>>
<<set $oscarQuestTemp.outOfQuestions to true>>
<<speak "ancha.tilt" >> I'll let you have that answer for free, Your Grace, //in spite// of the fact that we are //both// out of questions. <</speak>>
<<include "C1OQ: Ancha Questions End">>
<<elseif $oscarQuestTemp.yourQ >= 3>>
<<speak "ancha.tilt" >> I'll let you have that answer for free, Your Grace, //in spite// of the fact that you are out of questions. <</speak>>
<<anchaHandler "lucas">>
<<else>>
<<qSpeak "quincy.lookaway" >> Oh. <</qSpeak>>
<<text>>
You've probably offended her. Furthermore, you feel strangely disappointed by her answer - it makes you feel a fool for having been curious in the first place. Of course she hadn't... done //that.// <<if $oscarQuestTemp.anchaPast>>She left her life of indulgence and taboo-breaking behind her when she took the veil.<<else>>She is an aging, pious woman of The Architect.<</if>> Surely, whatever acts of which she was accused would be forbidden by her faith.
``...And she wouldn't go against her faith.
<</text>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
[[(It's impossible.)|C1OQ: YourQ Celia Explanation]]
<<decide "hunch" [[(She would. She's still lying to me.)|C1OQ: YourQ Celia Lie]] >>
<</choose>>
<</qSpeak>>
<</if>>
<</if>><<speak "ancha.tilt" >> Celia and I, we were easy to hate, and we were close. Hate is taxing on body and soul, and so it was simple convenience to hate us both at the same time. As for the carnal slant to the allegations... <</speak>>
<<speak "ancha.curious" >> The vindictive and the lustful are oft the same man. To some, hate and desire are like fruit and <<atlantean setup.atlantean.word.sealCheese>>: if you are planning to eat them both anyway, you've no reason not to eat them together. <</speak>>
<<passiveCheck 1 `["dec",setup.DCKey.medium]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
Comprehensive as her explanation is, you find it does not quell your curiosity. It sounds almost... practiced, to your ear. Then again, you reason, all of this happened decades ago; you wouldn't be the first, second, or tenth person she's had to explain herself to. Over the decades, she would have to have become quite comfortable telling this story, whether it was painful truth or invented deflection.
Once again, you find yourself without enough information to draw an informed conclusion. Whatever the truth, the High Sybil has endured the pain of public scrutiny and intimate speculation.
<</text>>
<<else>>
<<text>>
Your stomach hardens at the thought of weathering that sort of scrutiny. Contrasted with the High Sybil's experiences, you find yourself relieved that the slander you've had to endure yourself has been largely chaste in nature. Your intelligence, charisma, and moral character may have been dragged through the mud, but at least your intimate parts have been spared from the public's imagination.
<</text>>
<</if>>
<<qSpeak "quincy.tilt" >> That sounds... distressing. <</qSpeak>>
<<speak "ancha.smug" >> It was, for a time. Now it is little more than a fond memory. There is exhilaration in being hated, especially when you know you know yourself to be in the right. <</speak>>
<<qSpeak "quincy.lookaway" >> Uhm... <</qSpeak>>
<<speak "ancha.tilt" >> I don't recommend it, of course. But! I am glad I Celia and I had each other through it. If you //must// endure the torches and pitchforks, it helps to have a friend at your side. <</speak>><<text>>
With each year, science moves forward, and mankind's understanding of the world grows. As it does, the Church's ancient mystique quietly rots away. Beneath precious traditions and claims of divine wisdom lies a fabricated skeleton built by a mix of madmen and charlatans - with few exceptions.
``"The sight," however improbable it may seem, is one of the few Cerostian practices science cannot dispute. The visions from 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.
``The thought is as harrowing as it is confounding.
<</text>>
<<qSpeak "quincy.neutral" >> ...What is it like, to drink from the Ivory Well and look into the future? <</qSpeak>>
<<speak "ancha.pray" >> It is like nothing. The experience defies comparison. <</speak>>
<<qSpeak "quincy.neutral" >> *Your shoulders slack. A dull and disappointing answer.* Oh. <</qSpeak>>
<<speak "ancha.glance" >> I could... //attempt// to describe it, but it is a difficult task. I worry my closest comparisons might be equally unknown to you, and perhaps... //socially unacceptable// to name. You know - the realm of hedonists and pagans. <</speak>>
<<qSpeak "quincy.neutral" >> Oh. Like hare wine. <</qSpeak>>
<<text>>
A look of relief and understanding comes across High Sybil Sadaltajir's face. She clasps her hands together and affirms:
<</text>>
<<speak "ancha.smug" >> Like hare wine! <</speak>>
<<text>>
In hindsight, you are unsure as to how or why a woman like the High Sybil would be acquainted with hare wine.<<if $oscarQuestTemp.anchaPast>> Even knowing her indulgent past, it feels like... //improbable// information for a Southerner to have.<</if>> Nevertheless, she accepts the frame of reference without balking.
<</text>>
<<speak "ancha.tilt" >> I've been told that the delirium brought on by hare wine is //not entirely unlike// the visions from ivorywater. <</speak>>
<<speak "ancha.neutral" >> There is... a loss of place. A disturbance of the self. For a time, you cease to be. Unbound by flesh, your soul is free to move through time. However... your ties to your earthly self are thin and tenuous. It becomes difficult to recall what it is you seek. <</speak>>
<<speak "ancha.curious" >> You may not end up in the future you sought; even when you do, you may not realize it. Places which you know appear foreign. You might fail to recognize close friends and beloved family. Common items become abstract. You struggle to tell literal event from symbolic. <</speak>>
<<speak "ancha.pray" >> And of course, once you return to your body, you might only remember fragments - or you might remember nothing at all. The Architect may have given you divine wisdom, but it is up to you to guard and cherish that knowledge. <</speak>>
<<text>>
Despite her exuberant presentation, the picture the High Sybil paints sounds nothing short of extremely unpleasant. You are glad you asked, of course, but satiating your curiosity came at the cost of stoking the unpleasant embers of your own memories. As best you can, you conceal your lingering nausea and attempt to behave.
<</text>>
<<qSpeak "quincy.lookaway" >> That sounds... difficult. It is a wonder sybils can find meaning in such visions at all, much less articulate them. <</qSpeak>>
<<speak "ancha.pray" >> It is a hard-won talent. It can be //years// before an initiate is ready to read for the public. <</speak>>
<<speak "ancha.tilt" >> Why, when //I// was a novice, the abbess instructed me to scry about Elanil's harvest. She was impressed that I was lucid enough to describe my vision as "yellow!" *She titters to herself, her eyes gleaming with nostalgia.* <</speak>>
<<anchaHandler "politics">><<qSpeak "quincy.neutral" >> Do you often find yourself disagreeing with the King-Regent? <</qSpeak>>
<<speak "ancha.giggle" >> Well, yes. *She chuckles.* Being a thorn in his side is an honored privilege I've earned through brute familiarity. <</speak>>
<<qSpeak "quincy.lookaway" >> Brute... familiarity. *It is a strange pair of words you can't help but repeat as you turn them over in your mind. You try not to let it sound like question, though.* <</qSpeak>>
<<speak "ancha.neutral" >> *Ancha does not penalize your need for clarification - at least, not this time.* I've known His Majesty since he was a young man. I officiated his wedding; I raised his sons. I was a friend to the Andimeurs long before he ever took the name as his own. <</speak>>
<<qSpeak "quincy.neutral" >> I see. Your entanglement with the royal family entitles you to flout Crown authority. <</qSpeak>>
<<speak "ancha.curious" >> "Flout Crown authority!" Oh, I //do// wish I had a spare question, so that I might ask you as to why you make it sound //so// devious. <</speak>>
<<qSpeak "quincy.neutral" >> *Seeing as how she was permissive towards you, you decide to return the favor.* It wasn't my intent. I'm merely... impressed. <</qSpeak>>
<<passiveCheck 1 `["dec",setup.DCKey.easy]`>>
<<passiveCheck 2 `["etiq",setup.DCKey.easy]`>>
<<text>>
<<if setup.checkPass(1)>>
High Sybil Sadaltajir looks upon you with a bashful expression which cannot //possibly// be genuine. <<else>> High Sybil Sadaltajir looks upon you with a bashful expression. <</if>> Beaming, she places one hand to her cheek and flicks the wrist of the other.
<</text>>
<<speak "ancha.smug" >> You flatter me. But I cannot claim credit; it was The Architect's doing. I merely listened when He spoke. <</speak>>
<<text>>
Her answers have given you a better feel for her arrangement with the King-Regent, but your curiosity about the specifics of their argument goes unsatiated.
<</text>>
<<skillCheck 2>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if setup.checkPass(2)>>
[[(Press for details on her latest argument with the King-Regent.)|C1OQ: YourQ King-Regent Arg][$oscarQuestTemp.c to ""]]
<<else>>
[[Does the The Architect ever will you to go against the King-Regent?|C1OQ: YourQ King-Regent Arg][$oscarQuestTemp.c to "q";$oscarQuestTemp.yourQ++]]
<</if>>
[[(Leave it be.)|C1OQ: YourQ King-Regent NextQ]]
<</choose>>
<</qSpeak>>
<<saveCheck>><<set $oscarQuestTemp.anchaKnows to true>>
<<if $oscarQuestTemp.c == "q">>
<<text>>
Your reluctance to reveal your eavesdropping is only outweighed by your hunger to know more. You piece together the least incriminating question you can muster, and pry at the topic as gently as you can.
<</text>>
<<qSpeak "quincy.lookaway" >> Does the The Architect ever will you to go against the King-Regent? <</qSpeak>>
<<else>>
<<text>>
Your reluctance to reveal your eavesdropping is only outweighed by your hunger to know more. You piece together the least incriminating sentence you can muster, and pry at the topic as gently as you can.
<</text>>
<<qSpeak "quincy.lookaway" >> I imagine it must be difficult on the occasion His word goes against the King-Regent's wishes. <</qSpeak>>
<</if>>
<<speak "ancha.pray" >> Well, the will of men and the will of the divine oft... <</speak>>
<<speak "ancha.surprised" >> *Ancha's brows crease. As realization dawns upon her, they rise. It brings out the wrinkles in her forehead.* I know what this is about. Lucas was skulking about in my sitting room again. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "ancha.glance" >> He best not have put his shoes up on my upholstery. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . *You know that he did, but you are hesitant to confirm your shared guilt.* <</qSpeak>>
<<speak "ancha.weary" >> *Correctly interpreting your silence as an admission of guilt, she raises a hand to her temple and sighs. It is eerily familiar; a gesture you've seen in Lucas countless times.* <</speak>>
<<speak "ancha.tilt" >> No matter. Water which flows over the falls cannot be willed to return. I cannot steal my words back from my ward's curious ear. <</speak>>
<<if $oscarQuestTemp.c == "q">>
<<if $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >= 3>>
<<speak "ancha.neutral" >> We are both out of questions. //You// will ask nothing more, and //I// will ask nothing more. <</speak>>
<<set $oscarQuestTemp.outOfQuestions to true>>
<<include "C1OQ: Ancha Questions End">>
<<elseif $oscarQuestTemp.yourQ >= 3>>
<<speak "ancha.tilt" >> As for you... you are out of questions. I will choose to pretend I did not hear of this. <</speak>>
<<anchaHandler "lucas">>
<<else>>
<<include "C1OQ: YourQ King-Regent Stub">>
<<anchaHandler "faith">>
<</if>>
<<else>>
<<include "C1OQ: YourQ King-Regent Stub">>
<<anchaHandler "faith">>
<</if>><<qSpeak "quincy.neutral" >> You're an accomplished woman. I think it unfair to dismiss your feats as random acts of divine chance. <</qSpeak>>
<<speak "ancha.curious" >> Be that as it may, I do //try// to keep humble in accordance with my creed! <</speak>>
<<anchaHandler "faith">><<speak "ancha.pray" >> As I was about to say, the will of men and the will of the divine often clash. It is the nature of the world. The faithful know this, and the faithful agree that it is the High Sybil's duty to mediate this dispute. <</speak>>
<<speak "ancha.glance" >> Personally, I find the work of //"High Sybil Sadaltajir"// much easier than the work of //"Ancha."// She speaks on behalf of The Architect, after all. //"Ancha,"// well, she is but a woman. <</speak>>
<<qSpeak "quincy.neutral" >> I think I understand. <</qSpeak>>
<<text>>
<<if $oscarQuestTemp.convoHeard>>
Though she shares no further details of her argument with King-Regent Andimeur, you reason you've gathered enough pieces to understand the situation. Pushing the topic further is unlikely to serve any purpose.
<<else>>
You don't, but your attempts to corral the conversation have not yielded further details about the nature of the argument. You suspect it unlikely that she would tell you more, even if you were to ask directly, and so you abandon the idea.
<</if>>
<</text>><<if $oscarQuestTemp.lucasRoot != true>>
<<passiveCheck 1 `["etiq",setup.DCKey.easy]`>>
<<text>>
You've known Lucas for many years, but there is still much you do not understand about the mechanisms of his family. There is a rift there - that much is impossible to miss - yet you remain unclear on the details. In speaking with his guardian, you've a chance to pick at the mystery and gain perspective. You hazard a guess as to what the root of his black sheep status might be.
<</text>>
<<else>>
<<set $oscarQuestTemp.lucasRoot to true>>
<<text>>
Your questions about Lucas's status as the family pariah still linger. You determined his rebellion wasn't the reason he felt so maligned by his family, at least in terms of his relationship with the High Sybil.
``Could it be the rejection of her god, then, that has cast him to the edges of the family?
<</text>>
<</if>>
<<qSpeak "quincy.neutral" >> As a woman of faith, are you troubled by Lucas's lack of belief? <</qSpeak>>
<<speak "ancha.tilt" >> Hmm. If I didn't know any better, I'd wonder if you were accusing me of something, Your Grace... <</speak>>
<<qSpeak "quincy.neutral" >> I only ask a question. <</qSpeak>>
<<speak "ancha.glance" >> That's a shame. I do love a good debate. <</speak>>
<<qSpeak "quincy.lookaway" >> Er... you could pretend, if it makes for better conversation. <</qSpeak>>
<<speak "ancha.smug" >> @@.posh;A lovely idea.@@ I think I will. <</speak>>
<<speak "ancha.neutral" >> So, the vision of Ceros you know - the one brought North by missionaries in the wake of the war, whose hubris built Saint Isadore's Basilica on a glacier - is the doing of the Holy sect. <</speak>>
<<speak "ancha.curious" >> We Cetolists simply haven't the same relationship with "spreading the good word." Disbelief does not offend us. It is not an insult we seek to correct. The Architect has built each of us a different path. <</speak>>
<<speak "ancha.pray" >> The road to Elysium is a long and arduous one... it could take a man //three lives// to earn his place by The Architect's side. It //could// take him //three hundred.// <</speak>>
<<speak "ancha.neutral" >> Yes, I wish Lucas to join me in Elysium when he passes. But. When I am honest with myself, I know that to be a desire born of earthly sentimentality. Be it this life or the next, The Architect will bring him home when he's ready. And as in this life, I will treat him as my son, even if he meets me wearing a face I never knew. <</speak>>
<<speak "ancha.smug" >> Life is transient. Love isn't. <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck(1)>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if setup.checkPass(1)>>
[[I would think you would still fear him ending up in Hell.|C1OQ: YourQ Lucas Atheism Hell][$oscarQuestTemp.c to ""]]
<<else>>
[[Aren't you afraid he might end up in Hell?|C1OQ: YourQ Lucas Atheism Hell][$oscarQuestTemp.c to "q";$oscarQuestTemp.yourQ++]]
<</if>>
[[I see.|C1OQ: YourQ Lucas Atheism NextQ]]
<</choose>>
<</qSpeak>>
<<saveCheck>><<if $oscarQuestTemp.c == "q">>
<<qSpeak "quincy.neutral" >> Aren't you afraid his soul might end up in Hell? <</qSpeak>>
<<if $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >= 3>>
<<set $oscarQuestTemp.outOfQuestions to true>>
<<include "C1OQ: Ancha Questions End">>
<<elseif $oscarQuestTemp.yourQ > 3>>
<<text>>
The High Sybil leans forward and smiles.
<</text>>
<<speak "ancha.tilt" >> I'm afraid you're out of questions, Your Grace. It's my turn to ask something of you. <</speak>>
<<anchaHandler "hell">>
<<else>>
<<if visited() == 1>>
<<set $oscarQuestTemp.yourQ++>>
<</if>>
<<speak "ancha.eyebrow" >> Please, Duke Barghur. My little lamb isn't //that// lost. <</speak>>
<<set $oscarQuestTemp.c2 to "curious">>
<<anchaHandler "hell">>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" >> I would think the prospect of his soul in Hell would still be a concern. <</qSpeak>>
<<if $oscarQuestTemp.anchaQ > 3>>
<<speak "ancha.curious" >> Interesting. It sounds as if it worries you more than it worries me... <</speak>>
<<qSpeak "quincy.lookaway" >> I - <</qSpeak>>
<<speak "ancha.neutral" >> No need, darling. I've spent my questions. I'm merely thinking aloud. <</speak>>
<<include "C1OQ: Ancha Question List">>
<<else>>
<<speak "ancha.eyebrow" >> Please, Duke Barghur. My little lamb isn't //that// lost. <</speak>>
<<set $oscarQuestTemp.c2 to "curious">>
<<anchaHandler "hell">>
<</if>>
<</if>><<qSpeak "quincy.neutral" >> I see. You've... clearly put a lot of thought into this. *You're unsure what else to say, faced with a deluge of religious logic.* <</qSpeak>>
<<speak "ancha.pray" >> I have. I only want what's best for him, after all. Much as I care for him, I know him to be a contrarian at heart. I cannot hope to debate my little lawyer into a godly life. <</speak>>
<<anchaHandler "lucas" "faith">><<passiveCheck 1 `["emp",setup.DCKey.easy]`>>
<<if $oscarQuestTemp.lucasRoot != true>>
<<text>>
You've known Lucas for many years, but there is still much you do not understand about the mechanisms of his family. There is a rift there - that much is impossible to miss - yet you remain unclear on the details. In speaking with his guardian, you've a chance to pick at the mystery and gain perspective. You hazard a guess as to what the root of his black sheep status might be.
<</text>>
<<else>>
<<set $oscarQuestTemp.lucasRoot to true>>
<<text>>
Your questions about Lucas's status as the family pariah still linger. You determined that his disbelief wasn't the reason he felt so maligned by his family, at least in terms of his relationship with the High Sybil.
``Could it be his politics, then, that has cast him to the edges of the family? <<if $oscarQuestTemp.convoHeard>>That doesn't seem right either, given what you overheard her say to Alexander - but you've precious little opportunity to investigate and few ideas to go on.<</if>>
<</text>>
<</if>>
<<qSpeak "quincy.neutral" >> In his refusal to honor family tradition, Lucas has garnered a lot of negative press. <</qSpeak>>
<<speak "ancha.neutral" >> Indeed it has. He has his admirers, but... <</speak>>
<<qSpeak "quincy.lookaway" >> ...an entire colloquialism was invented to disparage him. <</qSpeak>>
<<speak "ancha.glance" >> Yes. I'm aware. "Silver." <</speak>>
<<qSpeak "quincy.tilt" >> There are members of the court who would accuse him of shaming the whole Andimeur bloodline. <</qSpeak>>
<<speak "ancha.tilt" >> I know you've a question buried here somewhere, Your Grace. Ask it. <</speak>>
<<qSpeak "quincy.neutral" >> What is your opinion on the matter? <</qSpeak>>
<<text>>
The corners of High Sybil Sadaltajir's mouth tense. Raising a hand beneath her chin, she sits in silent thought for what feels like minutes.
<</text>>
<<speak "ancha.weary" >> //My opinion// is that Lucas is a young man in a difficult position. The peoples' unrest pains him. The expectations of his family name pains him. The helplessness of being a second son pains him. <</speak>>
<<speak "ancha.glance" >> He raises his voice in hopes that someone might hear him - but no one deigns to listen until he's made a scene. So he makes a scene. <</speak>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<text>>
A brief answer, given how long she pondered it, but your question cannot have been easy to answer. You've asked her to summarize years upon years of familial conflict and court politics, after all.
<</text>>
<<qSpeak "quincy.neutral" >> You disapprove of his behavior in court, then. <</qSpeak>>
<<speak "ancha.eyebrow" >> No. What I said was an indictment of the court, not Lucas. <</speak>>
<<else>>
<<text>>
Her explanation feels disappointingly brief for how long she pondered it. You feel as if you are missing something... or perhaps, she has chosen to leave something out on purpose.
<</text>>
<<qSpeak "quincy.tilt" >> He hasn't any other choice. <</qSpeak>>
<<speak "ancha.eyebrow" >> He has other choices, dear. He simply does not //like them.// <</speak>>
<</if>>
<<speak "ancha.curious" >> In truth, I haven't an issue with his politics, nor his theatrics. Instigators keep the world turning. Take a look through history and you'll see plenty of men like Lucas - repulsed by injustice and hungering for change. <</speak>>
<<speak "ancha.glance" >> I simply //worry// for him, is all; such men tend to go mad, make enemies, invite fate. As it is, the practitioners have already told him that the screaming is simply //no good// for his blood. <</speak>>
<<qSpeak "quincy.hat" >> You are afraid for him as his guardian. <</qSpeak>>
<<speak "ancha.weary" >> Yes! Yes, I am. Now if only I could get //him// to understand that, it'd put the color back into my hair. <</speak>>
<<anchaHandler "lucas">>
<<saveCheck>><<qSpeak "quincy.lookaway" >> There has been unrest among the commoners for some time. As a senior member of the court - <</qSpeak>>
<<speak "ancha.giggle" >> *You hear her give a quiet chortle, though you are unsure why.* <</speak>>
<<qSpeak "quincy.neutral" >> - what are your thoughts on the $newNorth? <</qSpeak>>
<<speak "ancha.neutral" >> Inevitable. <</speak>>
<<text>>
High Sybil Sadaltajir responds so readily and with such nonchalance that you almost miss it. She watches your face with a contented smile as you chew over the implications of her one word response. In the end, your interpretation of her words - or word, rather - leaves you with a bitter taste in your mouth.
<</text>>
<<qSpeak "quincy.tilt" >> ...So this conflict is unavoidable. <</qSpeak>>
<<speak "ancha.glance" >> Well... it is as you said: there has been unrest among the Third Estate for some time. But... I would wager "some time" is longer than you know. <</speak>>
<<speak "ancha.eyebrow" >> The $newNorth is hardly the first to champion the cause of the gloveless. Thirty years ago we had the //"Sons of Mythril"// demanding better roads and bridges along the Southern coast. At least thirty more years before the Sons came about, we had the //"Goldfielders"// calling for the abolition of the wheat tax in the Midland. <</speak>>
<<speak "ancha.pray" >> Perhaps it betrays my barehandedness to say, but The Architect blessed King Arthur and his men with //meur,// not omnipotence. Holy as you are, your judgment is fallible as any other mortal man's. Therefore, negotiation between the gloved and the bare is part of your sacred duty. <</speak>>
<<qSpeak "quincy.surprised" >> Hm. You support the cause, then. <</qSpeak>>
<<speak "ancha.tilt" >> You sound surprised, Duke Barghur. <</speak>>
<<qSpeak "quincy.lookaway" >> I was under the impression there was little support for the $newNorth within the Church of Ceros. <</qSpeak>>
<<speak "ancha.pray" >> The Church has two loyalties, Your Grace: to Him Above, and Vestur herself. Our doors are open to //all// who seek His light, regardless of earthly affiliations, past or present. <</speak>>
<<speak "ancha.neutral" >> Individual members of the clergy are entitled to their opinions, but the First Estate takes no sides. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[The Church's refusal to align with the nobility weakens them both.|C1OQ: YourQ NN Opinion][$oscarQuestTemp.c to "noble"]]
[[A pragmatic choice. It is in the Church's best interest to remain impartial.|C1OQ: YourQ NN Opinion][$oscarQuestTemp.c to "neutral"]]
[[To you, it's neutrality. To the Barehanders, it looks like apathy.|C1OQ: YourQ NN Opinion][$oscarQuestTemp.c to "nn"]]
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.c>>
<<case "noble">>
<<qSpeak "quincy.neutral" >> The Church and the nobility work in tandem to affirm the others' divine authority - I would think that feigning neutrality would only serve to harm both Estates. <</qSpeak>>
<<speak "ancha.incredulous" >> Ooh. *Though the manner in which she lays her hand across her chest suggests she is taken aback by your statement, her posture and tone remain at ease.* <</speak>>
<<speak "ancha.curious" >> You would think, but that does not make it so. Though both Church and Crown were chosen by The Architect, we are separate by His same design. The clergy exists to mediate between commoner and nobleman, just as we mediate between god and mortal. <</speak>>
<<speak "ancha.neutral" >> It would be folly to betray the trust of either. <</speak>>
<<case "nn">>
<<set $oscarQuestTemp.piure to true>>
<<qSpeak "quincy.neutral" >> You might think the Church impartial, but where you see neutrality, those who support the $newNorth see cowardice. A refusal to stand up for the commoner. <</qSpeak>>
<<speak "ancha.tilt" >> Ah, but not everything is as it seems, Your Grace. A piure will bleed, birth, and hunger, even if one hundred men mistake it for a common stone. <</speak>>
<<qSpeak "quincy.lookaway" >> A //"piure..."// I don't know of that animal. <</qSpeak>>
<<speak "ancha.curious" >> Piure: a small gentleman, native to the Southern coasts. He hasn't any eyes, ears, legs, nor any other familiar features - only a rocky carapace without apparent opening. So - he looks //exactly// like a stone from the outside. But were you to cut him open, well... you'd find he has flesh and organs the same as you or I. <</speak>>
<<if setup.hasTrait("moleman")>>
<<text>>
A curious description that tickles the imagination. You set aside a minute to envision what such a creature might look like and how it must live.
``You've heard of marine animals that filter feed. Having no means to locomote, the piure must be one of them. What a bold animal it must be, the piure, to have opted out from the hunt-and-chase that dictates the lives of most other animals. The confidence it must have in the illusion of its outward appearance is staggering to dream.
<</text>>
<<qSpeak "quincy.neutral" >> Fascinating... <</qSpeak>>
<<speak "ancha.curious" >> I've always thought so. <</speak>>
<<text>>
And she is right to, you think to yourself. Whatever your original topic was - something about the Church, perhaps - feels distant and of little importance compared to the discovery of the piure. You will have to do more research on this delightful animal later.
<</text>>
<<else>>
<<text>>
Such a creature is odd to imagine, but not unbelievable given the other animals known to live among the waves. It is an apt choice of metaphor... save for one troublesome detail.
<</text>>
<<qSpeak "quincy.lookaway" >> ...But one must cut the piure open first to know this. The Church's intentions can never be known with such certainty. <</qSpeak>>
<<speak "ancha.pray" >> I would argue you can never know the intentions of any man with that certainty! The flesh of the piure can be seen with mortal eyes, but only The Architect can truly see what lies within a mortal heart. <</speak>>
<</if>>
<<case "neutral">>
<<qSpeak "quincy.neutral" >> A pragmatic choice. Were the Church to take an official position, it would risk further religious fracture. <</qSpeak>>
<<speak "ancha.neutral" >> Precisely. <</speak>>
<<speak "ancha.pray" >> We are already three peoples praying to the same god; we bicker amongst ourselves enough as it is. The Architect's will unified our kingdoms! We disrespect His rule when we allow earthly matters to divide us. <</speak>>
<<qSpeak "quincy.neutral" >> Actually, I was thinking about political function. The more divisions within the Church, the less coherent power it wields. <</qSpeak>>
<<speak "ancha.tilt" >> My, so cynical. <</speak>>
<</switch>>
<<anchaHandler "secret">><<qSpeak "quincy.lookaway" >> <<if $oscarQuestTemp.vickyRead || $oscarQuestTemp.seenOscarLetter || $oscarQuestTemp.convoHeard>>Prince Oscar is known for his... *You hesitate, knowing what you know about Oscar's carnal hobbies.* //piety.//<<else>>Prince Oscar is known for his piety.<</if>> I was wondering whether that was something he learned from you: is he a Cetolist, like yourself? <</qSpeak>>
<<speak "ancha.tilt" >> Ooh. I like this question. <</speak>>
<<speak "ancha.curious" >> The Queen raised him following the Holy sect, as is the Andimeurs' way. He was devastated by her passing. For //years// he struggled to reconcile her death with The Architect's plan. <</speak>>
<<speak "ancha.glance" >> It pained me, seeing him so lost. The Holy sect's iteration of the Testaments was of no comfort. So... I offered him the version handed down by my people. He found solace in our account of the Architect. <</speak>>
<<speak "ancha.neutral" >> So yes, the rumors are true. He prefers to keep the specifics of his faith private to avoid scrutiny, but he is indeed a Cetolist. His journey has already been a difficult one and he has suffered enough as is; he needn't endure accusations of betrayal from the Holy sect, nor the ridicule of Cetolists as a Midland convert. <</speak>>
<<qSpeak "quincy.neutral" >> I didn't realize this was the sort of thing that would warrant rumors and secrecy. <</qSpeak>>
<<speak "ancha.tilt" >> It wouldn't, were he not the crown prince. <</speak>>
<<speak "ancha.neutral" >> Although - calling it a "secret" is perhaps... an exaggeration. I think at this point most everyone paying attention knows. One can only be so subtle without betraying their principles. <</speak>>
<<qSpeak "quincy.neutral" >> I see... <</qSpeak>>
<<anchaHandler "oscar" "faith">><<passiveCheck 1 `["dec",setup.DCKey.medium]`>>
<<if $oscarQuestTemp.c == "portrait">>
<<qSpeak "quincy.lookaway" >> While surveying the Hall of Kings, I noticed something unusual. <</qSpeak>>
<<speak "ancha.neutral" >> Oh dear. <</speak>>
<<qSpeak "quincy.neutral" >> Among the portraits of his deceased ancestors, there is a portrait of a young Oscar. Why? <</qSpeak>>
<<text>>
For a time, the High Sybil goes quiet. She looks out over the courtyard and sighs, and a weariness creeps into her person that wasn't there before.
<</text>>
<<speak "ancha.eyebrow" >> When my Oscar was young, he fell ill. 'Twas more than a childhood ailment; he was expected to die. The practitioners saw no chance of recovery. <</speak>>
<<speak "ancha.glance" >> His mother begged and pleaded for me to scry into his future, to muster whatever sliver of hope for his future I could, but... it mattered not how often I drank from the Ivory Well. I saw the same future each time: a grieving kingdom, and little Oscar at rest in in a tiny casket. <</speak>>
<<qSpeak "quincy.lookaway" >> So, the portrait was painted in preparation for a death that never came. <</qSpeak>>
<<speak "ancha.glance" >> Yes. That wretched thing hangs as a grim reminder of what would have happened if not for The Architect's mercy. I swear, it casts a shadow over the entire castle. <</speak>>
<<qSpeak "quincy.neutral" >> An allusion to the paranoia surrounding his health and safety, I presume. <</qSpeak>>
<<speak "ancha.neutral" >> A fair presumption, Your Grace. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> Against tradition, Lucas was chosen as Prince of the Convoy out of concern for his brother's illness. It seems - at least, from his own perspective - that there is an inordinate amount of concern placed upon Prince Oscar's health. Seeing as Practitioner's Fatigue is both passing and treatable, I'm inclined to agree. Why such concern? <</qSpeak>>
<<text>>
For a time, the High Sybil goes quiet. She looks out over the courtyard and sighs, and a weariness creeps into her person that wasn't there before.
<</text>>
<<speak "ancha.eyebrow" >> When my Oscar was young, he fell ill. 'Twas more than a childhood ailment; he was expected to die. The practitioners saw no chance of recovery. <</speak>>
<<speak "ancha.glance" >> His mother begged and pleaded for me to scry into his future, to muster whatever sliver of hope for his future I could, but... it mattered not how often I drank from the Ivory Well. I saw the same future each time: a grieving kingdom, and little Oscar at rest in a tiny casket. <</speak>>
<<if $oscarQuestTemp.visitedOscarPortrait>>
<<qSpeak "quincy.neutral" >> That would explain why his portrait hangs in the Hall of Kings. <</qSpeak>>
<<speak "ancha.glance" >> *She leans back, resting her head against the relief beside her.* Oh... I do //loathe// that portrait. Such an ugly reminder of our worst days. I swear, it casts a shadow over the entire castle. <</speak>>
<<else>>
<<speak "ancha.pray" >> It is nothing short of a miracle that The Architect chose to spare his life. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> This childhood ailment set a precedent, then. <</qSpeak>>
<<speak "ancha.glance" >> It did. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> He is a grown man now, and of fair health as Lucas has informed me. The continued coddling serves no purpose. <</qSpeak>>
<<if $oscarQuestTemp.c == "portrait">>
<<speak "ancha.eyebrow" >> Yes, but convincing the King-Regent of this is another matter. You may not recall this - I imagine you would have been but a small boy at the time - but it was illness that took Queen Amalthea's life. His fears, however unfair, are well-earned in his mind and not to be debated. <</speak>>
<<qSpeak "quincy.neutral" >> You've tried. <</qSpeak>>
<<speak "ancha.glance" >> Yes. <</speak>>
<<if setup.checkPass(1)>>
<<skillCheck(1)>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if setup.checkPass(1)>>
[[He keeps the portrait hanging in the Hall of Kings too, then.|C1OQ: YourQ OscarHealth Portrait][$oscarQuestTemp.c to ""]]
<<else>>
[[Is keeping the portrait up his choice, too?|C1OQ: YourQ OscarHealth Portrait][$oscarQuestTemp.c to "q";$oscarQuestTemp.yourQ++]]
<</if>>
[[It sounds like a difficult situation to navigate.|C1OQ: YourQ OscarHealth NextQ][$oscarQuestTemp.c to "portrait"]]
<</choose>>
<</qSpeak>>
<<else>>
<<speak "ancha.eyebrow" >> There are few earthly things more powerful and urgent than a parent's desire to protect their offspring, Duke Barghur. <</speak>>
<<qSpeak "quincy.neutral" >> Obviously. That is the reproductive strategy of our species. But, it does not explain his treatment. <</qSpeak>>
<<speak "ancha.neutral" >> Allow me to rephrase: once his life came under threat, it never truly ceased to //be// under threat in the eyes of his mother and father. The King-Regent looks upon him and sees a withering babe on the brink of death. <</speak>>
<<speak "ancha.glance" >> You may not recall - I imagine you would have been but a small boy at the time - but it was illness that took Queen Amalthea's life. So, you can imagine why Alexander jumps at the sound of the slightest sniffle. <</speak>>
<<skillCheck(1)>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if setup.checkPass(1)>>
[[He doesn't treat Lucas with the same concern, though.|C1OQ: YourQ OscarHealth Lucas][$oscarQuestTemp.c to ""]]
<<else>>
[[Why doesn't he treat Lucas like this, then?|C1OQ: YourQ OscarHealth Lucas][$oscarQuestTemp.c to "q";$oscarQuestTemp.yourQ++]]
<</if>>
[[I suppose so.|C1OQ: YourQ OscarHealth NextQ]]
<</choose>>
<</qSpeak>>
<</if>>
<<saveCheck>><<if $oscarQuestTemp.c == "q">>
<<qSpeak "quincy.neutral" >> Why doesn't he show the same concern for Lucas, then? <</qSpeak>>
<<if $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >= 3>>
<<set $oscarQuestTemp.outOfQuestions to true>>
<<include "C1OQ: Ancha Questions End">>
<<elseif $oscarQuestTemp.yourQ >= 3>>
<<text>>
High Sybil Sadaltajir shakes her head.
<</text>>
<<speak "ancha.tilt" >> I do apologize, Your Grace, but I'm afraid you haven't any questions left. The next question is mine. <</speak>>
<<anchaHandler>>
<<else>>
<<speak "ancha.glance" >> Perhaps he would, were Lucas to fall gravely ill. I pray that never happens. Oh, he would //hate// to be penned up like his brother. <</speak>>
<<text>>
You can only imagine what a disaster that would be. There is a certain mania that comes about when an animal is confined to a too-small space. Frenzied anxiety; repetitive stress behaviors... <<if setup.hasTrait("cleithro")>>You know it all too well. You would never wish it upon Lucas. <<else>>Lucas struggles with such matters enough as it is. You can only imagine how imprisonment might exacerbate his existing neuroses.<</if>>
<</text>>
<<anchaHandler "lucas">>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" >> He doesn't treat Lucas with the same concern, though. <</qSpeak>>
<<speak "ancha.glance" >> No. Perhaps he would, were Lucas to fall gravely ill. I pray that never happens. Oh, he would //hate// to be penned up like his brother. <</speak>>
<<text>>
You can only imagine what a disaster that would be. There is a certain mania that comes about when an animal is confined to a too-small space. Frenzied anxiety; repetitive stress behaviors... <<if setup.hasTrait("cleithro")>>You know it all too well. You would never wish it upon Lucas. <<else>> Lucas struggles with such matters enough as it is. You can only imagine how imprisonment might exacerbate his existing neuroses.<</if>>
<</text>>
<<anchaHandler "lucas">>
<</if>><<if $oscarQuestTemp.c == "portrait">>
<<qSpeak "quincy.lookaway" >> A difficult position for all involved. <</qSpeak>>
<<speak "ancha.glance" >> Indeed. Each involved thinks the other unreasonable. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> Significant trauma creates an irrational fear response. <</qSpeak>>
<<speak "ancha.glance" >> Yes. And it's difficult to reason with the irrational. <</speak>>
<<text>>
It's an odd statement, coming from a woman who has devoted her life to unprovable faith, but you've no desire to revisit that topic. You hold your tongue.
<</text>>
<</if>>
<<anchaHandler>><<if $oscarQuestTemp.c == "q">>
<<qSpeak "quincy.neutral" >> Does the King-Regent insist the portrait remain? <</qSpeak>>
<<if $oscarQuestTemp.yourQ >= 3 && $oscarQuestTemp.anchaQ >= 3>>
<<set $oscarQuestTemp.outOfQuestions to true>>
<<include "C1OQ: Ancha Questions End">>
<<elseif $oscarQuestTemp.yourQ >= 3>>
<<text>>
The High Sybil places a finger on the round of her cheek and clicks her tongue.
<</text>>
<<speak "ancha.tilt" >> I do apologize, Your Grace, but I'm afraid you haven't any questions left. The next question is mine. <</speak>>
<<anchaHandler "C1OQ: AnchaQ Oscar">>
<<else>>
<<speak "ancha.neutral" >> Well, yes and no. I suspect he dislikes at least half as much as I do. He can neither bring himself to look at it, //nor// will he allow me to take it down. <</speak>>
<<text>>
A curious non-answer. For a time, High Sybil Sadaltajir lets it sit as it is. A contemplative look comes over her features, and you wonder if she knows the answer herself.
<</text>>
<<speak "ancha.glance" >> Ailing little Oscar hangs beside Amalthea's in the Hall of Kings. I think... Alexander cannot bear the thought of separating them. <</speak>>
<<qSpeak "quincy.neutral" >> I don't follow. <</qSpeak>>
<<speak "ancha.eyebrow" >> Grief, Duke Barghur, is seldom understood except by the one who carries it. <</speak>>
<<anchaHandler "C1OQ: AnchaQ Oscar">>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" >> I assume the King-Regent is the one who keeps the portrait hanging in the Hall of Kings then as well. <</qSpeak>>
<<speak "ancha.glance" >> Correct. *High Sybil Sadaltajir's eyes are downcast as she answers. She pauses as she considers whether or not to elaborate on this statement.* <</speak>>
<<speak "ancha.eyebrow" >> Ailing little Oscar hangs beside Amalthea's in the Hall of Kings. I think... Alexander cannot bear the thought of separating them. <</speak>>
<<qSpeak "quincy.neutral" >> I don't follow. <</qSpeak>>
<<speak "ancha.glance" >> Grief, Duke Barghur, is seldom understood except by the one who carries it. <</speak>>
<<anchaHandler>>
<</if>><<passiveCheck 1 `["dec",setup.DCKey.easy]`>>
<<qSpeak "quincy.lookaway" >> When I was searching Prince Oscar's room, I found something peculiar. <</qSpeak>>
<<speak "ancha.curious" >> I can't say I'm surprised. He's a strange one, my Oscar. <</speak>>
<<qSpeak "quincy.neutral" >> It was one of his shirts, soaked in blood. <</qSpeak>>
<<speak "ancha.glance" >> *Her eyebrows crease. There is a weary look to her eyes. It is almost as if she is... disappointed, somehow.* ...Oh. <</speak>>
<<qSpeak "quincy.lookaway" >> It has been nagging at me since. What does it mean? <</qSpeak>>
<<speak "ancha.eyebrow" >> It means Oscar is a young man, and, like many young men, he does //not// appreciate the launderers' time and energy. <</speak>>
<<text>>
In an instant, your mind is deluged with vivid memories of rank socks and worn undergarments littering the floor of your brother's room like fall leaves. You know of the phenomenon she alludes to, but it does not explain any of the mysteries that tug at your mind.
``You are about to chide the High Sybil for dodging your question when she decides to continue of her own volition.
<</text>>
<<speak "ancha.giggle" >> I understand it must have alarmed you, but when you rifle through a boy's room uninvited, you must expect to find //alarming// things. <</speak>>
<<speak "ancha.neutral" >> I can't explain for certain what happened, or why he hid it - only Him Above could tell you - but I can assure you that the true story is probably quite dull. <</speak>>
<<qSpeak "quincy.neutral" >> I have a hard time imagining a dull story involving so much blood. <</qSpeak>>
<<speak "ancha.neutral" >> The world The Architect has made is a strange and wondrous place. You would be surprised. <</speak>>
<<speak "ancha.glance" >> He carries himself well in public, but my Oscar is prone to //vicious// spring colds when the weather warms and the flowers go into bloom. Why, if you //saw// the phlegm that boy can make... why, you'd never be able to look at him the same way again! *She waves her wrist, shooing away unpleasant memories of her ward's snot.* <</speak>>
<<speak "ancha.giggle" >> When his spring colds are at their most vicious, the poor thing will sneeze until his nose bleeds. I saw it happen whilst he was wooing a maiden once. He hadn't any choice but to tuck his tail and flee in shame, hehe. <</speak>>
<<text>>
It is difficult to fathom Prince Oscar, always fastidiously groomed and excessively proper, enduring an indignity as human as a public nosebleed. There is something pleasantly mundane about the idea, akin to seeing a beautiful hare roll in carrion...
<</text>>
<<if setup.checkPass(1)>>
<<skillCheck(1)>>
<<text>>
...And yet you find yourself too cynical to believe in it.
``It feels, in an odd way, too good to be true - and when you imagine the blood running from the prince's nose, pressed into his sleeve, you cannot bring yourself to conjure the quantities that would have created such a stain.
<</text>>
<<qSpeak "quincy.neutral" >> ...Huh. <</qSpeak>>
<<speak "ancha.curious" >> I know, I know. It sounds so unlike him. He'd have my head if he knew I was keeping the story alive. So... I do hope you'll keep it between us. <</speak>>
<<qSpeak "quincy.lookaway" >> ...Of course. Right. <</qSpeak>>
<<else>>
<<text>>
You stifle an unexpected chuckle.
<</text>>
<<speak "ancha.curious" >> I know, I know. It sounds so unlike him. He'd have my head if he knew I was keeping the story alive. So... I do hope you'll keep it between us. <</speak>>
<<qSpeak "quincy.neutral" >> *You nod.* <</qSpeak>>
<</if>>
<<anchaHandler>>
<<saveCheck>><<qSpeak "quincy.neutral" >> How did you come to know The Architect? <</qSpeak>>
<<text>>
To your surprise, the High Sybil lets out a sudden snort of laughter. Pressing her fingers to her lips, she manages to stifle her snickering, though she needs a few moments longer to regain her composure - and then another when she sees the perplexed look on your face.
<</text>>
<<speak "ancha.laugh" >> I do apologize. I simply wasn't expecting you to ask such a question<<if $oscarQuestTemp.liedFaith>>. Perhaps I should have.<<else>>, given your disinterest in knowing Him Above. Delightful! I do love a man of surprises. <</if>><</speak>>
<<speak "ancha.neutral" >> It may shock you to learn that the story of how and why I took the veil is widely known. Or, it was. Perhaps these days my story is simply too mundane for your generation to bother with. <</speak>>
<<speak "ancha.curious" >> Either way, it feels almost //too cruel// to count this as a question of its own. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I asked, so it counts. Those are the rules of the game.|C1OQ: YourQ Sybil2][$oscarQuestTemp.c to "q";$oscarQuestTemp.yourQ++]]
[[I appreciate your leniency.|C1OQ: YourQ Sybil2][$oscarQuestTemp.c to "";$oscarQuestTemp.anchaQ--]]
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.anchaPast to true>>
<<if $oscarQuestTemp.c == "q">>
<<qSpeak "quincy.neutral" >> It would go against the rules of your own game not to count it. <</qSpeak>>
<<speak "ancha.neutral" >> How honorable of you. Very well, then, darling. It's quite the tale, so, settle in. <</speak>>
<<else>>
<<set $oscarQuestTemp.bonusQuestion to true>>
<<once>>
<<set $oscarQuestTemp.maxQuestions to 4>>
<</once>>
<<qSpeak "quincy.neutral" >> I appreciate your leniency. <</qSpeak>>
<<speak "ancha.smug" >> As I yours! After all, I think it only fair //I// get another question as well. <</speak>>
<<qSpeak "quincy.lookaway" >> Oh. I... suppose that follows, yes. <</qSpeak>>
<<speak "ancha.neutral" >> *She chuckles.* Alright, get comfortable, darling. It's quite the tale. <</speak>>
<</if>>
<<speak "ancha.curious" >> In my youth, I was a bright young scoundrel looking to make my fortune, as all bright young scoundrels are wont to do. There was little fortune to be had at home, so I took to the seas, believing fortune to be waiting for me somewhere else. "A fool's errand," according to my long-suffering papa. <</speak>>
<<speak "ancha.tilt" >> Alas, poor Papa was wrong. At sea, we found coca, sugar, and saffron; we grew rich beyond our wildest dreams. We indulged in those riches - silks and finery, drinks, orgies, whatever fancy your whims might muster - and we indulged and indulged until we hadn't a single coin left to spend. Then, we returned to sea to do it all over again. <</speak>>
<<text>>
Immediately, her words spark interest. There is a novelty to them, to hear such a well-respected fixture of the court be so candid about her less-than-holy past. But perhaps that is the difference between a commoner who finds faith and the noble clergy: the bare-handed commoner's sinful history is a given, while the nobleman, being one of The Architect's chosen, must insist he has been holy all along.
<</text>>
<<qSpeak "quincy.neutral" >> You mismanaged your guilder, then. <</qSpeak>>
<<text>>
High Sybil Sadaltajir, however, shakes her head.
<</text>>
<<speak "ancha.curious" >> No, darling. "Mismanaged" implies a lack of intent. As far as we were concerned, this was //precisely// how guilder was to be spent: every piece frittered away on earthly fancies down to the last coin. <</speak>>
<<speak "ancha.tilt" >> We had it all figured out; two months at sea for every six months of revelry. We planned and budgeted accordingly and thought ourselves //very// clever for it. <</speak>>
<<qSpeak "quincy.neutral" >> I assume such an arrangement couldn't last long. <</qSpeak>>
<<speak "ancha.curious" >> No, but it did last a good four years, perhaps five... I was young enough that it felt like my entire life. After all, by twenty-one, I could hardly recall what it was like to be a youth of sixteen. My entire adult life had been triumph after triumph, and it seemed natural to assume my future would be more of the same. <</speak>>
<<qSpeak "quincy.neutral" >> You had no plan for when your route no longer became profitable. <</qSpeak>>
<<speak "ancha.glance" >> Oh no, darling, and we never had need of one! My dear friends didn't live to see sugarcane cultivated on Vesturian soil. <</speak>>
<<text>>
They... what? For a brief moment, you ponder whether or not you had heard her correctly. However, as the High Sybil goes on to describe the circumstances of her merchant company's dissolution - her gentle singsong never wavering - you realize, unpleasantly, that you had heard her just fine.
<</text>>
<<speak "ancha.neutral" >> We were on our way back to Tjetanein with our largest shipment of saffron yet, when a storm blew our vessel //hopelessly// off course. We were left adrift without a clue as to where we were, with nothing but water as far as the eye could see. <</speak>>
<<speak "ancha.curious" >> Now, we had been in difficult situations before, of course. We told ourselves that our captain had gotten us through far worse. That hope kept us going for a number of weeks, despite the hunger clawing in our bellies and the waves crashing against our sanities. But then... <</speak>>
<<speak "ancha.glance" >> ...then the captain tells us we haven't the rations for us //all// to survive. If any of us were to make it back home, //one of us// would //need to die.// <</speak>>
<<qSpeak "quincy.neutral" >> It was a sacrifice in vain, then. Given you were the only survivor, I mean. <</qSpeak>>
<<speak "ancha.pray" >> The divine works in mysterious ways, Duke Barghur. It was //because// they chose //me// to die that I //am// the sole survivor. <</speak>>
<<qSpeak "quincy.neutral" >> ...Explain. <</qSpeak>>
<<speak "ancha.giggle" >> Our dear captain had us draw straws - or bits of dried saffron, to be exact. Whoever drew the short end would be given his death of choice: to die by shooting, or to throw himself overboard. By The Architect's grace, I drew the short end. *She chuckles.* <</speak>>
<<qSpeak "quincy.lookaway" >> You're... very calm about this. <</qSpeak>>
<<speak "ancha.smug" >> Oh, don't worry about me dear, I've told this story countless times. I know how it ends. Yes, it was harrowing at the time, but that harrowing time has long past. I've made peace with it. <</speak>>
<<speak "ancha.tilt" >> In fact, I forgave them that very day. <</speak>>
<<qSpeak "quincy.lookaway" >> That's... *An absurd statement. But, with effort, you stifle your protest, lest it come out as a question.* ...that sounds difficult. <</qSpeak>>
<<speak "ancha.glance" >> In a way, yes. But... my crew were my friends. They were hungry and fearful and their pain was my own. I didn't want them to die any more than they wanted me dead. So, I reasoned, if my sacrifice meant they might survive, then... I wouldn't fight. <</speak>>
<<speak "ancha.curious" >> Perhaps it was that inkling of selflessness that made me worthy of His protection, as I found myself alive on the beach of some little desert islet. <</speak>>
<<speak "ancha.neutral" >> Now, I didn't know it at the time, but I was right off the coast of the Tritenoch Lordship. I was //so close// to land, but I hadn't any will to go on. <</speak>>
<<speak "ancha.pray" >> ''That'' was when The Architect began sending me visions. <</speak>>
<<text>>
And there it is.
``Deprived of sustenance, those in the throes of late-stage starvation are known to hallucinate as their body exhausts its fat stores and begins to self-cannibalize in a last effort to stave off death.
``It is no mystery why a "religious epiphany" might emerge at such a time.
``You keep your tongue between your teeth.
<</text>>
<<speak "ancha.curious" >> He sent a narwhal on His behalf. Oh, she was the most beautiful creature I had ever seen... no depiction compares. She sung to me of fire, my escape, the life I had yet to live... and then she was gone. <</speak>>
<<speak "ancha.pray" >> Just as her song had told, the island had everything I needed to start a fire. With only my knife, the palms on the islet, and my dwindling vitality, I was able to get a blaze going. I was found by a fishing boat, on the brink of death... but I was found. <</speak>>
<<speak "ancha.tilt" >> I spent a month ashore, recovering on what coin remained from my last venture. In the weeks that followed, I had a series of epiphanies: one, that my crew had not made it to shore and never would; two, The Architect had spared me for a reason; and three: <b>He had plans for me yet.</b> <</speak>>
<<speak "ancha.pray" >> As soon as I was able, I made a pilgrimage to Saint Methusela's in Octanis. Hearing my story, the sybils forgave my past and offered me a new life in the light of The Architect. <</speak>>
<<qSpeak "quincy.neutral" >> That's... *Words fail you, and so you default to her own descriptor.* ...quite the tale. <</qSpeak>>
<<speak "ancha.giggle" >> I did warn you. <</speak>>
<<anchaHandler "faith">><<text>>
A trivial detail itches in your mind.
<</text>>
<<qSpeak "quincy.neutral" >> Your manner of dress within the castle is... //different// compared to your usual attire. It's... unconventional. <</qSpeak>>
<<speak "ancha.curious" >> This is beginning to sound a little like a question, Duke Barghur. If it were, perhaps I could answer you. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . *You struggle to pose your curiosity as a tactful question.* <</qSpeak>>
<<qSpeak "quincy.neutral" >> Why do you dress as a man in private? *In the end, this is the best you can manage.* <</qSpeak>>
<<speak "ancha.curious" >> I must confess I'm a little lost, Your Grace. A woman in trousers cannot possibly be a shock to you; your Man of the Third Estate and your Guard Captain's companion dress much like I do. <</speak>>
<<qSpeak "quincy.lookaway" >> Well, yes, but... *It //feels// different to you, but the means to articulate why escapes you. The rules surrounding gendered dress in the Middle and South are precious and arbitrary; you are unsure how to acknowledge deviance from them without offending.* <</qSpeak>>
<<qSpeak "quincy.neutral" >> Imani and Victoria are common women of the North. Neither lead a life that calls for... ah... proper female dress. Furthermore, it would be a detriment to their work if they tried. <</qSpeak>>
<<speak "ancha.curious" >> Hm. I do wonder whether they would choose dresses and pearls, given the choice. <</speak>>
<<qSpeak "quincy.lookaway" >> *You pause. It's difficult to envision in your mind's eye, the idea of Imani or Vicky in proper lady's attire. It feels unpleasantly chimeric: familiar heads upon bodies that do not belong to them.* I can't imagine they would. <</qSpeak>>
<<speak "ancha.tilt" >> Well, let's just say it would have been easier if you had asked why I dress myself as //a proper lady// in public. <</speak>>
<<qSpeak "quincy.furrow" >> *Your brow furrows.* You're the High Sybil, advisor to the Crown. You would have to. <</qSpeak>>
<<speak "ancha.smug" >> Precisely. <</speak>>
<<qSpeak "quincy.neutral" >> Oh. <</qSpeak>>
<<speak "ancha.tilt" >> I am not so different from your lady friends, Your Grace. But I am old, and I have come to learn there is value in tradition. My rear may yearn for trousers, but dress and veil hold precious symbolic meaning. These garments mean more than cloth draped over flesh, and I must honor that. <</speak>>
<<qSpeak "quincy.neutral" >> Value in tradition. Hm. <</qSpeak>>
<<speak "ancha.curious" >> You disagree. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "ancha.giggle" >> Ooh. I must sound an old goat, then, bleating praise for the shepherd. <</speak>>
<<qSpeak "quincy.neutral" >> *That's exactly how she sounds. There is nothing more you can add without offense.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> No. <</qSpeak>>
<<speak "ancha.tilt" >> Yet you look troubled. <</speak>>
<<qSpeak "quincy.neutral" >> Tradition does not serve my kind well. <</qSpeak>>
<<speak "ancha.curious" >> I see. <</speak>>
<</if>>
<<anchaHandler "haretouch">>Read letters in Oscar's room: <<checkbox "$oscarQuestTemp.vickyRead" false true autocheck>><br>
Saw Lucas be weird about Amalthea portrait: <<checkbox "$oscarQuestTemp.sawLucasAmalthea" false true autocheck>><br>
Saw Celia's portrait: <<checkbox "$oscarQuestTemp.sawCelia" false true autocheck>><br>
Heard from D'Angelo about Ancha and Celia touching boobie: <<checkbox "$oscarQuestTemp.heardAssets" false true autocheck>><br>
Saw Oscar's creepy baby portrait: <<checkbox "$oscarQuestTemp.visitedOscarPortrait" false true autocheck>><br>
Went into Ancha's sitting room: <<checkbox "$oscarQuestTemp.visitedSittingRoom" false true autocheck>><br>
Listened in on the full conversation: <<checkbox "$oscarQuestTemp.convoHeard" false "true" autocheck>>
<p>
Trait1:<br>
<<listbox "$t1" autoselect>>
<<option "moleman">>
<<option "cleithro">>
<</listbox>>
</p>
<p>
Trait2:<br>
<<listbox "$t2" autoselect>>
<<option "packbonded">>
<<option "dispersal">>
<</listbox>>
</p>
<p>Trait3:<br>
<<listbox "$t3" autoselect>>
<<option "guilty">>
<<option "noguilt">>
<</listbox>>
</p>
<p>
Trait4:<br>
<<listbox "$t4" autoselect>>
<<option "shameless">>
<<option "shameful">>
<</listbox>>
</p>
@@.next;[[C1OQ: Ancha Meeting Start]]@@<p>
High Affinity?
<<listbox "$oscarLike" autoselect>>
<<option true>>
<<option false>>
<</listbox>>
</p>
<p>
High "fellow schemer"?
<<listbox "$oscarDistrust" autoselect>>
<<option true>>
<<option false>>
<</listbox>>
</p>
<p><b>Locations Visited</b><br>
Sitting Room? <<checkbox "$oscarQuestTemp.visitedSittingRoom" false true autocheck>><br>
Courtyard? <<checkbox "$oscarQuestTemp.visitedCourtyard" false true autocheck>><br>
Oscar's vanity? <<checkbox "$oscarQuestTemp.visitedVanity" false true autocheck>> Read letter? <<checkbox "$actions.letters.oscarLetter" false true autocheck>> Had vicky with you? <<checkbox "$oscarQuestTemp.vickyRead" false true autocheck>><br>
Oscar's room window? <<checkbox "$oscarQuestTemp.visitedRoomWindow" false true autocheck>><br>
Found Oscar's shirt? <<checkbox "$oscarQuestTemp.sawShirt" false true autocheck>><br>
Saw creepy Oscar portrait? <<checkbox "$oscarQuestTemp.visitedOscarPortrait" false true autocheck>><br>
Witnessed Lucas be weird at Amalthea's portrait? <<checkbox "$oscarQuestTemp.lucasWeird" false true autocheck>><br>
Heard D'Angelo talk about Celia's... assets? <<checkbox "$oscarQuestTemp.heardAssets" false true autocheck>><br>
Total Locations Visited: <<listbox "$oscarQuestTemp.placesVisited" autoselect>>
<<option 1>>
<<option 2>>
<<option 3>>
<<option 4>>
<<option 5>>
<<option 6>>
<</listbox>><br>
Total Exits Found: <<listbox "$oscarQuestTemp.exitsFound" autoselect>>
<<option 1>>
<<option 2>>
<<option 3>>
<</listbox>>
</p>
@@.next;[[Next.|C1OQ: bar opening]]@@<<qSpeak "quincy.neutral" >> What's your relationship to Kaitos Asenath? <</qSpeak>>
<<if $oscarQuestTemp.visitedCourtyard>>
<<if visited("BARQ: window")>>
<<speak "oscar.hardinghatless.neutral" >> Still not satisfied with the window matter, I see. Well - we were not //just// business partners. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.unamused" >> *He looks puzzled.* We do business. Or... we've //done business//, rather. I doubt the Asenaths will be selling rum again any time soon... <</speak>>
<<qSpeak "quincy.neutral" >> ...He threw a <i>rock</i> through your window. I'm not sure that is usual business partner procedure. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Ah. You know about that, then. *He furrows his eyebrows a little.* <</speak>>
<</if>>
<<speak "oscar.hardinghatless.glance" >> I'll admit that <i>friends</i> was likely a better descriptor. Forgive my reticence. It's a reflex. To disclose my ties in most company means I open them up to a great deal of trouble. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> Everyone wants something of a man who knows the prince. And those who wish to do harm to a prince //also// know they can achieve that by targeting his dear friends. <</speak>>
<<speak "oscar.hardinghatless.glance" >> ...But I am sure I needn't tell you that. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Asenath rum became popular in the castle household. We needed quite the supply to keep our cellars stocked. The Asenaths thought sending their son would be good for his commercial development, which is fair. <</speak>>
<<speak "oscar.hardinghatless.happy" >> We rarely get visitors from the proper South. When all you see are Midlanders day-in and day-out, it's a breath of fresh air to speak with someone from another corner of the Tri-Kingdom. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> He can have much to say if you ask him the right things, you know. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Why did this friendship end?|BARQ: kaitos extra q][$response to "friend"]]
[[When you're allowed visitors again, I could bring him by.|BARQ: kaitos 2][$response to "visit"]]
[[I'll try to keep that in mind.|BARQ: kaitos 2][$response to "heCool"]]
[[...If you say so.|BARQ: kaitos 2][$response to "heNotCool"]]
<</choose>>
<</qSpeak>>
<<else>>
<<speak "oscar.hardinghatless.unamused" >> *He looks puzzled.* We do business. Or... we've //done business//, rather. I doubt the Asenaths will be selling rum again any time soon... <</speak>>
<<qSpeak "quincy.neutral" >> I want specifics. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> *He thinks for a moment, then sweeps a hand across the air with his fingers spread out, mimicking words on a sign* Asenath rum! Hotter than the Octanis sun! <</speak>>
<<speak "oscar.hardinghatless.wink" >> Ooh, how <i>sensational</i>. Such high proof things are rare. We Midlanders love nothing if not dizzying excess. It was such a hit within the castle, and at dinner parties, that we required whole shipments of the thing on a regular schedule! <</speak>>
<<speak "oscar.hardinghatless.neutral" >> The Asenaths thought sending their son as the principal merchant liasion for these shipments would be good for his commercial development. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> I just had to make conversation with a well-traveled Southern merchant who's seen more of Vestur than I ever will. While I love my fellow Midlanders, you start to go mad after months on end of gossip about who is in who's skirts, or what they will do next marriage season when it's a full <i>seven months away.</i><</speak>>
<<speak "oscar.hardinghatless.neutral" >> He was refreshing. We had an amicable acquaintanceship while it lasted. He's an interesting man, should you find the right topic. <</speak>>
<<passiveCheck 1 `["emp",15]`>>
<<if setup.checkPass(1)>>
<<skillCheck 1>>
<<text>>
The conversation passes into silence for a moment. The smile on his face fades some.
<</text>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Why did this acquaintanceship end?|BARQ: kaitos extra q][$response to "acquaintance"]]
[[When you're allowed visitors again, I could bring him by.|BARQ: kaitos 2][$response to "visit"]]
[[I'll try to keep that in mind.|BARQ: kaitos 2][$response to "heCool"]]
[[...If you say so.|BARQ: kaitos 2][$response to "heNotCool"]]
<</choose>>
<</qSpeak>>
<</if>>
<<saveCheck>><<text>>
You've never known your mother. The portraits of "Capitoline Barghur" held within them a woman you held no attachment to. She was only as real to your young self as any other flat rendering of long-dead historical figures.
``Lucas hardly spoke of his mother. But he <i>had</i> known her.
``You can't help but occasionally wonder what such a thing might be like.
<</text>>
<<qSpeak "quincy.neutral" >> I want to know more about Queen Amalthea. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> I'm hardly the best person to ask... I was young when she passed. Anyone older than I would remember her reign in greater detail. <</speak>>
<<qSpeak "quincy.neutral" >> But how do //you// remember her? <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Oh, well... *He leans back in his seat and tilts his head back, eyes searching the ceiling plaster.* She was my mother. She sang to me before I slept, and took me on day outings, and I used to sit between her knees while she retwisted my hair. <</speak>>
<<speak "oscar.hardinghatless.glance" >> But these were moments stolen only in between her duties. She was also a Queen. It was a busy life, one that took a toll on her. No one even knew she was ill until it was too late. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> ...She was outstanding. As I stand on the eave of having the crown placed upon my own head, I can't help but wish I could ask her how she managed. <</speak>>
<<speak "oscar.hardinghatless.glance" >> We all miss her. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if $oscarQuestTemp.lucasWeird>>[[Especially Lucas.|BARQ: amalthea 2][$response to "lucas"]]<</if>>
[[I hear you're much like her.|BARQ: amalthea 2][$response to "likeHer"]]
[[...I never knew my mother.|BARQ: amalthea 2][$response to "neverKnew"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "lucas">>
<<qSpeak "quincy.lookaway" >> Especially Lucas. *You hesitate before continuing.* ...I've asked him about her a time or two. He says I could never understand. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> Oh. *His voice goes soft.* Yes. Her death devastated him. He was so young, and loved her very dearly. <</speak>>
<<qSpeak "quincy.neutral" >> He didn't though. He told me quite clearly that he never loved her. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> *The moment your words leave your mouth, Oscar's distress becomes so evident you can almost taste it. He himself fidgets in place, adjusting the way his legs are crossed, then playing with his hair as he struggles with words.* <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I don't think he really... <i>understands</i>. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> He knew her only so briefly. And when she was gone, her legacy became so monumental we've been in its shadow since. <</speak>>
<<speak "oscar.hardinghatless.glance" >> ...I feel that to him, she was less a mother he knew, and more an ancestor he must seek to embody. <</speak>>
<<qSpeak "quincy.lookaway" >> *You nod, avoiding eye contact in hopes of making Oscar feel more at ease.* <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> *Eventually, his nervousness passes.* I apologize. It breaks my heart so to speak of it. <</speak>>
<<case "likeHer">>
<<qSpeak "quincy.neutral" >> People often say you're much like her. <</qSpeak>>
<<speak "oscar.hardinghatless.wistful" >> I should hope so. *His smile has turned down at the edges, taking on a more wistful quality.* She's my <i>mother</i>, after all. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> They mean well. But it sometimes feels... <i>cajoling</i>, if you understand. Had they hated her as a monarch, but loved me still, they would be saying I'm <i>nothing</i> like her instead. <</speak>>
<<speak "oscar.hardinghatless.glance" >> They don't say it of my brother. And yet I see just as much of her in him as in me. <</speak>>
<<qSpeak "quincy.neutral" >> *Interesting. You'd certainly never heard that.* I'd really like to know in what way. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> *He laughs.* Well - my, she was magical on the piste! A talent I certainly did not inherit, though Lucas did. And she was insistent! She wasn't the type to rest until she achieved her way. <</speak>>
<<speak "oscar.hardinghatless.glance" >> Oh, dear. *His laughing fades, and he sighs.* I apologize. Discussing her is painful, even now. We should move on. <</speak>>
<<case "neverKnew">>
<<qSpeak "quincy.neutral" >> That's interesting. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> ...I never knew my mother. I was curious what having one was like. <</qSpeak>>
<<speak "oscar.hardinghatless.worried" >> That's right. Yours passed when you were born. I'd forgotten... I was very young, then. I'm sorry. <</speak>>
<<if setup.hasTrait("packbond")>>
<<qSpeak "quincy.tilt" >> As I said: I never knew her. I just wonder what it might've been like if I did. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> *You shrug.* As I said, I never knew her. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.glance" >> I wish I could give you insight. To have had and then lost a mother is very different than to have never known one at all. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<if $oscarQuestTemp.convoHeard>>
<<qSpeak "quincy.neutral" >> When I visited the sitting room, I overheard a conversation between the High Sybil and your father. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> I'm certain that was an enlightening experience. <</speak>>
<<qSpeak "quincy.neutral" >> They were discussing your captivity. The King Regent is rather upset about your spurning of "Anette's" affections. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> Oh. *He sets the glass down.* And your question is... <</speak>>
<<qSpeak "quincy.neutral" >> Lucas indicates this is a recurrent problem among your family. I just want your opinion. What happened? <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> You've heard the whole of it. I turned down Mistress Daeynor's advances. Lord Daeynor took enough umbrage to see fit to hire a piss-poor marksman in an attempt to end my existence. He didn't. And now we are here. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> On full admission of my rakishness - there's a million women dying at my feet. I'm not so desperate to assume kingship that I can't wait the scant few weeks to pick a bride during marriage season rather than wedding my cousin. <</speak>>
<<speak "oscar.hardinghatless.glance" >> Intermarriage among the core Midlander families is no secret. My mother, for instance. My father is a Daeynor - and I don't think <i>he</i> any further away from her than a cousin either. And <i>her</i> mother's husband? A Guillemin. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> I could //"sprain the ankle"// of the next street woman I see, and that bastard, half-common child would have some form of <i>The Gift</i>. It's an antiquated practice. But again - we've always been slow to shed those... <</speak>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
[[I'm sorry.|BARQ: assassination 2][$response to "sorry"]]
[[Sounds as if Lord Daeynor has ruined his reputation....|BARQ: assassination 2][$response to "daeynor"]]
[[Do you have someone in mind for marriage season?|BARQ: assassination extra q][$response to "whoCrush"]]
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Do you know what could have motivated Lord Daeynor's assassination attempt? <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> *He blinks.* Dear, they were running an article every day on the matter. I'm surprised you don't know. <</speak>>
<<text>>
You remain silent, awaiting your answer. Oscar continues on.
<</text>>
<<speak "oscar.hardinghatless.unamused" >> This hardly seems a good use of a question, but Lord Daeynor took my rebuff of his <i>proposal de proposal</i> to Mistress Daeynor poorly. <i>So much so it escalated to murderous intent.</i> <</speak>>
<<qSpeak "quincy.neutral" >> ... Ah. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Yes. I've waited this long to assume the throne - I'm not so desperate that I can't wait until the coming marriage season to pluck a bride from the gaggle who doesn't happen to be my kinswoman. <</speak>>
<<text>>
<<snout "He frowns, and the corner of his lip lifts in a way most characteristic of his brother." "He frowns, and the pink of his gums show as his snout wrinkles in disgust in a manner most characteristic of his brother.">>
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[So what I've heard about midlander marriage habits is... true.|BARQ: assassination 2][$response to "incestTrue"]]
[[I'm sorry.|BARQ: assassination 2][$response to "sorry"]]
[[You were asked to wed your own cousin?|BARQ: assassination extra q][$response to "cousin"]]
<</choose>>
<</qSpeak>>
<</if>><<switch $response>>
<<case "incestTrue">>
<<qSpeak "quincy.surprised" >> The rumors regarding Midlander marriage habits are true, then. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> *He tilts his head to either side, weighing your response.* Rumors are rarely entirely correct, but equally rarely //entirely wrong//. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> I'm sad to say this <i>is</i> an affliction unique to the core families of Midland nobility. A few have strayed from tradition over the years - the Glenmaers, the Fendoves - but many more still practice.<</speak>>
<<speak "oscar.hardinghatless.glance" >> ...Your or I could //"sprain the ankle"// of the next common washerwoman we see, and that bastard child would hold "The Gift" in some capacity. It's an antiquated practice. <</speak>>
<<case "sorry">>
<<qSpeak "quincy.hat" >> I'm sorry. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Don't be. I'm the victor in this situation! For here I am, in one piece... whereas Lord Daeynor will //not be// the moment they've a hold of him. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> ...You or I could go //"sprain the ankle"// of the next common washerwoman we see, and that child would hold The Gift in some capacity. There's just no need for the practice. It will die in the Andimeurs with me. <</speak>>
<<case "daeynor">>
<<qSpeak "quincy.neutral" >> It sounds as though Lord Daeynor has ruined his family's reputation. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Oh, no. The Daeynors will be fine. <</speak>>
<<speak "oscar.hardinghatless.happy" >> They've already disavowed him. He'll lose his head the moment he's found, another will take his place, and things will continue on as usual. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I won't blame his kin for the actions of one man. They are <i>family</i>, after all. *The word is said with a firm note.* <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<switch $response>>
<<case "whoCrush">>
<<qSpeak "quincy.neutral" >> You've someone in mind to court during marriage season, then? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutral" >> Of course. With it so <i>soon</i>, I'd think every man has given it a thought. <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> My choice is obvious if you think hard enough on it. I just refuse to divulge her name, for if the public gets word of who the crown prince is pursuing too early, it'll incur her such a flock of suitors I'll be beating them back with my cane to get to her hand. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> Similarly, as Right Hand of the Convoy, I suggest you don't make known any of your own interests. Many eyes will be on you this season as well. Perhaps your hordes of suitresses will rival mine. <</speak>>
<<text>>
That's... good. Your father would be very happy if you were to acquire a bride. You resolve to try and look forward to that fact. <<if setup.hasTrait("cleithro")>>Though the descriptor of a "horde of suitresses" conjures up images of being hounded by women like a fox during a hunt.<</if>>
<</text>>
<<qSpeak "quincy.lookaway" >> I'm hopeful you're right. <</qSpeak>>
<<set $oscarQuestTemp.extraQ to "After you inquired about the attempt on my life, you were so curious as to who I was pursuing that you asked a question of it.">>
<<case "cousin">>
<<qSpeak "quincy.surprised" >> You were asked to marry your cousin? <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Unfortunately. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> On full admission of my rakishness - there's a million women dying at my feet. I'm not so desperate to assume kingship that I can't wait the scant weeks to choose a bride during marriage season rather than wedding my cousin. <</speak>>
<<speak "oscar.hardinghatless.glance" >> ...The intermarriage among the core Midlander families is no secret. My mother, for instance. My father is a Daeynor - and I don't think <i>he</i> any further away from her than a cousin either. And her mother's husband? A Guillemin. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> I could //"sprain the ankle"// of the next street woman I see, and that bastard, half-common child would have some form of <i>The Gift</i>. It's an antiquated practice. But again - we've always been slow to shed those... <</speak>>
<<set $oscarQuestTemp.extraQ to "You asked whether I was requested to marry my cousin, after inquiring after my attempted assassination.">>
<</switch>>
@@.next;[[Continue.|bar command center]]@@
<</if>><<qSpeak "quincy.neutral" >> I found a shirt covered in blood beneath your mattress. Why was it there? <</qSpeak>>
<<include "BARQ: room questions modifier">>
<<speak "oscar.hardinghatless.fakethink" >> Shirt..? <</speak>>
<<speak "oscar.hardinghatless.surprise" >> Ah, //that shirt//! You needn't worry yourself about that. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> 'Tis my nightwear. I ah, had a small penknife mishap during some nightly letter-writing... I was slicing a swan feather and my hand unfortunately slipped. It just hadn't gotten to the laundry maid yet at that point! <</speak>>
<<qSpeak "quincy.neutral" >> That's a lot of blood for prick from a pen-knife. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> You'd be surprised at the depths of my clumsiness. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[But it was placed like it was meant to be hidden.|BARQ: bloody shirt 2]]
[[Why was it shoved between the mattress and the frame, then?|BARQ: bloody shirt extra q]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> It was wedged between the mattress and bedframe. Purposefully. <</qSpeak>>
<<opinion "oscar" "schemer" 10 true>>
<<speak "oscar.hardinghatless.neutral" >> I've three layers of sheets and about nine pillows. Frankly, things get lost in my bed. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> I'm sorry to have shattered the illusion of me as an organized man, but I'm as guilty as any other at occasionally leaving my room in disarray. <</speak>>
<<passiveCheck 1 `["dec",setup.DCKey.easy]`>>
<<skillCheck>>
<<text>>
<<if setup.checkPass(1)>>
His smile remains easy, but his eyes stare hard into your own. Without a doubt, whatever transpired was more than <i>just</i> a penknife incident.
<<else>>
His smile remains easy. It isn't impossible a night shirt could have gotten lost among the heaps of bedding...
<</if>>
<</text>>
<<set $oscarQuestTemp.extraQ to "You asked me of the soiled shirt you'd found in my room. Then you asked a follow-up question in addition - as to why it was shoved between the mattress and frame.">>
@@.next;[[Continue.|bar command center]]@@
<<saveCheck>><<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> Why was it shoved between the mattress and the frame, then? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutral" >> I've three layers of sheets and about nine pillows. Frankly, things get lost in my bed. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> I'm sorry to have shattered the illusion of me as an organized man, but I'm as guilty as any other of occasionally leaving my room in disarray. <</speak>>
<<passiveCheck 1 `["dec",10]`>>
<<skillCheck 1>>
<<text>>
<<if setup.checkPass(1)>>
His smile remains easy, but his eyes stare hard into your own. Without a doubt, whatever transpired was more than <i>just</i> a penknife incident.
<<else>>
His smile remains easy. It isn't impossible a night shirt could have gotten lost among the heaps of bedding...
<</if>>
<</text>>
<<set $oscarQuestTemp.extraQ to "You asked me of the soiled shirt you'd found in my room. Then you asked a follow-up question in addition - as to why it was shoved between the mattress and frame.">>
@@.next;[[Continue.|bar command center]]@@
<</if>>
<<saveCheck>><<qSpeak "quincy.neutral" >> If you were Convoy Prince, who would you have chosen? <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> A fun hypothetical! Your instincts are right that I would have different sensibilities to my brother. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Itaja Nephthei is the natural choice for Left Hand - the Council sent for him from Polaris the moment they got even a <i>whiff</i> that there might be a Convoy. <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> ...If only it hadn't been for Lucas's last minute act of charity towards Asenath. *He tuts.* <</speak>>
<<qSpeak "quincy.neutral" >> ...Nephthei actually accompanied us back North. <</qSpeak>>
<<text>>
You recall Lucas and Itaja bickering with enough force to make you fear an avalanche. A shudder passes through you.
<</text>>
<<qSpeak "quincy.neutral" >> Nephthei wouldn't've worked as Left Hand. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> A pity. Nephthei is bright, capable, familiar with the Northern commoners and their culture... <</speak>>
<<qSpeak "quincy.tilt" >> //Lucas and Nephthei are incompatible.// <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Hm. *He wrinkles his face a little, scratching his chin contemplatively.* I would have thought they'd get on swimmingly. <</speak>>
<<qSpeak "quincy.neutral" >> And of the Right Hand... I'd assume you'd choose my brother. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> Oh. Haha, oh, no... no... <i>not Lieutenant-General Barghur.</i> <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Not if I'm allowed the same disregard of tradition that my brother has enjoyed for his choices. <</speak>>
<<qSpeak "quincy.neutral" >> I'm not sure which other Northerners would qualify. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Well, there's - //oh,// but no, Delnaisi is too young... <</speak>>
<<qSpeak "quincy.neutral" >> There's Tebenka. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> I think we can both agree being trapped with Lord Tebenka for any length of time is the stuff of fretful dreams. Besides - he is a little //old// to be representing the //young heirs of Vestur,// don't you think? <</speak>>
<<qSpeak "quincy.neutral" >> The Elkhatus... <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> *His face crumples inwards like he just drank vinegar.* And put my life in the hands of //Howell Elkhatu?// Next. <</speak>>
<<qSpeak "quincy.neutral" >> Urdagan... <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> I... can't put a face to that name. <</speak>>
<<qSpeak "quincy.neutral" >> Then I am out of ideas. <</qSpeak>>
<<speak "oscar.hardinghatless.realthink" >> *He nods.* I suppose what was my first thought is the correct one, then. I think <i>you</i> are indeed the best choice for Right Hand. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[It seems so.|BARQ: convoy 2][$response to "yea"]]
[[No...|BARQ: convoy 2][$response to "no"]]
[[(Laugh.) No.|BARQ: convoy 2][$response to "noLaugh"]]
[[You're mocking me.|BARQ: convoy 2][$response to "mock"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "yea">>
<<if setup.hasTrait("packbond")>>
<<qSpeak "quincy.neutral" >> ...If you're that opposed to my brother, then it would seem so. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> It is not an opposition to your brother on principle. The Convoy Prince must pick a man he fundamentally agrees with, for your Right Hand will make many of your decisions for you. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> The Lieutenant-General and I just possess some ideological differences. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> It would seem so. <</qSpeak>>
<</if>>
<<if setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.neutral" >> Moreover, I think you are more insightful than you like to let on. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> Moreover, I like to think I could trust you in making decisions. You lack the hidden motives many of our peers tend to have... <</speak>>
<</if>>
<<speak "oscar.hardinghatless.fakethink" >> I suppose I should start refuting when my fellow King's Council members begin their daily squawking about Lucas's decisions being "mad." I must argue now they are only <i>half</i> mad. <</speak>>
<<case "no">>
<<qSpeak "quincy.neutral" >> No, I'm not. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Your brother and I both seem to think so. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Being haretouched is valuable. But only so much so here. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Being haretouched is not enough of a benefit to make me a "best choice"... <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.fakethink" >> Well, that is only part of the puzzle. <</speak>>
<<if setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.neutral" >> Moreover, I think you are more insightful than you like to let on. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> Moreover, I like to think I could trust you in making decisions. You lack the hidden motives many of our peers tend to have... <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >> *You shrug.* <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> No matter. 'Tis only a hypothetical - and you are Right Hand regardless. That is not going to change. Even if <i>you</i> don't think yourself the best choice... clearly my brother does. <</speak>>
<<speak "oscar.hardinghatless.happy" >> You've the opportunity to prove his instincts right - or wrong. The choice is yours. <</speak>>
<<case "noLaugh">>
<<qSpeak "quincy.chuckle" >> *Unsure how to respond to such a ludicrous statement, you cover your mouth, soundless laughter unexpectedly bubbling forth from your lungs.* <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> . . . <</speak>>
<<qSpeak "quincy.neutral" >> No. I'm <i>not</i>. I really am not. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Laugh all you want. I understand - it probably seems like flattery. But I <i>do</i> believe so. And clearly my brother does, too. <</speak>>
<<speak "oscar.hardinghatless.neutral" >>You are Right Hand regardless. You've the unique opportunity to prove Lucas's faith in you right, or wrong. I would suggest striving for the former.<</speak>>
<<case "mock">>
<<affinity "oscar" -5>>
<<qSpeak "quincy.furrow" >> You're... mocking me. <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> I'm not. <</speak>>
<<qSpeak "quincy.tilt" >> *You stare into your wine glass.* Nobody approves of Lucas's decision to appoint me. If you're not mocking me... maybe... you're trying to appease me. <</qSpeak>>
<<speak "oscar.hardinghatless.indignant" >> Such pessimism! I suggest you <i>don't</i> start seeing knives from all angles. There's many things worth adopting from Lucas, but that is not one of them. <</speak>>
<<qSpeak "quincy.neutral" >> Not Lucas. Just pattern recognition. <</qSpeak>>
<<if setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.unamused" >> Fine. *He holds up his hands.* I can't make you believe me. But I think you're a dark horse. I think you are more insightful than you like to let on. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> Fine. *He holds up his hands.* I can't make you believe me. But I like to think I could trust you in making decisions. You are not full of hidden motives in the way many of our peers are. <</speak>>
<</if>>
<<speak "oscar.hardinghatless.neutralserious" >> You are Right Hand regardless. You've the unique opportunity to prove Lucas's faith in you right, or wrong. I would suggest striving for the former. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<set $oscarQuestTemp.qProcede to false>>
<<opinion "oscar" "schemer" -5 true>>
<<if $oscarQuestTemp.qQ == 3 && $oscarQuestTemp.quincyTricked>>
<<include "C1OQ: bar quincy no extra question">>
<<elseif $oscarQuestTemp.qQ > 3>>
<<include "C1OQ: bar quincy no extra question">>
<<else>>
<<set $oscarQuestTemp.qProcede to true>>
<<set $oscarQuestTemp.quincyTricked to true>>
<</if>><<text>>
Oscar presses his hand to his chest. He blinks at you, squinting as if expecting you to say something further.
``When you don't, he smiles.
<</text>><<qSpeak "quincy.neutral" >> Your father referred to you as a "town bull." <</qSpeak>>
<<text>>
Oscar merely blinks, his hands politely folded. You are beginning to realize there is no polite way to ask this question.
<</text>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" >> Is your - that is, you have the reputation of being a rake... is it true? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> Are you really such a rake? <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.giggle" >> You're asking if the most <i>deliciously eligible bachelor</i> in all the three Kingdoms partakes in the bounty offered him on the daily. What a query! <</speak>>
<<speak "oscar.hardinghatless.smug" >> @@.singsong;Of course he does.@@ <</speak>>
<<speak "oscar.hardinghatless.giggle" >> Now, I'd never say this to the public. But it's hardly a secret - one can't //really// keep such a thing secret, now can they?. People talk. <I>Women</i> talk. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> You'll find precious few noblemen who //haven't// <i>dallied</i>. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I haven't.|BARQ: fuckboy 2][$response to "imVirgin"]]
[[I don't think Lucas has...|BARQ: fuckboy 2][$response to "lucasVirgin"]]
[[Yes. We... all have.|BARQ: fuckboy 2][$response to "uhuh"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "imVirgin">>
<<opinion "oscar" "schemer" -5 true>>
<<affinity "oscar" 5>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> I haven't. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I haven't. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.giggle" >> <b>Oh dear.</b> <</speak>>
<<speak "oscar.hardinghatless.wink" >> Well, the Season will soon be upon us, and you'll have //many an opportunity// to remedy that. <</speak>>
<<text>>
The idea of the murky ritual known as courtship is so foreign to you. Imagining balancing this atop all your other responsibilities makes the wine sit uneasily in your stomach.
<</text>>
<<qSpeak "quincy.lookaway" >> @@.stutter;Urk.@@ <</qSpeak>>
<<case "lucasVirgin">>
<<qSpeak "quincy.neutral" >> Not all. Lucas detests such things. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Lucas detests any bit of fun that might upset his foul countenance by gracing it with a smile. <</speak>>
<<case "uhuh">>
<<qSpeak "quincy.neutral" >> ...Yes. All men enjoy "dallying." <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> So we are in agreement. <</speak>>
<</switch>>
<<speak "oscar.hardinghatless.smug" >> There are much worse things to be called than a rake. I embrace it wholeheartedly. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> So long as the rake reforms upon taking his vows, there's no harm in it. <</speak>>
<<speak "oscar.hardinghatless.wink" >> And so there - you have your answer. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Is this why you haven't married?|BARQ: fuckboy extra q]]
[[(Move on.)|bar command center]]
<</choose>>
<</qSpeak>><<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> Are these "dalliances" why you haven't married? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutral" >> Yes and no. <</speak>>
<<speak "oscar.hardinghatless.wink" >> The flower of youth blooms for such a short window. One must make the best of it. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> But moreover - deciding on a future Queen is as big a decision a man could have to make. I've taken my time. <</speak>>
<<speak "oscar.hardinghatless.glance" >> But that decision <i>has</i> been made. The passing of my foreign love gave me much to consider. I will be brideless for only so much longer. <</speak>>
<<qSpeak "quincy.neutral" >> I see. <</qSpeak>>
<<set $oscarQuestTemp.extraQ to "After you asked whether I was a rake... you followed it up with whether or not I had ever married.">>
@@.next;[[Continue.|bar command center]]@@
<</if>><<qSpeak "quincy.neutral" >> High Sybil Sadaltaajir.... <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> Now here's a question I will relish answering! <</speak>>
<<qSpeak "quincy.neutral" >> I haven't asked anything yet. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> I know. I just adore exalting the Holy Mother's name and her good deeds to all who ask. *He shimmies in his seat anticipatorily.* <</speak>>
<<qSpeak "quincy.lookaway." >> I just wanted to know more about your and Lucas's relationship with her? <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> She's our trusted royal advisor. We are now the <i>third generation</i> of Andimeur to be blessed with her knowledge and foresight. <</speak>>
<<qSpeak "quincy.lookaway" >> Lucas calls her "Gamgam." <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Ah, yes. We've told him. He'll use "High Sybil" for two days, then at the next formal dinner, it's back to //"Gamgam, could you pass the wine?"// <</speak>>
<<speak "oscar.hardinghatless.neutral" >> "High Sybil Sadaltajir" is quite the mouthful for a three year old having their first lessons on the Testaments. "Gamgam" has just stuck. <</speak>>
<<speak "oscar.hardinghatless.smug" >> And it's a nickname true of the heart, if not of blood. She is our Holy Mother in public, but I've no hesitation declaring in less official matters such as this: @@.singsong;I adore my Gamgam. @@<</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Being both High Sybil and Royal Advisor is a lot of responsibility.|BARQ: grandma responsibility]]
[[Does Lucas feel the same way? It's hard to tell.|BARQ: grandma extra q]]
[[I actually had a.... uh, discussion with her.|BARQ: grandma discuss]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> I ran into her after I left the Conservatory, actually... <</qSpeak>>
<<qSpeak "quincy.lookaway" >> Or - more <i>ambushed</i>... <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Yes, I was a little afraid she might catch on. Not much going on in the castle escapes her eye... <</speak>>
<<speak "oscar.hardinghatless.happy" >> And yet we are here! So, she musnt've been so unreasonable. Or, perhaps it was that //you// made such a compelling argument. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I managed.|BARQ: grandma discuss 2][$response to "didGood"]]
[[It was fascinating.|BARQ: grandma discuss 2][$response to "goodWeird"]]
[[I barely escaped.|BARQ: grandma discuss 2][$response to "didBad"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "didGood">>
<<opinion "oscar" "schemer" 5 true>>
<<qSpeak "quincy.neutral" >> I managed well enough. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> I wonder if I've told you "thank you" enough times... *He beams.* Yes, I am sure you managed quite splendidly. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> The fact she allowed you to argue it in the first place means she trusted you. Or at the least, thinks you're interesting. <</speak>>
<<case "didBad">>
<<opinion "oscar" "schemer" -5 true>>
<<qSpeak "quincy.lookaway" >> Barely. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> ...Barely. <</speak>>
<<qSpeak "quincy.neutral" >> Barely got through that... confrontation. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> And yet you did. She spends a lot of time with the Auspicium, and in contemplation. I am sure - nay, I //know// she can seem an especially dense conversationalist. But it's just play for her. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> It means she <i>likes you</i>. <</speak>>
<<qSpeak "quincy.tilt" >> ...I will take your word for it. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Or at least, thinks you're interesting. <</speak>>
<<case "goodWeird">>
<<affinity "oscar" 15>>
<<qSpeak "quincy.neutral" >> She... *You cast about for a less charged verbiage than "put me on trial."* ...requested I argue for your freedom. <</qSpeak>>
<<qSpeak "quincy.pleased" >> It was... fascinating. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> *He beams.* Oh, I'm sure it looked like something of an interrogation, but for her such conversation is a form of play. <</speak>>
<<speak "oscar.hardinghatless.wink" >> The fact she allowed you the opportunity to argue in the first place means she likes you. Or at the least, thinks you're interesting. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> Does Lucas feel the same way? It's... hard to tell. <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.giggle" >> *He launches into a fit of giggles.* Oh, <i>please</i>. "Does Lucas love his Gamgam"... he spent the whole first decade of his life hiding behind her skirt. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> *He counts out on his fingers.* And eating her crepes. And bringing his broken wooden horses to her to mend. And drying his tears on her veil. <</speak>>
<<speak "oscar.hardinghatless.indignant" >> *Oscar affects a nasal quality, and the mimic of Lucas's voice is as indistinguishable as a hare against a black cliff-face.* @@.intense; Gamgam, I //cannot// stand my Atlantean professor!@@ <b>He's a cretinous lout.</b> I need your tutelage on the difference between <<atlantean "to where the water thickens" "\"north-west\"">> and <<atlantean "to where the water thins" "\"south-west\"">> <</speak>>
<<qSpeak "quincy.chuckle" >> . . . <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Sorry. *He laughs again, though he tries to stop it with a hand over his mouth.* Oh, I apologize for being so momentarily snide. He does make it rather easy. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> But yes, I think he feels the same. But for him to <i>say it</i> - imagine trying to coax him to express filial love of any kind! Blood from a stone. He wouldn't survive the shame. <</speak>>
@@.next;[[Continue.|bar command center]]
<</if>><<passiveCheck 1 `["emp",10]`>>
<<qSpeak "quincy.neutral" >> Being both High Sybil and Royal Advisor is a lot of responsibility. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Oh, yes. Gamgam has told me that when my grandmother appointed her as Royal Advisor it was... <i>controversial</i>, in a word. <</speak>>
<<if $oscarQuestTemp.heardAssets>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> *You think back to D'Angelo's description of certain old illustrations.* Yes, I've heard that. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *You think back to D'Angelo's description of certain old illustrations.* Yes, I've heard that. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.unamused" >> *He raises an eyebrow, having heard the hesitation in your tone.* I assume you've seen those... political cartoons. They were once quite cherished at VRMA. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> I heard. <i>Not saw.</i> *Since he's broached the topic, you suppose it fine to say:* D'Angelo spoke of such material in the library at VRMA. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Heard! <i>Not saw.</i> It's just that- D'Angelo spoke of such material in the library at VRMA. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.neutralserious" >> And here I thought they'd destroyed the last copies in circulation there. *He sighs.* <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> There's depictions of her holding Queen Celia's "assets." <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> *He opens and closes his mouth a few times.* I... <</speak>>
<<speak "oscar.hardinghatless.indignant" >> I hadn't pinned you as one of those boys who would slaver over any pair of circles drawn next to each other. I thought they'd rid of the last copies within school walls...! <</speak>>
<<qSpeak "quincy.surprised" >> It wasn't me-- it was D'Angelo. He told me. When we were in the hall of Kings. <</qSpeak>>
<<speak "oscar.hardinghatless.indignant" >> *His hand lowers from his chest, calmed by this assertion.* Now <i>that</i> sounds much more in line with reality. <</speak>>
<</if>>
<<else>>
<<speak "oscar.hardinghatless.neutralserious" >> The High Sybil and my grandmother's detractors were many, and the amount of unsavory rumors in circulation even more. <</speak>>
<</if>>
<<speak "oscar.hardinghatless.glance" >> Vestur at the time wasn't ready for one, much less two of the fairer sex in such high positions. Their detractors were many. *He swirls the wine in his glass.* <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> But my grandmother believed in the High Sybils council, and she's led our family right all these years. Then, after my mother died, the High Sybil became the closest Lucas and I had to one. <</speak>>
<<speak "oscar.hardinghatless.pray" >> ...A living mother, that is. Bless my dear mother. *He draws a triangle over his chest, then a circle around that - a symbol of holy protection.* <</speak>>
<<speak "oscar.hardinghatless.neutral" >> I'm not entirely sure how the High Sybil manages it all, but I'm thankful to her for finding a way. <</speak>>
@@.next;[[Continue.|bar command center]]@@
<<saveCheck>><<switch $response>>
<<case "visit">>
<<qSpeak "quincy.neutral" >> When your restrictions lift, I could bring Asenath by for tea-- <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> <b>Ahah! No.</b> *He doesn't allow you to even finish your sentence.* <</speak>>
<<speak "oscar.hardinghatless.glance" >> I've already helped pardon the man. I needn't be seen lunching with him too. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> I must keep a distance from the Asenaths. It's in their best interest - speculations of favoritism towards someone just saved from the jaws of a <i>high treason</i> offense would only serve to hurt that family. And myself. <</speak>>
<<qSpeak "quincy.lookaway" >> I could state it to be Convoy business... <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> @@.singsong;No thank you.@@ *His smile widens.* <</speak>>
<<case "heCool">>
<<qSpeak "quincy.neutral" >> I will try to keep this in mind. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Lovely. It'll do the Convoy good for the Left and Right Hand to work in happy concert. <</speak>>
<<case "heNotCool">>
<<affinity "oscar" -5>>
<<qSpeak "quincy.tilt" >> ...I'll have to take your word for it. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Give it time. It'll do the Convoy good for the Left and Right Hand to work in happy concert. <</speak>>
<</switch>>
<<speak "oscar.hardinghatless.happy" >> *He gives himself a little shake.* Now - we should move on. <</speak>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<switch $response>>
<<case "friend">>
<<qSpeak "quincy.neutral" >> Why did this friendship of yours end? <</qSpeak>>
<<case "acquaintance">>
<<qSpeak "quincy.neutral" >> Why did this acquaintanceship of yours end? <</qSpeak>>
<</switch>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutralserious" >> You witnessed the trial as well as anyone else. The Asenath name is currently marked. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> ...In assisting in his pardon, I did as good a thing as I could for him. I can't carry on the same sort of amiability as before, lest I be accused of favoritism, or worse, collusion. It's simple as that. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> I do wish the Asenath family well, though. <</speak>>
<<passiveCheck 1 `["emp",15]`>>
<<skillCheck 1>>
<<text>>
<<if setup.checkPass(1)>>
He says this in a casual businesslike tone. His face has become cold and withdrawn, and he watches you closely, anticipatory of any further pressing.
<<else>>
He speaks briskly with a shrug of his shoulders.
<</if>>
<</text>>
<<set $oscarQuestTemp.extraQ to "You asked about the nature of my relationship with Kaitos Asenath. Then you asked again about why we're no longer on amicable terms.">>
@@.next;[[Continue.|bar command center]]@@
<</if>>
<<saveCheck>><<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Your vanity drawer was full of... <i>correspondence</i>. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> When I was in your quarters, I happened to notice that your drawer was full of... correspondence. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.surprise" >> *He chokes on the bit of wine he was sipping.* <</speak>>
<<if $actions.letters.oscarLetter || $oscarQuestTemp.vickyRead>>
<<opinion "oscar" "schemer" 5 true>>
<<affinity "oscar" -10>>
<<if setup.hasTrait("shameful")>>
<<text>>
Architect above. You shouldn't be asking this.
<</text>>
<<qSpeak "quincy.lookaway" >> They were of an amorous nature. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> *He narrows his eyes.* <</speak>>
<<qSpeak "quincy.lookaway" >> I'm just... curious. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> That's not a question. <</speak>>
<<qSpeak "quincy.tilt" >> Er - could you tell me about them? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> They were of an amorous nature. All from the same woman. <</qSpeak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" >> What were they? <</qSpeak>>
<</if>>
<<include "BARQ: room questions modifier">>
<<if $actions.letters.oscarLetter || $oscarQuestTemp.vickyRead>>
<<speak "oscar.hardinghatless.indignant" >> I must say - I did not expect you to be <i>quite so</i> deprived of any sort of <i>appropriateness</i> or - or - <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> Breaking into my quarters. Reading my <i>private correspondences...!</i> <</speak>>
<<if $actions.letters.oscarLetter != true>>
<<qSpeak "quincy.lookaway" >> It wasn't me. I didn't want to. It was Victoria-- <</qSpeak>>
<<speak "oscar.hardinghatless." >> You brought others into my quarters as well?! <</speak>>
<</if>>
<<text>>
He takes a moment to inhale and exhale. Something shifts in his countenance - a <i>line</i> appears on his face for the first time.
<</text>>
<<speak "oscar.hardinghatless.neutralserious" >> As per the rules of the game, fine. Madame Morthyme was my lover, yes. We engaged in <i>private relations</i>. This is nothing you don't already know. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> I keep the letters because it's all I have left of our time together. It's all still rather raw. I only got word of her passing some weeks ago. <</speak>>
<<speak "oscar.hardinghatless.glance" >> Not all of them are amorous, you were just unfortunate enough to pick one of the more salacious entries. I loved her, and now I can love her no longer. That's well and honestly the only information I have to give you. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.indignant" >> You mean to say you <i>didn't</i> open them. <</speak>>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> *He searches your face for a time, leaning forward with his eyebrows knitted together. Then he sits back, blinking in surprise.* Good Architect - I think I <i>believe you.</i>. <</speak>>
<<speak "oscar.hardinghatless.glance" >> They were love letters. Between my late Madame Morthyme and I. We talked about those things those of us hit by Saint Cupid's arrow do. I loved her, and now I can love her no longer. That's well and honestly the only information I have to give you. <</speak>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I'm sorry.|BARQ: letters 2][$response to "sorry"]]
[[Right. I remember hearing about her demise.|BARQ: letters 2][$response to "right"]]
[[How did she die?|BARQ: letters extra q]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "sorry">>
<<qSpeak "quincy.lookaway" >> I'm sorry. <</qSpeak>>
<<affinity "oscar" 3>>
<<if $actions.letters.oscarLetter || $oscarQuestTemp.vickyRead>>
<<speak "oscar.hardinghatless.unamused" >> For once, I must say you should be. <</speak>>
<<else>>
<<affinity "oscar" 5>>
<<speak "oscar.hardinghatless.neutralserious" >> Don't be. I understand your curiosity. <</speak>>
<</if>>
<<speak "oscar.hardinghatless.glance" >> But her death is no fault of your own. <</speak>>
<<case "right">>
<<qSpeak "quincy.tilt" >> Ah, yes. I remember hearing about her death. I believe it circulated in pamphlets. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> Yes. I submitted the news myself. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> It's morbid, but unfortunately with marriage season around the corner, I must clarify my... availability. Otherwise, certain parties feel cheated. <</speak>>
<<speak "oscar.hardinghatless.glance" >> I will grieve, and then I'll move on. <</speak>>
<</switch>>
<<speak "oscar.hardinghatless.happy" >> Let us turn towards less morbid matters, shall we? <</speak>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> How did she die? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutral" >> She was a lover of when the circuses came to town. Was interested in learning the trapeze. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> //"It's the closest a woman can come to flying,"// she wrote to me once. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> Usually when they're learning, they attach a tether of sorts. Her's failed. Sixty metres to the ground. <</speak>>
<<speak "oscar.hardinghatless.glance" >> ...I only hope she didn't suffer. <</speak>>
<<qSpeak "quincy.lookaway" >> Oh. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> Yes. Can we move on? <</speak>>
<<set $oscarQuestTemp.extraQ to "You pried about my letters. Then for whatever reason, you insisted to know how my late love died.">>
@@.next;[[Continue.|bar command center]]@@
<</if>><<qSpeak "quincy.neutral" >> Why do you think Lucas distrusts you so much? <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> *He rolls his eyes.* Because everything must be a <i>I</i> versus <i>they</i> with Lucas. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> <i>I</i> am a man of the people, for I studied law at a peasant school. I have jettisoned my family and their antiquated, boring ways for the enlightened era. <i>They</i> are only obsessed with vainly retwisting their hair in front of golden mirrors and eating bonbons, and not their subjects' problems. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> <i>I</i> am a scholar of reason, and <i>they</i> unfeeling autocrats. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> ...In case you haven't caught on - I am a <i>they</i>. <</speak>>
<<qSpeak "quincy.neutral" >> No. I understood that exercise. <</qSpeak>>
<<speak "oscar.hardinghatless.worried" >> *Oscar sighs and leans back on the couch, rubbing his temple.* I'm not sure how much longer he must hold childhood fraternic pranks as proof I'm some sort of conniving snake. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[He is prone to exaggeration...|BARQ: lucas 2][$response to "exaggerate"]]
[[So you say in a disguise. You are nothing like your public image.|BARQ: lucas 2][$response to "liar"]]
[[Is the time you cut off his first set of dreads a "fraternic prank?"|BARQ: lucas extra q]]
[[Maybe he'll forgive you eventually.|BARQ: lucas 2][$response to "forgive"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "exaggerate">>
<<affinity "oscar" 5>>
<<qSpeak "quincy.neutral" >> He does have a tendency to exaggerate. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Perhaps his uncompromising love of justice makes any slight or misdeed done to him all the much more raw and red.<</speak>>
<<speak "oscar.hardinghatless.happy" >> *He smiles.* ...We all have our foibles. <</speak>>
<<case "liar">>
<<affinity "oscar" -10>>
<<opinion "oscar" "schemer" 10 true>>
<<qSpeak "quincy.neutral" >> It's strange to dispute being suspicious when you're actively in disguise. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> I have been entirely open with you. Of my desires to get out of the castle, of my plans, even of my feelings about my brother. <</speak>>
<<qSpeak "quincy.neutral" >> You are also different from the Prince Oscar you project in public. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Please take no offense, but your ignorance of court life embarrasses you. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> No die can show all its faces at one time, but that doesn't mean it doesn't roll true. I show the public only that I care for them, that I'm a dedicated white practitioner, and do it all with a smile and charm. <</speak>>
<<speak "oscar.hardinghatless.glance" >> Just because I have this secret little escape from the pressures of court life, doesn't mean I don't care for my people. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> I don't announce my use of the chamber pot every morning, but that does not mean that I'm secretly //not handsome.// <</speak>>
<<speak "oscar.hardinghatless.neutral" >> And you, Duke Barghur, must blunt your <i>affliction</i> for the public's sake. And I do not judge you for doing so. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.tilt" >> *This is true. You avert your gaze.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I don't <i>blunt my affliction</i>, actually. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> Well, not everyone has the luxury of being as brazen as you. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> It is a privilege of the second son. <</speak>>
<</if>>
<<case "forgive">>
<<qSpeak "quincy.neutral" >> He might forgive you eventually... <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> I can hope. But he's <i>persistent</i>, if not nothing else. *He shakes his head.* <</speak>>
<<speak "oscar.hardinghatless.glance" >> Perhaps his uncompromising love of justice makes any slight or misdeed done to him all the much more raw and red.... <</speak>>
<<speak "oscar.hardinghatless.happy" >> No matter. We all have our foibles. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> Is the time you took a pair of scissors to his locs one of those "fraternic pranks?" <</qSpeak>>
<<text>>
It's one of the earliest "Oscar Stories" you can recall Lucas telling.
<</text>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutralserious" >> Mmm. Unfortunately. *The smile fades, and he turns his head away from you.* <</speak>>
<<speak "oscar.hardinghatless.glance" >> Not my child self's kindest moment. My, I did <i>not</i> want a younger brother at the time. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> ...But we were in single digit age - mere pups. I've been told it's normal of the age to have not quite yet developed higher reason. Nobody was hurt. <</speak>>
<<speak "oscar.hardinghatless.worried" >> I was just a boy of eight asking if they could put my five year old brother "back where they found him." I truly hope you don't think things I did before I could even ride a horse reflect on my current character. <</speak>>
<<text>>
He looks back at you from the corner of his eye, eyebrows turned up in a pleading expression. You can only play with the brim of your hat in response.
<</text>>
@@.next;[[Continue.|bar command center]]@@
<</if>><<qSpeak "quincy.neutral" >> I noticed you have a portrait in the Hall of Kings. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> *His expression flickers - but he motions for you to continue.* <</speak>>
<<qSpeak "quincy.neutral" >> The rest of the Andimeurs on the wall were deceased. So why were you included? <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> That portrait <i>shouldn't</i> be there, really. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> ...My mother commissioned a portrait of me as... A precaution, in my younger years. It isn't uncommon by any means for a child to die. <</speak>>
<<speak "oscar.hardinghatless.glance" >> She had some opinions about them "never quite turning out" when done postmortem. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I assume some servant saw it in storage and decided to go out of their way and put it up. And well, we Andimeurs aren't so self-obsessed to enjoy checking the Hall of Kings particularly often...
``By the time anyone noticed, the public had already seen it. I'd assume it was decided that removing it would cause more strange speculation. So there is still sits.<</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Why doesn't Lucas have one, then?|BARQ: oscar port extra q]]
[[That's unpleasant.|BARQ: oscar port 2]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> That's unpleasant. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Yes. Quite eerie. It seems the sort of thing to be labeled a "bad omen" among the more superstitious of us. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> Yet I'm still here. So! If it's an omen, it isn't a particularly good one. <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> I'd love to know what the commoners say of it. They have rather active imaginations. <</speak>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> But why doesn't Lucas have one as well? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.fakethink" >> I wish I could ask my mother and tell you, truly. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I can only assume it has something to do with first-time mothers and their habit of developing a sea of worries. I've seen it many times in my practice. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> A woman birthing for the first time tends to fret and ask after her babe every few moments. The woman in labor with eight children, ah, as one midwife I know once put it: would love for her practitioner to //"just tie one end of a rope around the babe, affix the other to a horse and ask it to pull"//. <</speak>>
<<qSpeak "quincy.neutral" >> ...That's unpleasantly evocative. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> <b>It is.</b> But it's the same principle: I was her firstborn, so I was subject to her greatest anxieties. By the time Lucas came about, she was less concerned her child would spontaneously drop dead when she wasn't looking.<</speak>>
<<set $oscarQuestTemp.extraQ to "You asked of my portrait in the Hall of Kings. Then you asked why Lucas did not have one.">>
@@.next;[[Continue.|bar command center]]@@
<</if>><<qSpeak "quincy.neutral" >> Tradition dictates the oldest Andimeur heir be Convoy Prince. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Yes. But just about nothing regarding this Convoy has been traditional. Novel situations call for novel solutions. You are a <i>most unorthodox</i> pick for Right Hand. But my brother's logic for your appointment, ah, even I can't dispute it. <</speak>>
<<text>>
Lucas has long lamented the fractious relationship between himself and the man who now sits before you with his chin balanced delicately on his crossed fingers. You can't help your curiosity:
<</text>>
<<qSpeak "quincy.lookaway" >> Are you not jealous? <</qSpeak>>
<<speak "oscar.hardinghatless.smug" >> //Of course!// <</speak>>
<<text>>
You hadn't been expecting such a blunt response. You blink. Oscar lets out a tinkling laugh and presses a hand to his chest.
<</text>>
<<speak "oscar.hardinghatless.indignant" >> I watch my younger brother get chosen for the first Convoy in over a century -- a position <b>rightfully mine</b> -- and be given parades and festivals while I lay convalescing in my room. And then not a moment after my recovery is complete does my inconsiderate uncle //try to send a bullet through my heart.// <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Oh, I am so jealous it hurts. But Lucas needs this opportunity in a way I do not. He's hungry. The court and my subjects already adore me. My brother... less so. <</speak>>
<<text>>
He is now staring not at you, but past you, his expression approximating the way one might recall a beloved pet.
<</text>>
<<speak "oscar.hardinghatless.wistful" >> That poor bottom-dog is the most disagreeable dreamer I've ever met, but a dreamer nonetheless. <</speak>>
<<qSpeak "quincy.neutral" >> He doesn't know you feel that way. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> Of course not! He's happier with the idea I care not for a hair on his head. Let him have it, I say. Trying to convince him otherwise is like trying to fit a gown on an angry cat. Nobody stands to benefit. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[But it must be difficult to sit at home, doing nothing.|BARQ: prince 2][$response to "home"]]
[[You approve of his policy, then.|BARQ: prince 2][$response to "policy"]]
[[Would you have still let him take the position if you could've gone?|BARQ: prince extra q]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "home">>
<<qSpeak "quincy.neutral" >> But it must make you restless to be at home doing little. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Ah, I never said I was <i>doing little</i>. From Diadem I can write anywhere, and a pigeon carries news of happenings to me in two or three days. I am part of the royal family, I sit on the council, and I provide my father advice in his dealings. <</speak>>
<<speak "oscar.hardinghatless.wink" >> There's <i>much</i> one can do from his chaise-lounge. <</speak>>
<<qSpeak "quincy.neutral" >> ...Not enough clearly, or else we wouldn't be here. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> No. *He smiles.* Not enough. There's a world of difference between being stuck within a city and stuck within one building without any privacy. <</speak>>
<<case "policy">>
<<qSpeak "quincy.neutral" >> You approve of his policy, then. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Mm, I don't recall saying <i>that</i>. *He taps a finger to his lips.* I think he has ideas. How he executes them, his idea of policy, and even of what he thinks is justice, is another thing. <</speak>>
<<qSpeak "quincy.neutral" >> And your thoughts on those qualities of his are... <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> A private matter between two brothers. <</speak>>
<</switch>>
<<qSpeak "quincy.neutral" >> I see. <</qSpeak>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<qSpeak "quincy.neutral" >> But if you <i>could've</i> gone, would you have? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.fakethink" >> It's difficult to say. Depends where I would've been, what I might've been thinking. Any given //"what if"// then contains a thousand further //"what ifs"//. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> ...But yes, I think I might have. I've not the same <b>sense of justice</b> my brother does... *He tucks his hand under his overcoat like Lucas often does when giving a speech.* ...but I've my own charms, and wit, and I think a sense of fairness. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> And as I said, I'm hopelessly jealous. I'm sure if I had been allowed to snatch this opportunity from him though, he might've //gone to fratricide.// <</speak>>
<<qSpeak "quincy.surprised" >> . . . <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> I jest! <</speak>>
<<speak "oscar.hardinghatless.wink" >> ...At least, I'm fairly sure. <</speak>>
<<set $oscarQuestTemp.extraQ to "You asked whether I was jealous about my brother's appointment as Convoy Prince. And then you asked again whether I would've taken it in his stead.">>
@@.next;[[Continue.|bar command center]]@@
<</if>><<if $oscarQuestTemp.roomQ == 0>>
<<speak "oscar.hardinghatless.neutralserious" >> I see merely entering my room was not enough, but you needed to rifle through my belongings. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> I'll answer this, but I'd appreciate no further prying into such private matters. <</speak>>
<<elseif $oscarQuestTemp.roomQ == 1>>
<<speak "oscar.hardinghatless.indignant" >> Another question regarding my quarters. I know etiquette is not your strong suit, Quintrell, but this is rather rude. <</speak>>
<<qSpeak "quincy.neutral" >> It's still the question I wished answered. The rules of this game stipulate-- <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> *He sips his wine glass.* I'm aware I must answer it. Fine. <i>No more</i>, though. <</speak>>
<<else>>
<<affinity "oscar" -15>>
<<speak "oscar.hardinghatless.indignant" >> A <b>third time</b>. I can't help but wonder if you've some sort of perverse obsession with my quarters. <</speak>>
<<qSpeak "quincy.neutral" >> Answer it. <</qSpeak>>
<<speak "oscar.hardinghatless.realthink" >> *He clutches the wine glass so tersely you're afraid he may break it.* <</speak>>
<</if>>
<<set $oscarQuestTemp.roomQ += 1>><<qSpeak "quincy.neutral" >> The stained glass window in your quarters is broken. <</qSpeak>>
<<include "BARQ: room questions modifier">>
<<if $oscarQuestTemp.visitedCourtyard>>
<<qSpeak "quincy.lookaway" >> ...Moreover, I know Kaitos Asenath was the one to throw a rock through it. Why? <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> What happened? <</qSpeak>>
<</if>>
<<if $oscarQuestTemp.visitedCourtyard>>
<<speak "oscar.hardinghatless.surprise" >> How-- <</speak>>
<<qSpeak "quincy.neutral" >> He made it rather obvious. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> Hmm. *He sips his wine.* <</speak>>
<<qSpeak "quincy.neutral" >> Apparently it caused a commotion among the castle. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> "Commotion" is something of an understatement. *He sighs.* Yes... not one of Asenath's better moments. He only meant to alert me to his presence. <</speak>>
<<qSpeak "quincy.neutral" >> Alert you to his presence. In the early hours of the morning. <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> Yes. A well-traveled, southern rum merchant comes to visit the castle - why would I <i>not</i> sneak out on occasion to get foxed and talk about men's things? <</speak>>
<<speak "oscar.hardinghatless.neutral" >> It's not behavior befitting a Prince of course, so it was done on the quiet. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I don't know him to be much of a talker.|BARQ: window 2][$response to "quiet"]]
[[That certainly sounds like something he'd do.|BARQ: window 2][$response to "heWould"]]
[[What sort of "men's things" did you two talk about?|BARQ: window extra q][$response to "mensThings"]]
<</choose>>
<</qSpeak>>
<<else>>
<<speak "oscar.hardinghatless.surprise" >> Oh. Well - one night, someone lobbed a rock through that window. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> If you ask <i>me</i>, it was a common vandal. But ask my father or anyone else, and it was an assassination attempt. <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> ...Can't say I've ever heard of anyone losing their life from someone breaking a window from three stories down with a pebble. <</speak>>
<<speak "oscar.hardinghatless.unamused" >> You've no idea how long it took me to convince my father to let me sleep in my own bed again. <</speak>>
<<passiveCheck 1 `["dec",10]`>>
<<if setup.checkPass(1)>>
<<text>>
He sips his glass of wine and averts his eyes, bouncing his leg.
<</text>>
<</if>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[You endure a lot of assassination attempts.|BARQ: window 2][$response to "ass"]]
<<if setup.checkPass(1)>>[[I think you know more about it than that.|BARQ: window 2][$response to "knowMore"]]<</if>>
[[But why the iron bars...?|BARQ: window extra q][$response to "whyBars"
]]
<</choose>>
<</qSpeak>>
<</if>>
<<saveCheck>><<switch $response>>
<<case "quiet">>
<<qSpeak "quincy.lookaway" >> I really can't imagine Asenath making for great conversation. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Oh, you'd be surprised how much people can open up given the right conversational elements. <</speak>>
<<speak "oscar.hardinghatless.wink" >> *He gestures between the pair of you and winks.* <</speak>>
<<qSpeak "quincy.neutral" >> I see. <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> And I wouldn't say your... //quiet nature// means //you// make for "poor conversation." <</speak>>
<<speak "oscar.hardinghatless.neutral" >> The same goes for Asenath. <</speak>>
<<case "heWould">>
<<qSpeak "quincy.neutral" >> That does seem like the sort of thing he'd do. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Yes, but nobody is at their best unsober in the middle of the night. Let he who cast the first stone... *His lips twitch.* <</speak>>
<<qSpeak "quincy.neutral" >> *You blink. This phrase is regarding assigning judgement -- but Kaitos did indeed cast a stone. An immaculate coincidence.* <</qSpeak>>
<<qSpeak "quincy.chuckle" >> That was... apt. <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> I live to serve my subjects. <</speak>>
<<case "ass">>
<<qSpeak "quincy.neutral" >> Sounds as though you endure a lot of assassination attempts. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> We all have. It comes with the territory of being the son of a ruler. <</speak>>
<<qSpeak "quincy.neutral" >> . . . <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> You... look as though you've no idea what I'm talking about. <</speak>>
<<qSpeak "quincy.neutral" >> If they've tried, they must've been inept beyond my notice. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> *He nods slowly, but his eyebrows furrow.* Huh. <</speak>>
<<case "knowMore">>
<<opinion "oscar" "schemer" 10 true>>
<<qSpeak "quincy.furrow" >> I suspect there's more to this window scenario than you let on. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Not sure what's given you that idea. <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> . . . <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Alright - perhaps there was <i>somebody</i> who I was nipping out to meet. Perhaps they tried to <i>get my attention</i> and misaimed their rock, and perhaps it was a situation where I was not supposed to be nipping out in the first place. <</speak>>
<<qSpeak "quincy.pleased" >> A lover. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> *He laughs.* No, not quite. Just the usual mischief we young men get up to. The sort that doesn't involve women, anyhow. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> But I've now answered your particular question, and I needn't answer any further. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<include "BARQ: extra q clause">>
<<if $oscarQuestTemp.qProcede>>
<<switch $response>>
<<case "mensThings">>
<<qSpeak "quincy.neutral" >> What sort of "men's things" do you speak of? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.fakethink" >> Hm. I should remember you may not know what the rest of us sinners enjoy partaking in. <</speak>>
<<speak "oscar.hardinghatless.wink" >> Women. Betting. //Betting on which women will do what thing.// Wondering which women gamble in private. <</speak>>
<<qSpeak "quincy.neutral" >> That's a limited range of topics. Sounds rather dull. <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> @@.singsong;You'd be surprised.@@ <</speak>>
<<speak "oscar.hardinghatless.neutral" >> ...But no, you're right. There were other things we discussed. The Asenath family business, the state of the Octanis, opinions on policy... <</speak>>
<<qSpeak "quincy.neutral" >> *Policy?* You speak of <i>Kaitos Asenath</i>. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Yes. He is quite the conversationalist when he wishes to be. <</speak>>
<<set $oscarQuestTemp.extraQ to "You asked about my broken window. Then asked of what Asenath and I used to discuss while getting foxed.">>
<<case "whyBars">>
<<qSpeak "quincy.neutral" >> But why the bars on the window? <</qSpeak>>
<<include "BARQ: extra question modifier">>
<<speak "oscar.hardinghatless.neutral" >> It was a later addition, after the more recent attempt on my life. But I think the reason why they'd be fitted is self-evident. After all - I am <i>here</i> and not <i>at Diadem Castle</i>. <</speak>>
<<qSpeak "quincy.neutral" >> Oh. You would've escaped. But the jagged glass... <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> A bit of ingenuity can bypass many barriers. <</speak>>
<<set $oscarQuestTemp.extraQ to "You asked about my broken window. Then, rather foolishly I might add, why they thought to install bars.">>
<</switch>>
@@.next;[[Continue.|bar command center]]@@
<</if>><<switch $response>>
<<case "freedom">>
<<qSpeak "quincy.neutral" >> Everyone, be they man or beast, deserves freedom. <</qSpeak>>
<<affinity "oscar" 10>>
<<speak "oscar.hardinghatless.happy" >> Ahh, what a chivalrous principle. Though I hesitate to say <i>everyone</i> deserves freedom, lest the murderers and knaves of the world start gallivanting through our gardens. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> But in circumstances like my own... I very much agree. <</speak>>
<<case "madeSense">>
<<qSpeak "quincy.neutral" >> You were very persuasive. <</qSpeak>>
<<qSpeak "quincy.pleased" >> Now you can make good on those plans for your newfound freedom. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Oh, I shall. @@.singsong;Look - I'm "making good" on remedying my lost recreation time right now.@@ *He holds his wine glass up.* <</speak>>
<<speak "oscar.hardinghatless.happy" >> And most importantly, I'll be back to practicing in my clinic just as soon. <</speak>>
<<case "debt">>
<<opinion "oscar" "schemer" 10>>
<<qSpeak "quincy.neutral" >> It put you in my debt. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Indeed. Not the most chivalrous principle, but I can't deny that. <</speak>>
<</switch>>
<<speak "oscar.hardinghatless.happy" >> Now! Let us shed conversational niceties. @@.singsong;Might I propose a game, of sorts?@@ <</speak>>
<<qSpeak "quincy.lookaway" >> I've no objections with dispensing of "conversational niceties." <</qSpeak>>
<<text>>
You take another sip of your wine, and find you've drunk through half the glass. Insobriety has begun to work on the edges of your consciousness; it rounds the corners of your thoughts. Oscar in comparison has drunk only about a quarter of his. You resolve to slow your pace.
<</text>>
<<qSpeak "quincy.neutral" >> Not so sure about a game, though. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> I want to know more about you, and you more about me. It's just a way to structure our little discussion. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> In this game, we grant the other three questions each, answered without hesitation or judgement. <</speak>>
<<qSpeak "quincy.neutral" >> *Tantalizing. You straighten yourself and give a single nod.* <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> @@.posh;Wonderful.@@ What you must remember of this game is that <i>any questions</i> count towards our three. Every "Is that so?" and "can you explain further?" will constitute a question. Are we clear? <</speak>>
<<qSpeak "quincy.lookaway" >> I believe so. <</qSpeak>>
<<speak "oscar.hardinghatless.smug" >> I shall go first, then. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<gate `["etiq",12]` [[Actually, I should go first. You've already asked a question.|C1OQ: bar q1 deflect]] "hide">>
[[Alright.|C1OQ: bar 3 questions 2]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">>Alright. <</qSpeak>>
<<text>>
He sets down his cup once again and makes himself comfortable, crossing one leg over another.
<</text>>
<<speak "oscar.hardinghatless.neutral" >> You've kept to yourself most these years. What exactly changed for you to take up so a public position as //Right Hand of the Prince's Convoy?// <</speak>>
<<qSpeak "quincy.neutral" >> The $newNorth happened. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Yes, but for <i>you</i> to be Right Hand in particular breaks convention. It should have been your brother. Or if not, it could've been any other young Northern nobleman. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I've a unique combination of traits that make me well suited to the position.|C1OQ: bar q1 answer][$response to "suited"]]
[[I couldn't let Lucas do it alone.|C1OQ: bar q1 answer][$response to "helpLucas"]]
[[It wasn't my decision. Lucas appointed me.|C1OQ: bar q1 answer][$response to "notMe"]]
<</choose>>
<</qSpeak>><<questUpdateTask "A1oscarQuest" `[{id: "oscarMeet", complete:true}]`>>
<<text>>
In a few moments. you and "Mr. Harding," his hat and moustache back in their rightful place, are busy shuffling back into the main room of //Sweet Molly's Stable.// To your surprise, it seems more busy than ever. The number of patrons seem to have doubled in your absence... as well as the general drunkenness.
``Oscar stops halfway down the length of his room and, leaning on his cane, tips his hat in your direction.
<</text>>
<<speak "oscar.harding.neutral" >> Sorry about the <i>unconventional location</i>, but it was a pleasure doing business with you, Duke Barghur. <</speak>>
<<speak "oscar.harding.wink" >> Now I must bid you adieu. I've got other matters to attend to here. After all, The night is young! <</speak>>
<<speak "gentleman1.neutral" "gentleman" >> Dick likes to sit and chat our ears off. He's a good listener, that man. <</speak>>
<<text>>
...Dick.
``....<i>Dick</i>?
``Architect.
``You aren't sure if it's the pleasant buzz about your head from the glass of wine, but - it's quite too much. You feel like you're losing control of your lungs.
<</text>>
@@.next;<<check `["etiq",15]` [[Try not to erupt into laughter over the alias "Dick Harding."|C1OQ: bar end]]>>@@<<text>>
The grandfather clock in the corner calls a soft chime. It is now eleven o'clock at night. You contemplate your waiting inn bed, far away in the Horn Quarter. There's a long walk back that you must make before you can rest your head.
<</text>>
<<qSpeak "quincy.neutral" >> I should be going soon. It's late. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> So it is. I'm sad our little discussion is at an end, Quintrell. I've still many wonders about you. <</speak>>
<<if setup.rankAffinity("oscar",true ) > 0 && setup.checkOpinion("oscar", "schemer") == 0>>
<<speak "oscar.hardinghatless.happy" >> You're so refreshing after so many a month of only obnoxious Midland swells to talk to - speaking as an obnoxious Midland swell myself. <</speak>>
<<elseif setup.rankAffinity("oscar",true ) > 0 && setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.fakethink" >> We have more in common than I might've expected. <</speak>>
<<elseif setup.rankAffinity("oscar",true ) <= 0 && setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.realthink" >> We have more in common than I might've expected. <</speak>>
<<elseif setup.rankAffinity("oscar",true ) <= 0 && setup.checkOpinion("oscar", "schemer") <= 0>>
<<speak "oscar.hardinghatless.unamused" >> I'm sure there's more to you I just haven't... discovered yet. <</speak>>
<</if>>
<<passiveGate 1 `["dec",setup.gateKey(2)]`>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<decide "hunch" [[I truly wish I could stay...|C1OQ: bar quinpinion of oscar gay]]>>
[[I look forward to becoming more well acquainted.|C1OQ: bar quinpinion of oscar][$response to "acquaintance"]]
[[(Nod politely, but say nothing more.)|C1OQ: bar quinpinion of oscar][$response to "nod"]]
[[I am unsure what to think of you.|C1OQ: bar quinpinion of oscar][$response to "unsure"]]
<<if setup.gatePass(1)>> [[There is too much you leave unsaid for my liking.|C1OQ: bar quinpinion of oscar][$response to "liar"]]
<</if>>
[[What of my reward?|C1OQ: bar quinpinion of oscar][$response to "reward"]]
<</choose>>
<</qSpeak>><<skillCheck>>
<<if setup.checkPass(0)>>
<<text>>
You swallow hard, hoping that will rid you of your laughter. It works, but at the expense of releasing a horrid cough. The bartender turns quizzically towards you.
<</text>>
<<else>>
<<text>>
You snort. Like an orc. You finally manage to get a hold of yourself, hoping your outburst hasn't compromised Oscar's position. But luckily for you, the bartender doesn't so much as glance in your direction.
<</text>>
<</if>>
<<speak "oscar.harding.giggle" >> . . . <</speak>>
<<qSpeak "quincy.lookaway" >> Yes. I'll be seeing you soon... er, Dick. Farewell. <</qSpeak>>
<<text>>
You tip your own hat back at him, and waste no more time in making your exit. The spring air of the Tail Quarter is warm and rank, and you make note to (again) clean the manure from your shoes as you begin the long trudge back to the Horn Quarter.
``Your walk is uneventful, but your mind is anything but.
<</text>>
@@.next;[[Continue.|C1OQ: final goodend]]@@<<location "miss_mollys_stable.png" "Sweet Molly's Stable - Horn Quarter">>
<<text>>
``"Sweet Molly's Stable" is a strange name for a gentleman's club. Not that you've ever been to one, but you expected... something more horse-related. Instead, the interior
resembles something like a bar, or a tavern, or perhaps even a coffee house. But in place of the usual abused old wooden stools, the slightly sour smell, and the concerningly sticky floor, is a space more refined.
``The chairs are velvet, and in them the men reclining hold tin chalices instead of the usual wooden mugs. Unfortunately, thick haze of cigar smoke is hardly an olfactory improvement to the effluence pervading the Tail Quarter. In homage to the "stable" theme, they've even hung a few horseshoes on the walls... though those are few in comparison to the paintings of dandies and boxing sports. Odd.
``For the moment, nobody has noticed your entrance. Likely due to the absolute din emitting from an overcrowded card table in a corner.
<</text>>
<<speak "gentleman1.neutral" "Gentleman" >> Damn it, Mr. Harding! I'm ruined if I don't draw you as my partner in the next round. I'm getting down to my last guilder! <</speak>>
<<speak "gentleman2.neutral" "Gentleman 2" >> I hope not! I'm on a roll with Mr. Harding. <</speak>>
<<speak "oscar.harding.neutral" "???" `["shadow"]`>> Don't bet what you aren't willing to lose, gentlemen! Because I assure you, any guilder placed on this table will be in my coin purse by night's end. <</speak>>
<<text>>
You know that voice. It's <i>modified</i>, though - stripped of the usual gentle affectation, substituted for the throaty gruffness from a man from the countryside... and cross-bred with indistinct, muddy Oponan vowels.
``When you get closer, one of the men at the table looks up - and it's Oscar. You think. His companions follow suit.
<</text>>
<<speak "oscar.harding.surprise" "Oscar, You think">> . . .<</speak>>
<<speak "gentleman2.neutral" "Gentleman 2" >> *His eyes go wide.* Is that...? <</speak>>
<<speak "gentleman1.neutral" "Gentleman" >> Must be! He's a thousand feet tall - and look at the <i>hat</i>. <</speak>>
<<text>>
Muttering erupts from the group. The man who is now //most certainly Oscar// wearing a moustache and a stovepipe hat stares at you, mouth slightly slack.
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" >> I must be <i>what</i>? <</qSpeak>>
<<else>>
<<qSpeak "quincy.hat" >> *You take off your hat, unsure what's wrong with it.* <</qSpeak>>
<</if>>
<<speak "gentleman1.neutral" "Gentleman" >> No, no! Don't worry, Your Grace! <</speak>>
<<speak "gentleman2.neutral" "Gentleman 2" >> I just didn't expect - I mean- <</speak>>
<<speak "gentleman1.neutral" "Gentleman" >> Well, we just didn't know you were the type to frequent such a place as this. <</speak>>
<<text>>
Oscar gives himself a little shake. He stands from his chair, arms outstretched with a cry of greeting.
<</text>>
<<speak "oscar.harding.happy" >> @@.yell;Duke Barghur! Long time, no meet!@@
``Heard you got drafted into some sort of "Prince Convoy" thing, eh? Rough times in Vestur, rough times. <</speak>>
<<text>>
He loops an arm around your shoulders and gives you an (attempted) hearty shake. It's a decent mimic of when D'Angelo does the same... only Oscar has to rise to the tips of his toes to reach.
<</text>>
<<qSpeak "quincy.neutral" >> *You go along with //whatever is going on here.//* ...Yes. Difficult times. <</qSpeak>>
<<speak "gentleman1.neutral" "Gentleman" >> You know him, Mr. Harding?! <</speak>>
<<speak "gentleman2.neutral" "Gentleman 2" >> Oh-ho! ...<i>How well</i> do you know him, Mr Harding...? <</speak>>
<<text>>
Many of the gentleman club's patrons have now swiveled their heads to focus on you. You furrow your eyebrows.
<</text>>
<<speak "oscar.harding.neutral" >> <b>Gentlemen, please!</b> The fellow's "haretouched", is he not? He's at sixes and sevens in a place like this. Not a clue. <</speak>>
<<speak "oscar.harding.wink" >> I invited the Duke here because we needed a little discreetness in our dealings. Lay off of him. <</speak>>
<<qSpeak "quincy.surprised" >> *You blink* ...<i>What?</i> <</qSpeak>>
<<speak "gentleman2.neutral" "Gentleman 2" >> *Your confusion seems to make something in this gentleman's mind up. His excitement fades, but is replaced with snickering.* Oh. <</speak>>
<<speak "oscar.harding.giggle" >> Exactly. *He presses a finger to his lips.* <</speak>>
<<text>>
Oscar steers you as forcefully as he can away from the card table, still talking with enough speed and bombast to command the room.
<</text>>
<<speak "oscar.harding.neutral" >> Well - seems I'll have to excuse myself from the next round of whist, gents. The Duke and I've got a discussion to have regarding prices for Oponan pink salt. It's in with those Northern viscounts these days! Prices are up what with the Oponan war.
``<b>Big money, big money!</b> <</speak>>
<<speak "oscar.harding.neutralserious" >> @@.whisper; I've a private parlor reserved, Quintrell. @@ <</speak>>
<<speak "gentleman1.neutral" "Gentleman" >> Come back when you're done, Mr. Harding! Night's still young. I'll win that seven guilder back, I tell ya! *He shakes his playing cards after Oscar.* <</speak>>
@@.next;[[Follow Oscar into the private parlor.|C1OQ: bar why no disguised]]@@<<if $oscarLike>>
<<affinity "oscar" 50>>
<</if>>
<<if $oscarDistrust>>
<<opinion "oscar" "schemer" 50>>
<</if>>
<<location "tailquarter_night.png" "Tail Quarter - Diadem">>
<<text>>
By the time you arrive at Rue St. Alistair, your boots have accrued an impressive crust of mud and horse dung.
``In this moment, you bitterly miss the clarifying snow of your home. What you would give for even a tussock of cotton grass! But here in the Tail Quarter, with its abused muddy ground, nothing green can prosper. A gas street lamp will have to do. You take several moments to wipe your boot against the metal pole. It's a minor improvement.
``The bakery Oscar mentioned is a drab, old building wedged between a milliner's shop and a poulterer. The alleys dividing it from its neighbors are hardly big enough to accommodate a normal sized man. You can only fit by turning to the side and shuffling along the wall like a crab. In the process, you nearly trip over a rat who scurries by with a chunk of bread impaled on its proboscis-like nose.
<</text>>
<<qSpeak "quincy.lookaway" >> Not sure why he picked a place like this... <</qSpeak>>
<<text>>
There is indeed a back entrance to the baker. It's painted a matte blue - and looks spades better maintained than the crumbling brick that surrounds it. An engraving upon an iron plaque nailed to it reads, "Sweet Molly's Stable."
<</text>>
@@.next;[[Open the door.|C1OQ: bar enter]]@@<<set $oscarQuestTemp.wentLast to "Oscar">>
<<img 1 "oq_harding.png" "Oscar watches you intently, his head in his hands, his legs crossed, and a glass of wine balanced in one hand.">>
<<speak "oscar.hardinghatless.neutral" >> My second question is a particularly important one, Duke Barghur. <</speak>>
<<text>>
He blinks placidly, eyes fixed on you. You can only imagine what a "particularly important" question might be. About the $newNorth, perhaps - or something to do with the Convoy's dealings...
<</text>>
<<speak "oscar.hardinghatless.neutral" >> What animal would you nominate to be "King of Beasts?" <</speak>>
<<qSpeak "quincy.neutral" >> *You stifle an exclamation of "what?"* ...I don't follow. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> You're more knowledgeable about the world of beasts than anyone I know. Men love descriptors of the manticore as "King of Beasts", or the roc as "King of the Sky." I'm just curious about your own opinion. <</speak>>
<<text>>
You furrow your eyebrows. There are so many <i>details</i> missing. Would these beasts be blessed with the same capacity for thought as man? Are they organized into a real Kingdom like the one you dwell in right now? Or rather, is this a question of brute show of strength - rule by domination?
``Oscar exhales through his nose from behind his glass of wine in a silent chuckle.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[I need more information about the social order here.|C1OQ: bar oq 2 animal moreinfo]]
[[A unicorn.|C1OQ: bar oq 2 animal answer][$response to "unicorn"]]
[[A manticore.|C1OQ: bar oq 2 animal answer][$response to "manticore"]]
[[A man.|C1OQ: bar oq 2 animal answer][$response to "man"]]
[[A vulture.|C1OQ: bar oq 2 animal answer][$response to "vulture"]]
[[A hare.|C1OQ: bar oq 2 animal answer][$response to "hare"]]
[[I'm not sure they need a leader.|C1OQ: bar oq 2 animal answer][$response to "none"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "unicorn">>
<<opinion "oscar" "schemer" -5>>
<<qSpeak "quincy.neutral" >> The unicorn. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Oooh. What a fascinatingly typical answer. <</speak>>
<<qSpeak "quincy.neutral" >> The most powerful artefact in existence is a unicorn horn. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Quite a bit of good that did for them. <</speak>>
<<qSpeak "quincy.neutral" >> They're only gone because man hunted them from existence. I'm... assuming man doesn't exist in this beast kingdom. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> They're beautiful animals... but stupid ones. Most paintings I see depict the //poor unicorn// weeping before it meets its end. We can't truly know what they were like, but from what we do know, I'd think it might make for a //feeble ruler//. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> @@.posh;A pretty symbol is sometimes just that.@@ <</speak>>
<<qSpeak "quincy.neutral" >> Nothing so inept could need swathes of manticores to take it down. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Hm. *He strokes his chin.* So they say. Maybe. <</speak>>
<<qSpeak "quincy.neutral" >> Maybe. <</qSpeak>>
@@.next;[[Continue.|bar command center]]@@
<<case "manticore">>
<<affinity "oscar" -5>>
<<qSpeak "quincy.neutral" >> The manticore. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> I see. A beast of brute power. <</speak>>
<<qSpeak "quincy.furrow" >> I never said that. <</qSpeak>>
<<qSpeak "quincy.neutral" >> The manticore was the only living being that could defeat a unicorn. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Man could. <</speak>>
<<qSpeak "quincy.lookaway" >> That is true. <</qSpeak>>
<<qSpeak "quincy.neutral" >> I wouldn't call it a brute. It has some social capacity. We couldn'tve tamed them otherwise. It could maintain stable relationships, sire further manticores, and teach its offspring. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> But you don't deny the power is an important aspect. <</speak>>
<<qSpeak "quincy.neutral" >> No. That too, would help maintain kingdom stability. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> I see. <</speak>>
@@.next;[[Continue.|bar command center]]@@
<<case "man">>
<<affinity "oscar" 5>>
<<opinion "oscar" "schemer" 5>>
<<qSpeak "quincy.neutral" >> Man. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> This is a beasts-only hypothetical. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> ...Man can behave in bestial ways. We all share livers, bones and stomachs. Some meur scientists even say men may be beasts themselves. *A fact gifted to you from Lucas.* <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Interesting. I suppose we've proven ourselves better than the rest. We don't see orcs building castles. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I've heard it said "some men are no better than beasts." We can't be excluded. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> I'm not sure I enjoy that. I think myself better than //some beast// - and I certainly hope you think the same of yourself. <</speak>>
<<qSpeak "quincy.tilt" >> *You decide not to answer that.* <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral" >> Our domination is an inevitability. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> Men can fell any other beast. There's nobody to stand in our path. <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> Oh, my. That's rather bleak. <</speak>>
<<qSpeak "quincy.neutral" >> It's the most correct answer. <</qSpeak>>
@@.next;[[Continue.|bar command center]]@@
<<case "vulture">>
<<affinity "oscar" 10>>
<<qSpeak "quincy.neutral" >> A vulture. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> //Ew.// <</speak>>
<<qSpeak "quincy.neutral" >> . . . <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> <b>Sorry!</b> That is just - *he laughs* not the answer I was expecting of you, Duke Barghur. Truth to be told, I was sure you'd say "hare." Or perhaps "moose." <</speak>>
<<qSpeak "quincy.neutral" >> A vulture is as fair an animal as I can think of. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> A fair vulture... *He is not following.* <</speak>>
<<qSpeak "quincy.neutral" >>Were all animals given intelligence, I'd choose to be ruled by the vulture. It has no stake in anything. Birds revile them. Men are repulsed by them. All they want is old flesh. <</qSpeak>>
<<qSpeak "quincy.tilt" >> ...I'd think these... rational vultures would be free of vice. Things always will die, so their one need is fulfilled. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> *He claps his hands together, mouth falling open* They're <i>completely</i> unbiased! A true neutral party. No hunting. No stake in petty squabbles between the nobility, or tribal allegiances, or any of the like. <</speak>>
<<qSpeak "quincy.neutral" >> They are patient. They watch, and wait. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Not ones to make decisions out of anger or hatred... <</speak>>
<<qSpeak "quincy.pleased" >> *He said it. You simply incline your head.* <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Hmm. You make a fair case. Perhaps if a vulture were to come up to me and speak Vesturian, I whould think to throw my crown at its feet. <</speak>>
@@.next;[[Continue.|bar command center]]@@
<<case "hare">>
<<qSpeak "quincy.neutral" >> A hare. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> *He begins to open his mouth, but anticipating what he's about to say, you head him off.* <</speak>>
<<qSpeak "quincy.pleased" >> They are of quick mind, good judgement, stellar character, and great strength. <</qSpeak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> You must think I answer this way because of my curse. Whether or not that's true, it's still the correct answer. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> ...I know what you must be thinking. But that is my genuine answer. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.fakethink" >> One might say the same about an especially biddable hunting dog. People get very attached to creatures. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> I can't say that isn't the answer I expected. <</speak>>
<<qSpeak "quincy.furrow" >> *You place your cup down with more force than you thought necessary.* <b>Comparing a hare to a dog is like comparing a mature tree to a sapling.</b> <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> *He flinches from the forcefulness of the action. It makes you shrink back, a little sorry to have been so impassioned.* Goodness. I'll take your word for it. <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" >> Sorry. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I didn't mean to make such a noise. But - you are wrong. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.giggle" >> My brother is <i>Lucas Andimeur</i>, darling. Setting your wine cup down because I slighted your favorite animal is no harm done. <</speak>>
@@.next;[[Continue.|bar command center]]@@
<<case "none">>
<<opinion "oscar" "schemer" 5>>
<<qSpeak "quincy.neutral" >> I don't think there need be a King of all Beasts. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> ...Oh. <</speak>>
<<qSpeak "quincy.neutral" >> I'm not sure what would make a good king for a fox, would make a good king for a mouse. <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> You propose an animal <i>republic</i>? <</speak>>
<<text>>
He is so caught off guard that the characteristic rise in pitch of //a question// comes at the end of the sentence.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[(Answer him.) Yes.|C1OQ: bar oq 2 animal answer oscar][$response to "yes"]]
[[(Answer him.) No.|C1OQ: bar oq 2 animal answer oscar][$response to "no"]]
[[(Warn him.)|C1OQ: bar oq 2 lucas warn goad]]
<</choose>>
<</qSpeak>>
<</switch>><<set $oscarQuestTemp.oscarTricked to true>>
<<opinion "oscar" "schemer" 10>>
<<switch $response>>
<<case "yes">>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<speak "oscar.hardinghatless.glance" >> Hm. *He says nothing further.* <</speak>>
@@.next;[[Continue.|bar command center]]@@
<<case "no">>
<<qSpeak "quincy.neutral" >> No. <</qSpeak>>
<<qSpeak "quincy.tilt" >> We organize ourselves into countries and Kingdoms. Perhaps the animals would do the same. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> I see. I think I would quite like to see the "The Cat-dog-bird-lizard-wolf-goat-orc PolyKingdom of Vestur." <</speak>>
<<qSpeak "quincy.neutral" >> I can't imagine that union being viable. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Indeed, no! We hardly manage with three. And we are all of the same species. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Oh, my. Thank you for the laugh, Quintrell. <</speak>>
@@.next;[[Continue.|bar command center]]@@
<</switch>><<text>>
You can't answer a question without first knowing exactly what's being asked.
<</text>>
<<qSpeak "quincy.neutral" >> I need more information about this question. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> *He raises one eyebrow and indicates for you to go on.* <</speak>>
<<qSpeak "quincy.neutral" >> I must know how gifted these animals are with rational thought. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Let's assume they are as lucid as you or I. <</speak>>
<<qSpeak "quincy.neutral" >> *You can work with that.* Okay. Further - I must know what sort of "King" you mean. *You speak slowly, hampered by the inability to phrase these as a question. It's an exercise in speechcraft, something you certainly are not gifted in.* Whether this King rules by the same mechanisms as man would, or if this is a question as to straight might. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> *He is positively beaming. He wiggles a little in place.* I adore this line of questioning. You're right that "King" can have many meanings. <</speak>>
<<qSpeak "quincy.tilt" >> When an object is "king among its kind", its better than the rest of the objects. Or when used in "King of the Beasts"... it means the strongest. But the real King-- <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Some think innate superiority true of real Kings and Archdukes as well. *He hasn't blinked in many a dozen seconds now. You've been counting.* <</speak>>
<<qSpeak "quincy.neutral" >> ...That's why I seek clarification. <</qSpeak>>
<<speak "oscar.hardinghatless.happy" >> That, I will leave up to your own interpretation. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[A unicorn.|C1OQ: bar oq 2 animal answer][$response to "unicorn"]]
[[A manticore.|C1OQ: bar oq 2 animal answer][$response to "manticore"]]
[[A man.|C1OQ: bar oq 2 animal answer][$response to "man"]]
[[A vulture.|C1OQ: bar oq 2 animal answer][$response to "vulture"]]
[[A hare.|C1OQ: bar oq 2 animal answer][$response to "hare"]]
[[I'm not sure they need a leader.|C1OQ: bar oq 2 animal answer][$response to "none"]]
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.wentLast to "Oscar">>
<<img 1 "oq_harding.png" "Oscar watches you intently, his head in his hands, his legs crossed, and a glass of wine balanced in one hand.">>
<<if visited("C1OQ: cons talk companions")>>
<<speak "oscar.hardinghatless.neutral" >> I asked your opinion on some of your Convoy colleagues earlier. But I couldn't ask of the relationship I'm most curious about. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> I want your honest feelings on a matter. <</speak>>
<</if>>
<<speak "oscar.hardinghatless.wistful" >> Lucas has told me many things about you. Quintrell did such and such, Quintrell thought <i>this</i>, Quintrell did <i>that</i> funny thing. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I can't help but worry my brother's ardor and fraternic love for his fellow man is... overblown, as it often is. I must know: what does <i>Quintrell</i> think of his relationship to Lucas? <</speak>>
<<text>>
For so much of your time at VRMA, Lucas was as constant a companion as the white fortress walls. Oscar has once again decided to stare directly into your eyes. Sometimes it's benign, like when an animal catches your gaze for just a moment; other times it <<snout "makes you wish you could erect some sort of barrier between yourself and those inky depths." "requires concerted effort to prevent yourself from pinning your ears back.">> You're currently feeling much the latter.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[He's my best friend.|C1OQ: bar oq 2 lucas answer][$response to "bff"]]
[[We've been friends a long time. It's complicated.|C1OQ: bar oq 2 lucas answer][$response to "complicated"]]
[[(Give an apathetic shrug.)|C1OQ: bar oq 2 lucas answer][$response to "shrug"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "bff">>
<<affinity "oscar" 5>>
<<qSpeak "quincy.neutral" >> We're of a like mind. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> *His eyebrow goes up. Way up.* <</speak>>
<<qSpeak "quincy.neutral" >> On some matters, that is. <</qSpeak>>
<<text>>
He's easy enough to conjure up in your mind: the Lucas of thirteen years' past. A runt of a child, his eyes magnified by spectacles <<snout "too big for his little sallow face" "sized wrong for his spindly nose">>. He chafes against his uniform, his peers, his professors. <<snout "He skulks the halls of VRMA with a curled lip and malodorous attitude." "He wanders through the halls of VRMA with his ears perpetually plastered to the side of his head and his lips curled.">>
``But for some reason, his twitching face laxes when he sees you. He deigns to whisper conspiratorial insults into your ear about the instructors. He hears //"Quincy,"// and still calls you //"Quintrell."//
<</text>>
<<qSpeak "quincy.pleased" >> ...Truly. I don't know if I could be closer to anyone. <</qSpeak>>
<<case "complicated">>
<<affinity "oscar" 5>>
<<qSpeak "quincy.neutral" >> We've been friends since boyhood. <</qSpeak>>
<<text>>
He's easy enough to conjure up in your mind: the Lucas of thirteen years' past. A runt of a child, his eyes magnified by spectacles <<snout "too big for his little sallow face" "sized wrong for his spindly nose">>. He chafes against his uniform, his peers, his professors. <<snout "He skulks the halls of VRMA with a curled lip and malodorous attitude." "He wanders through the halls of VRMA with his ears perpetually plastered to the side of his head and his lips curled.">>
``But for some reason, his twitching face laxes when he sees you. He deigns to whisper conspiratorial insults into your ear about the instructors. He hears "Quincy", and still calls you "Quintrell."
``Then came Crekhash. <<if setup.hasTrait("guilty")>>The thought of it alone sends a chill rippling out from your spine. You shake yourself and adjust.<</if>>
<</text>>
<<qSpeak "quincy.neutral" >>We've been through many... <i>incidents</i> together. Now, I'm to serve as his Right Hand. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<qSpeak "quincy.neutral" >> Our relationship is quite complicated. <</qSpeak>>
<<case "shrug">>
<<affinity "oscar" -10>>
<<text>>
You shrug.
``Perhaps you fall silent to deny Oscar insight into the nature of your relationship. Or perhaps... that's really all you have to say about the many circumstances that so entwine your life with Prince Lucas Andimeur's.
``Oscar is clearly not pleased.
<</text>>
<<speak "oscar.hardinghatless.unamused" >><i>Three questions, answered without judgement.</i> I'm still awaiting any sort of answer. Flicking your shoulders does not constitute an answer. <</speak>>
<<qSpeak "quincy.neutral" >> He is my friend. And I'm his Right Hand, sworn to protect him. I intend to do just that. *All of these are true, unobjectionable fact. You hope your unreadable face plays in your favor.* <</qSpeak>>
<</switch>>
<<text>>
You pause, trying to collect your thoughts.
``Oscar has leaned so far forward on his knees that his elbows threaten to slip off them entirely. Interest, no doubt. You can imagine he is positively bubbling with questions.
<i>Ah, maybe enough to even waste one,</i> says the little Lucas who sometimes holds residence in your brain.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<check `["etiq",setup.DCKey.easy]` [[(Goad him into wasting a question.)|C1OQ: bar oq 2 lucas goad]]>>
[[(Remain silent - you've answered his question.)|C1OQ: bar oq 2 lucas no goad]]
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.oscarTricked to true>>
<<opinion "oscar" "schemer" 10>>
<<if $response == "bff" || $response == "complicated">>
<<text>>
You curse your lack of coherent planning. To divulge anything further about <i>the incident</i> would be too much. But it needn't be //that// incident you divulge. Any incident would do.
``You've enough boyhood tales to draw on.
<</text>>
<<qSpeak "quincy.lookaway" >> Oh. Well... we were nearly ousted from VRMA, once. <</qSpeak>>
<<else>>
<<text>>
"What don't I understand?" Ah, so vague a statement you could answer it with almost anything. You've enough boyhood tales to draw on.
<</text>>
<<qSpeak "quincy.neutral" >> The extent of our bond. We were often in trouble. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> In fact, we were almost ousted from VRMA, once. *That should be intriguing enough, you hope.* <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral" >> We were eighteen, I think. Lucas had never indulged in drink. He wanted to try, and wanted his first time to be, and I quote, "glorious." <</qSpeak>>
<<qSpeak "quincy.tilt" >> To abbreviate, we pilfered a bottle of wine from the professors' wine cellar that was three hundred years old. When they found us in the stables, Lucas had drank half the bottle and could hardly stand. He tried to fight our red conduction professor.<</qSpeak>>
<<qSpeak "quincy.lookaway" >> ...We weren't allowed without a chaperone for the better part of a year. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> Oh, yes. I do remember that. Father was furious with my brother. *His voice sharpens at the end.* <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> . . . <</speak>>
<<speak "oscar.hardinghatless.realthink" >> But I know that isn't the //only// time the pair of you were nearly ousted. <</speak>>
<<text>>
You aren't enthused with where this is going.
<</text>>
<<speak "oscar.hardinghatless.neutralserious" >> There's many a colorful rumor about what a duke must've done to take a black meur pledge... <</speak>>
<<qSpeak "quincy.surprised" >> I think I know what I wish to ask next. *You speak quickly, eager to escape this conversation.* <</qSpeak>>
<<speak "oscar.hardinghatless.realthink" >> But-- *He thinks better of himself, and purses his lips.* Very well. It is your turn, then. <</speak>>
@@.next;[[Continue.|bar command center]]@@<<skillCheck>>
<<if setup.checkPass(0)>>
<<switch $response>>
<<case "bff">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> Particularly after <i>the incident</i>. <</qSpeak>>
<<text>>
You're fairly certain Lucas would expire on the spot if he heard you so much as breathe an allusion to Crekhash. But he isn't here.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway" >> Particularly after <i>the incident</i>... <</qSpeak>>
<<text>>
It's shameful. You're fairly certain Lucas would expire on the spot if he heard you so much as breathe an allusion to <i>it</i>. You regret it immediately, but said is said.
<</text>>
<</if>>
<<speak "oscar.hardinghatless.unamused" >> The incident? <</speak>>
<<text>>
His voice goes up towards the end. An unmistakable question.
<</text>>
<<case "complicated">>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> We've seen a lot together. <</qSpeak>>
<<text>>
You're fairly certain Lucas would expire on the spot if he heard you so much as breathe an allusion to Crekhash. But he isn't here.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway">> We've seen a lot together. <</qSpeak>>
<<text>>
It's shameful. You're fairly certain Lucas would expire on the spot if he heard you so much as breathe an allusion to <i>it</i>. You regret it immediately, but said is said.
<</text>>
<</if>>
<<speak "oscar.hardinghatless.unamused" >> Oh? Seen what? <</speak>>
<<text>>
His voice goes up at the end - an unmistakable question.
<</text>>
<<case "shrug">>
<<qSpeak "quincy.lookaway" >> ...Besides, you wouldn't understand. <</qSpeak>>
<<text>>
A line lifted directly from Lucas's lips. You lay it out in front of Oscar, teasing him with it like a cat with string.
``He leaps upon it.
<</text>>
<<speak "oscar.hardinghatless.neutralserious" >> What wouldn't I understand? <</speak>>
<<text>>
His voice goes up at the end - an unmistakable question.
<</text>>
<</switch>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[(Answer him.)|C1OQ: bar oq 2 lucas answer goad]]
[[(Warn him.)|C1OQ: bar oq 2 lucas warn goad]]
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Well... there's more, technically... <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> It's difficult to articulate. I understand. It's like asking how it feels to breathe, trying to quantify knowing someone for so long. <</speak>>
<<text>>
Your attempt to lay out bait was so ineffectual he failed to even recognize it as food.
<</text>>
<<switch $response>>
<<case "bff">>
<<speak "oscar.hardinghatless.happy" >> I'm just happy my brother's trust seems to be reciprocated. There is nothing so valuable in this world as someone you rely on so freely. <</speak>>
<<case "complicated">>
<<speak "oscar.hardinghatless.happy" >> I don't know what incidents you speak of. In fact, I can hardly guess. *He laughs.* <</speak>>
<<speak "oscar.hardinghatless.neutral" >> ...But I'm happy you reciprocate his friendship, even if he can be overzealous. <</speak>>
<<case "shrug">>
<<speak "oscar.hardinghatless.neutralserious" >> ...I certainly hope your sense of attachment goes further than just a sense of duty. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@
<</if>><<text>>
You remain silent. Eventually Oscar seems to realize there is no more to your explanation, and sinks back on the couch. It creaks from the relief of tension.
<</text>>
<<switch $response>>
<<case "bff">>
<<speak "oscar.hardinghatless.neutral" >> I'm just happy my brother's trust seems to be reciprocated. There is nothing so valuable in this world as someone you rely on so freely. <</speak>>
<<case "complicated">>
<<speak "oscar.hardinghatless.happy" >> I don't know what incidents you speak of. In fact, I can hardly guess. *He laughs.* <</speak>>
<<speak "oscar.hardinghatless.neutral" >> ...But I'm happy you reciprocate his friendship, even if he can be overzealous. <</speak>>
<<case "shrug">>
<<speak "oscar.hardinghatless.neutralserious" >> ...I certainly hope your sense of attachment goes further than just a sense of duty. <</speak>>
<</switch>>
@@.next;[[Continue.|bar command center]]@@<<affinity "oscar" 5>>
<<opinion "oscar" "earnest" 5>>
<<qSpeak "quincy.neutral" >> That would be a question, Prince Oscar. <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> *He blinks in surprise.* I - oh, no, I don't need an answer. <</speak>>
<<qSpeak "quincy.neutral" >> Then I decline to comment. And now it is no longer <i>a question answered without judgement</i>. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> It's kind of you not to allow me to waste a question, Quintrell. <</speak>>
<<if $oscarQuestTemp.skippedFirstQ>>
<<qSpeak "quincy.neutral" >> I've already gotten you on one technically. Twice seems unfair. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> How very principled of you. <</speak>>
<<else>>
<<opinion "oscar" "earnest" 5>>
<<qSpeak "quincy.neutral" >> It didn't seem in spirit of the game. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Your honesty is refreshing. But it would've been <i>intensely</i> in the spirit of the game. <</speak>>
<</if>>
@@.next;[[Continue.|bar command center]]@@<<img 1 "oq_harding.png" "Oscar watches you intently, his head in his hands, his legs crossed, and a glass of wine balanced in one hand.">>
<<speak "oscar.hardinghatless.smug" >> Now for my third query. I'm quite sure you're tired of answering this one, but-- <</speak>>
<<qSpeak "quincy.neutral" >> I won't be answering this question. You've completed your three. <</qSpeak>>
<<if $oscarQuestTemp.skippedFirstQ>>
<<speak "oscar.hardinghatless.unamused" >> I - I already passed by on my first question. I had two remaining. <</speak>>
<<switch $nextOscarQ>>
<<case "animal">>
<<qSpeak "quincy.neutral" >> Second question: You asked me which animal I'd choose as king of all the beasts. Then you asked me whether I was a proponent of... animal democracy. That makes a total of three. <</qSpeak>>
<<default>>
<<qSpeak "quincy.neutral" >> Second question: You asked me my relationship with Lucas. During which, you asked another question. That makes a total of three. <</qSpeak>>
<</switch>>
<<speak "oscar.hardinghatless.surprise" >> Good gracious. *He sets down his wine glass and rubs his nose bridge.* I didn't learn nary a thing about you. <</speak>>
<<qSpeak "quincy.neutral" >> You might've if you'd allocated your questions differently. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> Wait - I suppose I did. I've learnt of your <i>guile</i>. <</speak>>
<<opinion "oscar" "schemer" 8>>
<<else>>
<<speak "oscar.hardinghatless.unamused" >> You must be miscounting. <</speak>>
<<switch $nextOscarQ>>
<<case "animal">>
<<qSpeak "quincy.neutral" >> Second question: You asked me which animal I'd choose as king of all the beasts. Then you asked me whether I was a proponent of... animal democracy. That makes a total of three. <</qSpeak>>
<<default>>
<<qSpeak "quincy.neutral" >> Second question: You asked me my relationship with Lucas. During which, you asked another question. That makes a total of three. <</qSpeak>>
<</switch>>
<<speak "oscar.hardinghatless.surprise" >> *He looks mildly impressed.* Well. I shan't argue... you've played this game rather well. <</speak>>
<</if>>
<<opinion "oscar" "schemer" 3>>
<<set $oscarQuestTemp.oscarDone to true>>
@@.next;[[Continue.|bar command center]]@@<<set $oscarQuestTemp.oQ +=1>>
<<switch $nextOscarQ>>
<<case "lucas">>
<<include "C1OQ: bar oq 2 lucas">>
<<case "animal">>
<<include "C1OQ: bar oq 2 animal">>
<</switch>><<set $oscarQuestTemp.oscarDone to true>>
<<set $oscarQuestTemp.wentLast to "Oscar">>
<<img 1 "oq_harding.png" "Oscar watches you intently, his head in his hands, his legs crossed, and a glass of wine balanced in one hand.">>
<<speak "oscar.hardinghatless.neutral" >> Now for my third query. I'm quite sure you're tired of this one... I ask not as an obnoxious member of the press looking to pass judgement upon your Convoy, but of genuine curiosity: <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> What do you make of the $newNorth? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[They've been reasonable thus far.|C1OQ: bar q3 answer][$response to "fullSupport"]]
[[I think their cause is reasonable, but they needn't blow up mines about it.|C1OQ: bar q3 answer][$response to "halfSupport"]]
[[I empathize... but I feel uneasy.|C1OQ: bar q3 answer][$response to "halfReject"]]
[[It's a "dangerous game", as D'Angelo says.|C1OQ: bar q3 answer][$response to "fullReject"]]
[[I am waiting to see how this develops.|C1OQ: bar q3 answer][$response to "undecided"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "suited">>
<<qSpeak "quincy.neutral" >>I've a unique set of skills that make me well suited to the position. <</qSpeak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> *You extend your thumb.* For one... I am haretouched, something many $newNorth supporters might find a respectable quality. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> *You extend your thumb.* For one... I admit my curse does have it's uses. Many $newNorth supporters share it. <</qSpeak>>
<</if>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.tilt" >> My time served as an inspector... was not ideal... but it did provide a thorough education in mine labor related grievances. *Your index finger goes up.* <</qSpeak>>
<<else>>
<<qSpeak "quincy.pleased" >> My time as an inspector is invaluable. Few other nobles know mine labor related grievances so intimately. *Your index finger goes up.* <</qSpeak>>
<</if>>
<<qSpeak "quincy.neutral" >> And finally, Lucas is close to me. He respects me enough to make decisions for him. *Your middle finger joins them, too.* <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> All compelling reasons. But I've heard them before - why, they were in my brother's speech regarding your appointment to the position. They're his reasons for choosing <i>you</i>, not your reasons for accepting. <</speak>>
<<qSpeak "quincy.neutral" >> They're both. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Mmm. I wonder though, if any man other than Lucas could've moved you to accept such a burden. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[No.|CIOQ: bar q1 answer 2][$response to "no"]]
[[Yes.|CIOQ: bar q1 answer 2][$response to "yes"]]
[[I've answered your question.|CIOQ: bar q1 answer 2][$response to "done"]]
<</choose>>
<</qSpeak>>
<<case "helpLucas">>
<<qSpeak "quincy.neutral" >> Because Lucas asked me. We are friends. When he needs my assistance, I answer. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Hmm, your loyalty could make a dog blush. It's good he have a friend such as you. He will need all the help he can get. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> Convoy Princes come only once every few generations. The eyes of history will forever remember any mis-steps he is unfortunate enough to make. <</speak>>
<<speak "oscar.hardinghatless.happy" >> Well! That's one of my questions answered. You now have the floor, Duke Barghur. <</speak>>
<<set $nextOscarQ to "animal">>
<<set $oscarQuestTemp.oQ +=1>>
@@.next;[[Continue.|bar command center]]@@
<<case "notMe">>
<<qSpeak "quincy.neutral" >> I was appointed. <</qSpeak>>
<<speak "oscar.hardinghatless.wink" >> But you might've gone //"no thank you, I'm quite content not submitting the next however many years of my life to travelling around Vestur."// <</speak>>
<<qSpeak "quincy.lookaway" >> Technically. But... the King all but indicated that-- <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> ...the consequences of declining the position would be so large that it's essentially not an option? <</speak>>
<<qSpeak "quincy.neutral" >> *He successfully completed your sentence, perhaps in fewer words than you might have yourself. You blink.* ...Yes. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Welcome to court life, Duke Barghur. <</speak>>
<<speak "oscar.hardinghatless.wistful" >> One of my favorite commoner misconceptions is that being a noble involves doing whatever one pleases. In reality, we are all commanded-- not asked, to fulfill our duties, whatever they may be. <</speak>>
<<speak "oscar.hardinghatless.happy" >> Thank you for your answer, Quintrell. You now have the floor. <</speak>>
<<set $nextOscarQ to "lucas">>
<<set $oscarQuestTemp.oQ +=1>>
@@.next;[[Continue.|bar command center]]@@
<</switch>><<qSpeak "quincy.neutral" >> I should go first. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Nonsense. I already stated my intentions, and the order hardly matters. <</speak>>
<<opinion "oscar" "schemer" 10>>
<<set $nextOscarQ to "lucas">>
<<qSpeak "quincy.tilt" >> But it does. You've already expended a question - by asking why I helped you. That leaves you with two. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> That was <i>before</i> the game started, Quintrell. <</speak>>
<<qSpeak "quincy.neutral" >> Yes, but it would mean you are allowed <i>four</i> questions, "answered without judgement" . You came to this arrangement with this game in mind, so to start questioning before it starts in earnest.... seems unbalanced. Unfair, even. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> *He smirks, bringing the glass of wine to his mouth* I see my brother has imparted some of his only talent upon you. Very well, Quintrell. I can't argue that. <</speak>>
<<set $oscarQuestTemp.oQ +=1>>
<<set $oscarQuestTemp.skippedFirstQ to true>>
@@.next;[[Continue.|bar command center]]@@<<switch $response>>
<<case "fullSupport">>
<<affinity "oscar" -10>>
<<qSpeak "quincy.neutral" >> They are right that Vestur needs to modernize. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> There are better ways to achieve such. The fact that their little Naktoga stunt resulted in no casualties is serendipitous. They just as easily might have killed many-- especially their own. <</speak>>
<<qSpeak "quincy.neutral" >> But it didn't. <</qSpeak>>
<<qSpeak "quincy.tilt" >> I haven't the same way of words as Imani, but she says, "Vestur keeps her ears flattened to her head"... she means deaf. She then follows that "The $newNorth needed to make a noise sufficiently loud." <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Mmm. Provocative words. Nigh... revolutionary, though I doubt your Man of the Third Estate would describe them as such. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Don't think me heartless. I can see things are not balanced as they should be. I don't wish for any of my subjects to be without food or medication or comfort. Something must be done about that. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I just hope the resolution is simple and within sight. <</speak>>
<<case "halfSupport">>
<<qSpeak "quincy.neutral" >> There is nothing to object to. The $newNorth desires miners to be compensated enough for their labor to afford food and access to practitioners. <</qSpeak>>
<<qSpeak "quincy.lookaway" >>...However, I fail to understand how destroying Naktoga Mine brings them any closer to this. All the workers at Naktoga now receive no guilder, instead of little. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> I'd say the miners of Naktoga are lucky to be alive. But the stunt got them their Prince's Convoy, I suppose. Let us hope your little band can find an amicable solution to their woes. <</speak>>
<<case "halfReject">>
<<qSpeak "quincy.lookaway" >> I know the North as much as any man. The Vesturian Railway stops at the Boreal South. Some places may only be reached by hareback. Food is difficult to come by. <</qSpeak>>
<<qSpeak "quincy.neutral" >> It has been this way for generations. The landscape of the North, and its way of life resists change. I'm not sure more guilder will fix that.<</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> An interesting perspective. I hear often from Northern nobility that all that is missing is more respect, more guilder... <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Then again, the best known Northern lord in the Midland is Suleiman Tebenka. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I appreciate the perspective. <</speak>>
<<case "fullReject">>
<<qSpeak "quincy.lookaway" >> If D'Angelo is seeing parallels to Opona, then I'm worried about what the $newNorth may turn into.. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Well, your brother just came home from Opona. Hear cannon-fire long enough, and you start anticipating it at every moment. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> I mean to say your brother may be of a paranoid nature. But again, maybe not. Only time will inform us. <</speak>>
<<case "undecided">>
<<affinity "oscar" 10>>
<<opinion "oscar" "schemer" 3>>
<<qSpeak "quincy.lookaway" >> I'm not sure yet. The $newNorth is so new. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Indeed. Nobody can say thus far. There is a great deal of fanatic speculation on all sides of what so far seems a <i>perfectly solvable</i> national disagreement. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> It's wise of you to reserve judgement. That is... if you aren't being intentionally obfuscating, Duke Barghur. <</speak>>
<</switch>>
<<qSpeak "quincy.neutral" >> What is your-- *You catch yourself on the precipice of asking another question.* I would be interested to know your own thoughts on the matter. <</qSpeak>>
<<text>>
Oscar sips at the dwindling wine in his glass.
<</text>>
<<speak "oscar.hardinghatless.neutral" >> Here is an interesting bit of knowledge: few men grow roses from seed. It's such a bother that most would rather take a graft from a proven bush or vine. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> That seems dull to me. When you spend as many hours in the conservatory as I, you must make your own fun.
Cultivating from seed is a risk, but allows me to experiment with new combinations. ``By day, a growing vine changes. You never truly know upon seeding which will grow into a beautiful new variety, never seen before... or which will beget some sort of gnarled monstrosity. <</speak>>
<<speak "oscar.hardinghatless.fakethink" >> It's a delicate balance. An ugly cultivar may become beautiful once it blooms, too.
``Thin your cultivars too early and you destroy young potential. Too late, and you find your observatory's population choked with the misshapen. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> It is my duty to watch, and only act only with utmost certainty. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >>The $newNorth is but a seedling that gives me worry. <<if $response == "fullSupport">>But as you suggest... it may only be this way because it needs a little sunlight and water.<<elseif $response =="undecided">>I'm of the same mind as you.<</if>> I will wait. <</speak>>
<<speak "oscar.hardinghatless.happy">>Thank you for answering my question, Quintrell.<</speak>>
@@.next;[[Continue.|bar command center]]@@<<speak "oscar.hardinghatless.neutral" >> It seems our little game has come to an end. <</speak>>
<<if $oscarQuestTemp.oscarTricked && $oscarQuestTemp.quincyTricked>>
<<speak "oscar.hardinghatless.giggle" >> Though it doesn't seem like either of us were particularly skillful at it. <</speak>>
<<if $oscarQuestTemp.skippedFirstQ>>
<<qSpeak "quincy.neutral" >> I got more than one purposeful question in. <</qSpeak>>
<<speak "oscar.hardinghatless.indignant" >> *He flushes slightly.* Be a braggart, then. <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I suppose not. <</qSpeak>>
<</if>>
<<elseif $oscarQuestTemp.oscarTricked>>
<<speak "oscar.hardinghatless.wistful" >> I made something of a fool of myself. I'm usually <i>quite adept</i> at this game. <</speak>>
<<if $oscarQuestTemp.skippedFirstQ>>
<<speak "oscar.hardinghatless.neutral" >> I just didn't expect to have been so routed by you, Duke Barghur. <</speak>>
<<qSpeak "quincy.neutral" >> Most don't. <</qSpeak>>
<</if>>
<<elseif $oscarQuestTemp.quincyTricked>>
<<speak "oscar.hardinghatless.giggle" >> I apologize that you did not get your full three intended questions, but that's how this game goes! <</speak>>
<</if>>
<<speak "oscar.hardinghatless.neutral" >> Regardless, I hope you found the experience... educational. I certainly did. <</speak>>
<<text>>
The two wine glasses now sit on the table, emptied of their contents. Oscar reclines on his sofa opposite. His cheeks are rosy from intoxication.
<</text>>
@@.next;[[Continue.|C1OQ: bar convo wrapup]]@@<<speak "oscar.hardinghatless.neutral" >> That's but another question, Quintrell. And I'm afraid you've already asked your last. <</speak>>
<<qSpeak "quincy.neutral" >> *You furrow your eyebrows.* I haven't. That was my second. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> Recall - you asked <i>two</i> questions on one of the prior occasions. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> That makes for a total of three. <</speak>>
<<text>>
...You haven't an adequate rebuttal to this. You had asked, and he had answered as the rules stipulated. Face a little warm with the embarrassment of such an unintended mis-step, you nod.
<</text>>
<<speak "oscar.hardinghatless.smug" >> *He looks pleased - like a cat with a mouse clamped triumphantly in it's trunk.* Let us move forward, then. <</speak>>
<<set $oscarQuestTemp.quincyDone to true>>
@@.next;[[Continue.|bar command center]]@@<<qSpeak "quincy.neutral" >> I'd like to know-- <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> I'm sorry Quintrell, but you're out of questions. <</speak>>
<<qSpeak "quincy.neutral" >> *You furrow your eyebrows.* I'm... not. This is my third. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Ah, no.<</speak>>
<<speak "oscar.hardinghatless.giggle" >> Recall - you asked <i>two</i> questions on one of the prior occasions. $oscarQuestTemp.extraQ That makes for a total of three. <</speak>>
<<text>>
...You haven't an adequate rebuttal to this. You had asked, and he had answered as the rules stipulated. Face a little warm from the unintended mis-step, you nod.
<</text>>
<<speak "oscar.hardinghatless.smug" >> *He looks pleased - like a cat with a mouse clamped triumphantly in its trunk.* Let us move forward, then. <</speak>>
<<set $oscarQuestTemp.quincyDone to true>>
@@.next;[[Continue.|bar command center]]@@<<img 1 "oq_harding.png" "Oscar watches you intently, his head in his hands, his legs crossed, and a glass of wine balanced in one hand.">>
<<text>>
<<if $oscarQuestTemp.qQ == 1>>
This is your first question.
<<elseif $oscarQuestTemp.qQ == 2>>
This is your second question.
<<else>>
This is your final question.
<</if>>
<</text>>
<<if $oscarQuestTemp.qQ >= 3>>
<<set $oscarQuestTemp.quincyDone to true>>
<</if>>
<<set $oscarQuestTemp.wentLast to "Quincy">>
<<set $oscarQuestTemp.qQ +=1>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<actions [[Who would you have chosen for the convoy instead?|BARQ: convoy]]>>
<<actions [[The High Sybil?|BARQ: grandma]]>>
<<actions [[Lucas's problem with you?|BARQ: lucas]]>>
<<actions [[Does it bother you that you are not the Convoy Prince?|BARQ: prince]]>>
<<if $oscarQuestTemp.sawShirt >>
<<actions [[The bloody shirt lodged in your bed?|BARQ: bloody shirt]]>>
<</if>>
<<if $oscarQuestTemp.visitedRoomWindow>>
<<actions [[Your broken room window?|BARQ: window]]>>
<</if>>
<<if $oscarQuestTemp.visitedVanity>>
<<actions [[The letters in your vanity drawer?|BARQ: letters]]>>
<</if>>
<<if $oscarQuestTemp.visitedOscarPortrait>>
<<actions [[Your portrait in the Hall of Kings?|BARQ: oscar port]]>>
<</if>>
<<actions [[Queen Amalthea?|BARQ: amalthea]]>>
<<actions [[The attempted assassination?|BARQ: assassination]]>>
<<if $oscarQuestTemp.convoHeard>>
<<actions [[You're a rake?|BARQ: fuckboy]]>>
<</if>>
<<actions [[Kaitos Asenath?|BARQ kaitos]]>>
<</choose>>
<</qSpeak>><<switch $response>>
<<case "stay">>
<<qSpeak "quincy.neutral" >> ...I wish I could stay as well. I understand why many describe your presence as charming. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> I wouldn't think myself to be your type of company. I can only guess what my brother must say of me - that I dip puppies in gold and eat them whole in some sort of evil Andimeurian display, I'm sure. <</speak>>
<<qSpeak "quincy.chuckle" >> *You exhale through your nose. It's a very humorous exaggeration.* <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> Was that <i>laughter</i>, Barghur? <</speak>>
<<text>>
He himself is overcome with the same. It isn't measured like the polite conversational chuckles he occasionally injects into conversation, but more a boisterous laugh he must put his hand to his chest during. His elegant tone frays at the edges in this unusual outburst.
``It's... charming.
<</text>>
<<if setup.rankAffinity("oscar",true ) > 0>>
<<speak "oscar.hardinghatless.giggle" >> I wasn't sure you were capable of such. Architect above. <</speak>>
<<speak "oscar.hardinghatless.neutral" >> I hope you continue to be surprising, Barghur. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> *He clears his throat.* But I appreciate the compliment. <</speak>>
<</if>>
<<case "acquaintance">>
<<qSpeak "quincy.neutral" >> We will be, yes. I look forward to future opportunities to learn more about each other, Prince Oscar. <</qSpeak>>
<<if setup.rankAffinity("oscar",true ) > 0 && setup.checkOpinion("oscar", "schemer") == 0>>
<<speak "oscar.hardinghatless.happy" >> I do in kind. <</speak>>
<<elseif setup.rankAffinity("oscar",true ) > 0 && setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.happy" >> As do I. You will find me, if I may brag, a man of many complexities... I suspect the same to be true of you. <</speak>>
<<elseif setup.rankAffinity("oscar",true ) <= 0 &&setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.neutralserious" >> As do I. You'll find I'm a man of many complexities... I suspect the same to be true of you. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.unamused" >> ...Indeed. As do I. <</speak>>
<</if>>
<<case "nod">>
<<text>>
You give a single, firm nod. Oscar regards you quietly. A moment of silence passes between the two of you.
<</text>>
<<case "unsure">>
<<qSpeak "quincy.neutral" >> I'm sure we will. I still need to make up my mind on my opinion of you, Prince Oscar. <</qSpeak>>
<<if setup.rankAffinity("oscar",true ) > 0>>
<<speak "oscar.hardinghatless.smug" >> Ooh, <i>interesting</i>. @@.singsong;Well, only time will tell.@@<</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> And I look forward to your judgement. <</speak>>
<</if>>
<<case "liar">>
<<qSpeak "quincy.neutral" >> You're evasive. You leave too much unsaid for my liking, Prince Oscar. <</qSpeak>>
<<if setup.rankAffinity("oscar",true ) > 0>>
<<speak "oscar.hardinghatless.neutral" >> Oh, but don't we all? I can't bare my heart to just every man I come across, Quintrell. It's a lovely way to end up with a dagger in the back. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> ...I've been as forthcoming with you as I can. I apologize if that is not enough. <</speak>>
<<else>>
<<speak "oscar.hardinghatless.neutral" >> Habitually baring one's heart with no regard is a lovely way to end up with a dagger in the back. I'd hope you know this Barghur, as my brother's Right Hand. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> You needn't like me, nor I you. If the good of Vestur is the greatest object of your heart, as it is for mine. That alone is enough. <</speak>>
<</if>>
<<case "reward">>
<<qSpeak "quincy.neutral" >> What of my reward? <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> I was getting to that. Worry not, I haven't forgotten. <</speak>>
<</switch>>
<<if $response != "reward">>
<<speak "oscar.hardinghatless.neutral" >> Oh - and before you go... a token of my appreciation for your assistance. <</speak>><</if>>
<<text>>
He holds a coin purse full of guilder in your direction. You reach across the parlor table and empty wine glasses. The moment your hand closes around the bag, Oscar grabs hold of your wrist with his other hand and leans in close.
``His voice comes out lower than usual.
<</text>>
<<img 1 "oq_oscarstare.png" "Oscar holds your wrist in one hand, staring in to your eyes with an appraising expression.">>
<<if setup.rankAffinity("oscar",true ) > 0 && setup.checkOpinion("oscar", "schemer") <= 0>>
<<speak "oscar.hardinghatless.neutral" >> I've a pertinent piece of advice to impart. Quintrell. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> Your role is a dangerous one for men like you. The trustworthy and pure intentions rarely come out of this sort of game at the top of the heap. <</speak>>
<<speak "oscar.hardinghatless.worried" >> Be careful out there and mind your words. <</speak>>
<<elseif setup.rankAffinity("oscar",true ) > 0 && setup.checkOpinion("oscar", "schemer") > 0>>
<<speak "oscar.hardinghatless.wink" >> I'll be keeping a close eye on you, Barghur. <</speak>>
<<speak "oscar.hardinghatless.giggle" >> I greatly look forward to your entrance into court and politics. Disruptive characters in novels tend to be the most fun, don't they? <</speak>>
<<else>>
<<speak "oscar.hardinghatless.unamused" >> The game of politicking is a cruel one where losses quickly spiral out of control. I hope you prove to be an adept player. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> And if you are not: learn to be one. <</speak>>
<</if>>
<<text>>
He releases your hand, leaving the guilder in your palm. You shove the coin purse into your overcoat.
<</text>>
<<set _g1 to 5*$oscarQuestTemp.placesVisited + 20*$oscarQuestTemp.exitsFound + 10>>
<<g _g1>>
<<speak "oscar.hardinghatless.neutral" >> *His voice has returned to its usual candor.* The coin is only a small part of my remuneration, though. Should you need assistance or advice during your travels... well, you know where //Sweet Molly's Stable// is. <</speak>>
<<speak "oscar.hardinghatless.wink" >> @@.singsong;You'll find Mr. Harding a very useful friend to have.@@ <</speak>>
@@.next;[[Continue.|C1OQ: bar bye dick harding]]@@<<set $response to "stay">>
<<include "C1OQ: bar quinpinion of oscar">><<switch $response>>
<<case "why">>
<<qSpeak "quincy.neutral" >> I thought princes weren't to bow to anyone below their station. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> We aren't. That's precisely why I did it. I'm ingratiating myself in order to show thanks. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> ...You needn't do that. It's meaningless to me. <</qSpeak>>
<<text>>
Oscar blinks, and simply sinks back into his seat.
<</text>>
<<speak "oscar.hardinghatless.neutral" >> You aren't the type to get anything out of symbolic displays of deference, I suppose. They are admittedly meaningless. <</speak>>
<<qSpeak "quincy.neutral" >> I wouldn't say that. They have their place. Dogs roll on their back to show they mean no harm. Bull moose posture to show their strength and avoid a fight with a rival. But you've already thanked me verbally. That's enough. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> I quite enjoy your way of describing social mores. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> ...Thank you. I appreciate the gesture, but you needn't do that. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Ah, yes. I should've known you the type to find symbolic displays of deference meaningless. <</speak>>
<<qSpeak "quincy.neutral" >> *You tilt your head.* No, these customs must have their place. I wouldn't call them meaningless. You've just already thanked me. <</qSpeak>>
<</if>>
<<speak "oscar.hardinghatless.neutral" >> I hope you'll allow me a blunt question that's been burning away in my mind since you left my conservatory... <</speak>>
<<speak "oscar.hardinghatless.surprise" >> Why exactly did you agree to help me? <</speak>>
<<case "k">>
<<qSpeak "quincy.neutral" >> The pleasure is mine. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> *He sinks back into his seat.* You're a kind man. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" >> You can't know that. You just said you didn't know what to make of me. <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> True. But! You were kind on this occasion, so I think it is a fair assumption. And if not for pure kindness's sake... well, why <i>did</i> you help me escape? <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> ...Did you not just say you don't know what to make of me? <</qSpeak>>
<<speak "oscar.hardinghatless.fakethink" >> I did. But you were kind to me on this occasion, so I think it is a fair assumption. And if not for pure kindness's sake... well, why <i>did</i> you help me escape? <</speak>>
<</if>>
<<case "reward">>
<<affinity "oscar" -5>>
<<qSpeak "quincy.neutral" >> I hope a bow isn't the reward you spoke of. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> Of course not. I was merely expressing said gratitude the only way I know how. *He sinks back into his seat.* <</speak>>
<<speak "oscar.hardinghatless.neutral" >> We will get to the matter of compensation as promised, but you will indulge me in conversation first. This is a dual-purpose meeting. <</speak>>
<<qSpeak "quincy.lookaway" >> If I must. <</qSpeak>>
<<speak "oscar.hardinghatless.unamused" >> Then let me ask a question of you: why exactly did you help me escape? <</speak>>
<</switch>>
<<qSpeak "quincy.neutral" >> You asked. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> Yes. But you went well out of your way to do so - going against my brother's wishes. Not to mention my father. And the High Sybil, too. It was no small ask. <</speak>>
<<text>>
Eyebrows slightly furrowed, he takes a sip from your wine glass. His gaze is openly evaluatory.
``You can't help but recall Lucas's near-constant cautions about Oscar. Now, you suppose, is your chance to find out whether your friend's insistence on the <i>true nature of the Unicorn Prince</i> holds any truth.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Everyone deserves freedom.|C1OQ: bar 3 questions][$response to "freedom"]]
[[You made a good case.|C1OQ: bar 3 questions][$response to "madeSense"]]
[[Now you are indebted to me.|C1OQ: bar 3 questions][$response to "debt"]]
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.oQ to 1>>
<<set $oscarQuestTemp.qQ to 1>>
<<set $oscarQuestTemp.oscarTricked to false>>
<<set $oscarQuestTemp.quincyTricked to false>>
<<set $oscarQuestTemp.quincyDone to false>>
<<set $oscarQuestTemp.oscarDone to false>>
<<set $oscarQuestTemp.wentLast to "Oscar">>
<<set $oscarQuestTemp.skippedFirstQ to false>>
<<set $oscarQuestTemp.extraQ to ".">>
<<set $oscarQuestTemp.roomQ to 0>>
<<text>>
Oscar shuts the door behind the pair of you. He turns the lock shut with a decisive //"click."// An experimental rattle of the handle ensures to him that it is indeed closed. He presses his back against the door with a long exhale and fixes a stare upon you, eyes wide.
<</text>>
<<speak "oscar.harding.surprise" >> My dear, why are you in your usual regalia? A <i>clandestine meeting</i> is supposed to be, well, //clandestine!// <</speak>>
<<qSpeak "quincy.surprised" >> I... *Now that he says it - it seems obvious.* <</qSpeak>>
<<speak "oscar.harding.unamused" >> Worry not... you were seen only briefly. Word shouldn't travel. Much, anyway. <</speak>>
<<text>>
The "private parlor" is exactly that - a small, secluded room with a pair of couches facing opposite each other. On the table sits a bottle of wine with a few overturned crystal glasses.
``Oscar removes the stovepipe hat from his head and lays it on the table along with the moustache, which appears to attach with some sort of adhesive. He disregards the bottle of wine entirely, and instead produces a flask from his pocket.
<</text>>
<<speak "oscar.hardinghatless.neutral" >> You can never be too careful. *He pours a healthy amount of red wine into each glass from his flask.* <</speak>>
<<text>>
You taste the wine - it's as foul as any other.
``Oscar takes minute sips. He's free of the usual midland gold clutter applied to his face, his cheeks bare of the rouging. With these distractions removed, the most prominent part of his countenance becomes those unreadable, fawn-like dark eyes.
``Eyes which seem to be carefully monitoring your own. He keeps tapping his foot on the ground, or readjusting himself. Eventually, he breaks the silence.
<</text>>
<<speak "oscar.hardinghatless.neutral" >> I don't rightly know what to think of you, Quintrell. <</speak>>
<<qSpeak "quincy.neutral" >> I can't advise on that. <</qSpeak>>
<<speak "oscar.hardinghatless.giggle" >> No, that is for me to decide. In fact, that's why I invited you here: to finally have the opportunity to speak with you alone. <</speak>>
<<speak "oscar.hardinghatless.smug" >> Well - that, and to extend my deepest thanks. <</speak>>
<<text>>
He stands to offer you a bow.
<</text>>
<<qSpeak "quincy.lookaway" >>
<<choose>>
[[You uh, don't need to bow.|C1OQ: bar why help me][$response to "why"]]
[[You're welcome.|C1OQ: bar why help me][$response to "k"]]
[[I thought this meeting was regarding compensation?|C1OQ: bar why help me][$response to "reward"]]
<</choose>>
<</qSpeak>><<location "camp.png" "The Convoy's Camp">>
<<text>>
Some days later, Lucas receives a pigeon. In its beak is a letter stamped with the seal of Diadem Castle. He has no qualms allowing you to read over his shoulder:
<</text>>
<<written>>
<span class='written-to'><i>Son,</i></span>
``<i>I'm writing because your brother has found some kind of blasted way to vanish from the castle grounds once again. He's always back by morning. Even worse, he has the gall to act as if he has no idea what he's done wrong and he's never left at all.</i>
``
``<i>I'd appreciate it if you could provide <u>ANY</u> insight on how he might be achieving this. <s>Gamga</s> the High Sybil has been useless on the matter.</i>
<span class='written-from'>
<i>Let me know if you see him about the city,</i>
<span class='written-from-signature'><i><s>Alexander</s> Your father.</i></span>
</span>
<</written>>
<<speak "lucas.glance" >> Well - it seems you were quite successful. <</speak>>
<<text>>
Whatever it is you decide to make Prince Oscar Andimeur, you can't help but feel his prediction of the future rings quite true:
``<i>"I am sure we will be seeing more of each other soon."</i>
<</text>>
<<questEnd "A1oscarQuest" true "You secured Oscar's escape from Diadem Castle. In recompense, he has promised to provide you with counsel and guidance in your journeys.">>
<<alert "You may now seek help or consult with Oscar regarding your adventures. You can find him in Diadem's Tail Quarter.">>
<<silently>>
<<include "C1OQ: item cleanup">>
<</silently>>
@@.next;[[Return to map.|C1OQ: demo end]]@@<<switch $response>>
<<case "yes">>
<<qSpeak "quincy.neutral" >> Of course. My duty isn't just to Lucas, but to Vestur's continued peace. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> ...That's the point of the Convoy. <</qSpeak>>
<<speak "oscar.hardinghatless.surprise" >> So you truly are rising to the challenge out of love of country alone... <</speak>>
<<speak "oscar.hardinghatless.neutral" >> Very gallant. <</speak>>
<<set $nextOscarQ to "lucas">>
<<case "no">>
<<qSpeak "quincy.tilt" >> No. Never. <</qSpeak>>
<<qSpeak "quincy.neutral" >> But I will fulfill my duty as his Right Hand regardless. <</qSpeak>>
<<speak "oscar.hardinghatless.neutral" >> Your loyalty could make a dog blush. It'm happy he has such a good friend as you. <</speak>>
<<speak "oscar.hardinghatless.neutralserious" >> Convoy Princes come only once every few generations. The eyes of history will forever remember any mis-steps he is unfortunate enough to make. He needs all the help he can get. <</speak>>
<<set $nextOscarQ to "animal">>
<<set $nextOscarQ to "lucas">>
<<case "done">>
<<qSpeak "quincy.neutral" >> I already answered your question. If you wish to know, you could expend another. <</qSpeak>>
<<speak "oscar.hardinghatless.neutralserious" >> No thank you - I think I'm satisfied regarding this line of questioning for now. <</speak>>
<<set $nextOscarQ to "animal">>
<</switch>>
<<speak "oscar.hardinghatless.happy" >> Thank you, Quintrell. You now have the floor. <</speak>>
<<set $oscarQuestTemp.oQ +=1>>
@@.next;[[Continue.|bar command center]]@@<<if $oscarQuestTemp.quincyDone && $oscarQuestTemp.oscarDone>>
<<include "C1OQ: bar questions done">>
<<elseif $oscarQuestTemp.oscarDone>>
<<include "commandCenterQuincy">>
<<elseif $oscarQuestTemp.quincyDone>>
<<include "commandCenterOscar">>
<<else>>
<<switch $oscarQuestTemp.wentLast>>
<<case "Oscar">>
<<include "commandCenterQuincy">>
<<case "Quincy">>
<<include "commandCenterOscar">>
<</switch>>
<</if>><<set $oscarQuestTemp.wentLast to "Oscar">>
<<switch $oscarQuestTemp.oQ>>
<<case 2>>
<<include "C1OQ: bar oscar question 2">>
<<case 3>>
<<if $oscarQuestTemp.oscarTricked>>
<<include "C1OQ: bar oscar no question 3">>
<<else>>
<<include "C1OQ: bar oscar question 3">>
<</if>>
<</switch>><<set $oscarQuestTemp.wentLast to "Quincy">>
<<switch $oscarQuestTemp.qQ>>
<<case 1>>
<<include "C1OQ: bar quincy questions">>
<<case 2>>
<<include "C1OQ: bar quincy questions">>
<<case 3>>
<<if $oscarQuestTemp.quincyTricked>>
<<include "C1OQ: bar quincy no question 3">>
<<else>>
<<include "C1OQ: bar quincy questions">>
<</if>>
<</switch>><<g>>
<<text>>
Carefully, you slip 5 guilder from your pocket. Beneath your palm, you slide the coins across the table towards Dorwynn, who regards your advancing hand with great interest.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Surely there must be //something// capable of changing your mind.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well - I've been charitable before. Under the right circumstances.
<</speak>>
<<text>>
The hushed tone in which he speaks confirms your assumption of a man no stranger to bribery. He snatches the guilder from your hand and pockets it with a rodentlike eagerness.
<</text>>
<<include "C1OQ: Dorwynn Bribe Nugget">><<text>>
As the words leave your mouth, your comrades' eyebrows shoot up. Dorwynn's eyebrows, too. You only realize what exactly the flaw in your approach is when Dorwynn chuckles and says:
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Oh-ho! Lettin' me name me own price? @@.lilt;You spoil me, Your Grace.@@
<</speak>>
<<text>>
In letting him name his price, you've given him the upper hand in this negotiation<<if $oscarQuestTemp.c == "second">> - not that you had much control of the situation in the first place<</if>>. A survivable error (in this circumstance...) but not one you are keen to repeat under greater pressure. You'll take greater care with phrasing next time.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Well... see, Highness would slip me a little guilder here and there when he'd sneak off, as a li'l treat on top of my salary. But the way I see it is - considering the world as it is and the recent pressures of the job - I'm riskin' more than a writeup from me boss, yeah?
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
So, I want more than a few paltry <<print $oscarQuestTemp.guilderx * 1.25>> guilder. If I'm gonna risk me neck by lettin' him risk his neck, I'll be doin' it as a paid professional. I want <<print $oscarQuestTemp.guilderx * 5>> guilder every time he runs off.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.surprised" "dangelo">>
*whistles* Damn.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.incredulous" "vicky">>
*echoes D'Angelo's whistle*
<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.incredulous" "vicky">>
*whistles*
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.surprised">>
Woah...
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.surprised" "imani">>
...
<</speak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
Oh, quiet. We are asking him to risk his livelihood - it is only fair that Oscar make it worth his while.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Ah. Very well...
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Pleasure to be of service, your highness.
<</speak>>
<<set $oscarQuestTemp.bribed to true>>
<<include "C1OQ: dorwynn Before Schedule Forge">><<passiveCheck 1 `["emp",3]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<qSpeak "quincy.neutral" "quincy">>
I presume you've been compensated for your //leniency// in the past, correct?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Presumably I have, yeah.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
And this past arrangement - the compensation is no longer worth the risk?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Was fine when I was only risking gettin' yelled at. Nowhere near worth losin' my job for.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
And that compensation was...?
<</qSpeak>>
<<text>>
Dorwynn takes a minute to weigh whether or not sharing the specifics disadvantages him. Eventually, he concludes that opaqueness is a waste of precious time and, cautiously, he shares the number.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Mm... $oscarQuestTemp.guilderx per turn of the head. Sometimes <<print $oscarQuestTemp.guilderx *1.2>> if he was going to be gone long.
<</speak>>
<<text>>
So - you'll need to do better than $oscarQuestTemp.guilderx guilder. You imagine that shouldn't be difficult.
<</text>>
<<set _temp1 = $oscarQuestTemp.guilderx + 1 + " guilder.">>
<<set _temp2 = $oscarQuestTemp.guilderx * 1.5 + " guilder.">>
<<set _temp3 = $oscarQuestTemp.guilderx * 2 + " guilder.">>
<<set _temp4 = $oscarQuestTemp.guilderx * 2.5 + " guilder...?">>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<link _temp1 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "no">><</link>>
<<link _temp2 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "1.5">><</link>>
<<link _temp3 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2">><</link>>
<<link _temp4 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2.5">><</link>>
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
What circumstances would you find appropriate?
<</qSpeak>>
<<if $party.includes("imani")>>
<<text>>
Dorwynn's eyes widen. Sensing your mistake, Imani is quick to mend the situation before you're even aware of your error - but not without chiding you first.
<</text>>
<<speak "imani.lookaway" "imani">>
You are terrible at this. Allow me.
<</speak>>
<<include "C1OQ: dorwynn Imani Bribe">>
<<else>>
<<include "C1OQ: Dorwynn Bribe F">>
<</if>>
<</if>>
<<saveCheck>><<if $oscarQuestTemp.bribeRate != "no">><<switch $oscarQuestTemp.bribeRate>>
<<case "1.5">>
<<qSpeak "quincy.neutral" "quincy">>
I can offer you one and a half times your original agreement - <<print $oscarQuestTemp.guilderx * 1.5>> guilder.
<</qSpeak>>
<<text>>
Dorwynn considers your words. He doesn't look particularly thrilled by your offer, but he doesn't appear offended, either. Disappointed, perhaps, but not unwilling to abide by your terms.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Eh... I suppose that would work. I could use the extra coin in me pocket. My boy's gettin' to that age where he wants to read everything and be "educated," and print's not cheap.
<</speak>>
<<case "2">>
<<qSpeak "quincy.neutral" "quincy">>
I can offer you twice your original agreement - <<print $oscarQuestTemp.guilderx * 2>> guilder.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Fair's fair. I can abide by that.
<</speak>>
<<case "2.5">>
<<qSpeak "quincy.neutral" "quincy">>
I can offer you two times your original agreement, plus another one half - for a total of <<print $oscarQuestTemp.guilderx * 2.5>> guilder.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Ohoho! That's more than agreeable. You do that, and I'll go blind and deaf whenever the prince asks it. Right on command!
<</speak>>
<<case "3">>
<<qSpeak "quincy.lookaway" "quincy">>
I can offer you... er, how's three times your original agreement?<</qSpeak>>
<<text>>
Stunning the room once more, Dorwynn's jaw slacks. He sputters for a moment, struggling to form words through his blunt-toothed smile.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Architect! For that rate I'd shine Highness's shoes and chew his breakfast for 'im! You got yourself a deal.
<</speak>>
<</switch>>
<<qSpeak "quincy.neutral" "quincy">>
Pleased we could reach an understanding.
<</qSpeak>>
<<set $oscarQuestTemp.bribed to true>>
@@.next;[[Continue.|C1OQ: dorwynn Before Schedule Forge]]@@
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
I can offer you <<print $oscarQuestTemp.guilderx + 1>> guilder.
<</qSpeak>>
<<text>>
Dorwynn stares at you for a minute, bug-eyed. Then he laughs.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Ahah! I didn't take you for a joker, Your Grace. Be serious - what's your real offer?
<</speak>>
<<set _temp2 = $oscarQuestTemp.guilderx * 1.5 + " guilder.">>
<<set _temp3 = $oscarQuestTemp.guilderx * 2 + " guilder.">>
<<set _temp4 = $oscarQuestTemp.guilderx * 2.5 + " guilder...?">>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<link _temp2 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "1.5">><</link>>
<<link _temp3 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2">><</link>>
<<link _temp4 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2.5">><</link>>
[[I wasn't joking.|C1OQ: Dorwynn Not Joking][$oscarQuestTemp.c to "nojoke"]]
<</choose>>
<</qSpeak>>
<</if>><<text>>
Summoning the most authoritive tone you can muster, you announce:
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<set $oscarQuestTemp.decFail to false>>
<<qSpeak "quincy.neutral" "quincy">>
Orders from higher up. You've been reassigned.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Already? Only just learned me new schedule!
<</speak>>
<<text>>
The stout man gestures to a podium set upon the back wall where a beaten old book - presumably the aforementioned schedule - lays open for viewing.
<</text>>
<<if $party.includes("dangelo")>>
<<text>>
Seeing an opportunity, D'Angelo swoops in to corroborate your lie. He speaks with all the affected ease of the military man he has become.
<</text>>
<<speak "dangelo.neutral" "dangelo">>
Sorry, soldier. Convoy business - got a lotta manpower to move. Big decisions up top trickles down to folks like you, you know how it is.
<</speak>>
<<text>>
Dorwynn slouches forward over the table, propping his drooping face up with one hand.
<</text>>
<<speak "dorwynn.furrow" "dorwynn">>
Yeah, yeah... I know. I'm gonna miss the kitchens...
<</speak>>
<<text>>
As he chews the news over in his mind, his wrinkles migrate in an uneasy direction. His back stiffens and his face scrunches with unease.
<</text>>
<<else>>
<<text>>
It's a fair question, considering that he's only just been cycled out from his place among Oscar's guards. Luckily, your tongue finds a suitable answer without trouble.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
My apologies. The call for the Prince's Convoy has altered manpower distribution across all of the King's Army.
<</qSpeak>>
<<text>>Dorwynn creases his brow, and nods. At first, he takes no issue with your explanation, but as he chews it over his wrinkles migrate in an uneasy direction. His back stiffens and his face scrunches with unease.
<</text>>
<</if>>
<<speak "dorwynn.furrow" "dorwynn">>
Hold up - where're they sendin' me? They don't mean to ship me out with the <i>Convoy</i>, do they?
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Nah. Someone else. You're takin' his shift.
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.neutral" "dangelo">>
Negative, soldier. Routine duties.
<</speak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
No.
<</qSpeak>>
<</if>>
<<speak "dorwynn.neutral" "dorwynn">>
Thank Architect. Can't imagine doin' all that walking up North... and come winter? Eesh. Don't even want to imagine it.
<</speak>>
<<set $oscarQuestTemp.decFail to false>>
@@.next;[[Continue.|C1OQ: dorwynn Before Schedule Forge]]@@
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
You've been ordered to change posts.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Yeah? By who?
<</speak>>
<<text>>
Truth be told, you hadn't thought that far ahead, having placed your faith in the idea that your authority as Right Hand would go unquestioned. Perhaps if you take a firm stance and continue, you'll convince him yet.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
You are to resume guarding the prince immediately.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Am I? S'not what my schedule says.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
You are.
<</qSpeak>>
<<speak "dorwynn.furrow" "dorwynn">>
Yeh? I don't buy it.
<</speak>>
<<text>>
<<if $party.includes("dangelo")>>
Lost, you turn to D'Angelo, but his stifled snicker tells you that he hasn't any intention of salvaging your lie for you. <<if $party.includes("vicky")>>Likewise, Vicky bares her teeth at your failure in a manner suggesting amusement, while Lucas looks upon you with a twinge of embarrassment.<<else>><<not "dangelo">> does not deign to lend you a hand, either, and Lucas looks upon you with a twinge of embarrassment.<</if>><<else>><<if $party.includes("vicky")>>Behind you, you hear Vicky chuckle.<</if>> Your composure wavers.<</if>>
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Seems your friends don't, neither.
<</speak>>
<<text>>
Your attempt at subterfuge has failed.
<</text>>
@@.next;[[Your only choice is to tell the truth.|C1OQ: Dorwynn Oscar][$oscarQuestTemp.decFail to true]]@@
<</if>><<itemRemove "guardsonNote">>
<<set $oscarQuestTemp.successGuardson to true>>
<<include "C1OQ: hallreturn">>
<<set _guardsonTotal to 0>>
<<switch $oscarQuestTemp.bribeRate>>
<<case "1.5">>
<<set _guardsonTotal+=5>>
<<case "2">>
<<set _guardsonTotal+=4>>
<<case "2.5">>
<<set _guardsonTotal+=3>>
<<case "2.75">>
<<set _guardsonTotal+=2>>
<<case "3">>
<<set _guardsonTotal+=1>>
<</switch>>
<<if not $oscarQuestTemp.decFail && hasVisited("C1OQ: Dorwynn Dec")>>
<<set _guardsonTotal+=5>>
<</if>>
<<if hasVisited("C1OQ: dorwynn Sneak Kaitos Results")>>
<<set _guardsonTotal+=10>>
<<elseif hasVisited ("C1OQ: dorwynn Sneak Imani Results")>>
<<set _guardsonTotal+=8>>
<<elseif hasVisited ("C1OQ: dorwynn Sneak Vicky Results")>>
<<set _guardsonTotal+=5>>
<<else>>
<<if $oscarQuestTemp.qf>>
<<set _guardsonTotal+=12>>
<<else>>
<<set _guardsonTotal+=2>>
<</if>>
<</if>>
<<if _guardsonTotal >= 12>>
<<set $oscarQuestTemp.guardsonGrade == "best">>
<<elseif _guardsonTotal >=8>>
<<set $oscarQuestTemp.guardsonGrade == "good">>
<<else>>
<<set $oscarQuestTemp.guardsonGrade == "meh">>
<</if>><<qSpeak "quincy.neutral" "quincy">>
So, you wouldn't return to your former post even if it were assigned to you, then?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well... I'd do it if me boss assigned it. Not like I'd quit my job of nine years on the spot over a little hard work. But... that's if me boss did; it'd be a whole 'nother story if, say, the schedule <i>mysteriously changes</i> <<if $oscarQuestTemp.decFail == true>>right after the Duke went and told me I was randomly reassigned without reason<<else>>after a strange conversation with the Duke<</if>>.
<</speak>>
<<text>>
The man looks up at you, his small eyes feeling unusually keen as he looks you over. He folds his messy hands neatly in front of him and leans forward, taking care not to break eye contact as he does.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
See, that'd be very odd indeed. So odd, <i>I might even have to give it a mention to the High Sybil</i> during confessions, yeah?
<</speak>>
<<text>>
It seems Prince Oscar may have misjudged Dorwynn's willingness to accomadate his escape plans.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[You've looked the other way before - what changed?|C1OQ: Dorwynn What Changed]]
[[Is there nothing that would change your mind?|C1OQ: Dorwynn Reconsider]]
<<decide "end" [[I see. I won't waste any more of your time.|C1OQ: Dorwynn Fail][$oscarQuestTemp.c to "waste"]]>>
<</choose>>
<</qSpeak>><<if $oscarQuestTemp.c == "nobribe">>
<<speak "quincy.furrow" "quincy">>
It appears we do not.
<</speak>>
<<speak "dorwynn.furrow" "dorwynn">>
Shame, that. Poor Highness'll just have to stay put as his pop demands.
<</speak>>
<<elseif $oscarQuestTemp.c == "nojoke">>
<<recordAction "inept" "dorwynn">>
<<speak "quincy.furrow" "quincy">>
I mean it. <<print $oscarQuestTemp.guilderx + 1>> is my final offer.
<</speak>>
<<speak "dorwynn.furrow" "dorwynn">>
Architect up high. I... I got a shift to prepare for.
<</speak>>
<<text>>
At some point during this line of conversation, Dorwynn had begun shaking his head in disbelief. You expected him to stop at some point, but he simply never does; the shaking continues, even as he pulls himself from his seat and abandons his lunch in an effort to be rid of you.
<</text>>
<<else>>
<<text>>
You opt to end the conversation rather than incriminate yourself further.
<</text>>
<<speak "quincy.neutral" "quincy">>I see. I won't waste any more of your time with my... hypotheticals.<</speak>>
<<speak "dorwynn.furrow" "dorwynn">>Right, then. Better luck for you and your //"hypotheticals"// elsewhere, eh?
<</speak>>
<</if>>
<<if $oscarQuestTemp.c != "nojoke">>
<<text>>
With nothing left to discuss, Dorwynn gives you a forced smile and waves you off before returning to his bowl slopping its contents into his jowls. It appears that Oscar will have to make do without Dorwynn's "fabulous conversation."
<</text>>
<<else>>
<<speak "lucas.surprised" "lucas">>
Quintrell, //what was that!?// You almost had an agreement!
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.sheesh" "dangelo">>
Yeah, that was... even for you, man, what the Hell?
<</speak>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Yeah, how clueless can you be?
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.lookaway" "imani">>
Architect...
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance">>
...
<</speak>>
<</if>>
<<text>>
You haven't a satisfactory answer for your behavior. You never have. And so, you say nothing.
``It appears that Oscar will have to make do without Dorwynn's "fabulous conversation."
<</text>>
<</if>>
<<itemRemove "guardsonNote">>
<<include "C1OQ: hallreturn">><<qSpeak "quincy.furrow" "quincy">>
I've no intention of dabbling in bribery.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Could've fooled me.
<</speak>>
<<text>>
The soldier leans back in his seat. He stretches, his jaws giving way to a loud and cavernous yawn, as if overcome with sudden and intense boredom.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>Well, if them's your morals, them's your morals. But if them's your morals, we haven't much to talk about.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
<<decide "end" [[It seems we don't.|C1OQ: Dorwynn Fail][$oscarQuestTemp.c to "nobribe"]]>>
[[Wait - maybe we could work something out...?|C1OQ: Dorwynn Reconsider Bribe][$oscarQuestTemp.c to "second"]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
I was not joking.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Hah! Almost as funny the second time.
<</speak>>
<<speak "quincy.neutral" "quincy">>
You desired higher compensation and I've offered it.
<</speak>>
<<text>>
The good faith fades from the creases of Dorwynn's face. <<if $party.includes("imani")>>It fades from Imani's, too. In fact, <<else>>He isn't alone - <</if>>all your companions express varying shades of confusion and frustration.
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
Uh, Quin - now's a bad time for comedy...
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Yeah, man... drop the joke. He's not finding it funny.
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutralserious" "vicky">>
Wrong crowd, Quincy.
<</speak>>
<</if>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Hey, man... drop the joke. He's not finding it funny.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutralserious" "vicky">>
Wrong crowd, Quincy.
<</speak>>
<</if>>
<<else>>
<<speak "lucas.annoyed" "lucas">>
Now //really// isn't the time, Quintrell...
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutralserious" "vicky">>
Wrong crowd, Quincy.
<</speak>>
<</if>>
<</if>>
<<text>>
It appears that everyone present desperately wishes this to be a joke.
``Was it a joke?
<</text>>
<<qSpeak "quincy.tilt" "quincy">>
<<choose>>
[[(Yes. Some day my comedy will be appreciated.)|C1OQ: Dorwynn Was Joking]]
<<check `["dec",setup.DCKey.easy]` [[(No, but I'm going to pretend it was.)|C1OQ: Dorwynn Was Joking skill]]>>
[[No. I meant it.|C1OQ: Dorwynn Fail]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
Prince Oscar wishes you to return to your former post as one of his personal guards.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
His Highness wishes a great many things, eh? I suppose even a prince can't have it all.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Are you averse to this idea?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well, 'tisn't exactly in me hands. I'm beholden to the schedule, yeah?
<</speak>>
<<text>>
The stout man gestures to a podium set upon the back wall where a beaten old book - presumably the aforementioned schedule - lays open for viewing.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Besides, I quite like my current post. Kitchen's easy work, smells wonderful, and best of all, when the Prince goes missing, well, it inn't my fault! *He chuckles.*
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
You've no desire to return to your former post, then.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
I'm a simple man. I like my bread with butter and I like my work predictable.
<</speak>>
<<passiveGate 1 `["dec",11]`>>
<<skillGate 1>>
<<text>>
<<if setup.gatePass(1)>>
An interesting statement from a man who, until now, has been purportedly happy to flout the rules. Perhaps he simply needs an incentive...
<<else>>
You can see how minding an escape artist might not be predictable work.
<</if>>
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[So, you wouldn't work that post even if it were assigned to you?|C1OQ: Dorwynn Even if]]
<<if setup.gatePass(1)>><<buy 5 [[(Attempt to bribe him.) Surely, you'd reconsider for the right price...|C1OQ: Dorwynn Bribe]]>><</if>>
<</choose>>
<</qSpeak>>
<<saveCheck>><<qSpeak "quincy.lookaway" "quincy">>
Is there nothing that would make you reconsider?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well...
<</speak>>
<<text>>
The soldier rolls his head back and forth as he considers. With a ruminant face, he ponders for almost too long whether or not he is capable of changing his mind.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
//Maybe. Maybe not.// Would I reconsider just for old times' sake, for my old friend, the prince? //Prolly not.// Would I reconsider for a million guilder and a seaside home in DeLuxe? //Prolly.//
<</speak>>
<<text>>
He is fielding you for bribery offers -- so blatantly that even you have no trouble intuiting the words unsaid.<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[I won't participate in bribery.|C1OQ: Dorwynn No Bribe]]
[[I think we can work something out.|C1OQ: Dorwynn Reconsider Bribe]]
<</choose>>
<</qSpeak>><<if $oscarQuestTemp.c == "second">>
<<text>>
Seems you have little other choice in the matter. Either you suborn Dorwynn, or you come away with nothing. Reluctantly, you contradict yourself. It is an intensely awkward experience.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Hm. Well... perhaps I //would// be open to, ah, discuss... compensation...
<</qSpeak>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
You are terrible at this. Allow me.
<</speak>>
<<include "C1OQ: dorwynn Imani Bribe">>
<<else>>
<<text>>
The apparent boredom vanishes from the soldier's posture. He leans forward, his interest reinvigorated.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Well, that changes everything, dudn't it? Let's talk.
<</speak>>
<<text>>
You nod. Having little experience with the art of bribery in the past, you'd hoped to avoid it entirely. Now, you are to think on your feet and bargain with a man practiced in venal arrangements...
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
So, then - what manner of compensation would you find appropriate for this agreement?
<</qSpeak>>
<<include "C1OQ: Dorwynn Bribe F">>
<</if>>
<<else>>
<<text>>
One million guilder and a seaside home in DeLuxe is a promise beyond the scope of this arrangement, but you're fairly certain you can come to a more realistic agreement.<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I believe we could work something out.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
You "believe," eh? Let's hear it then.
<</speak>>
<<include "C1OQ: Dorwynn Bribe Nugget">>
<</if>><<qSpeak "quincy.lookaway" "quincy">>
Yes. It was a joke.
<</qSpeak>>
<<text>>
The collective sigh of relief is almost deafening.
``You feel a little wounded no one thought it funny, but such is life.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Don't scare a man like that. 'Tisn't a laughing matter for us common folk!
<</speak>>
<<text>>
Best not present another low offer. You opt only to consider higher rates of compensation...
<</text>>
<<set _temp3 = $oscarQuestTemp.guilderx * 2 + " guilder.">>
<<set _temp4 = $oscarQuestTemp.guilderx * 2.5 + " guilder...?">>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<link _temp3 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2">><</link>>
<<link _temp4 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2.5">><</link>>
<</choose>>
<</qSpeak>>
<<set $oscarQuestTemp.badJoke to true>><<qSpeak "quincy.lookaway" "quincy">>
Yes. It was a joke.
<</qSpeak>>
<<text>>
The collective sigh of relief is almost deafening.
<</text>>
<<skillCheck>>
<<text>><<if setup.checkPass(0)>>Thankfully, everyone is so eager to believe your offer a hoax that no one questions your explanation. <<else>>Thankfully, everyone is so eager to change topic that they opt not to acknowledge your flimsy reasoning.
<</if>>
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Don't scare a man like that. 'Tisn't a laughing matter for us common folk!
<</speak>>
<<text>>
Best not present another low offer. You opt only to consider higher rates of compensation...
<</text>>
<<set _temp2 = $oscarQuestTemp.guilderx * 1.5 + " guilder.">>
<<set _temp3 = $oscarQuestTemp.guilderx * 2 + " guilder.">>
<<set _temp4 = $oscarQuestTemp.guilderx * 2.5 + " guilder...?">>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<link _temp2 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "1.5">><</link>>
<<link _temp3 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2">><</link>>
<<link _temp4 "C1OQ: Dorwynn Bribe Offer">><<set $oscarQuestTemp.bribeRate to "2.5">><</link>>
<</choose>>
<</qSpeak>>
<<set $oscarQuestTemp.badJoke to true>><<set _imanistart to "">><<set _imaniend to "">>
<<set $oscarQuestTemp.guardsDead to true>>
<<qSpeak "quincy.neutral" "quincy">>
You've turned a blind eye to the Prince's escapades before. Why take issue with the idea now?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well, for one, I got sick of gettin' in trouble. Most of the time he wouldn't get caught - those times it was fine, yeah? But when he did... well, 'twasn't His Highness gettin' his pay docked and his ears shouted out.
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Two - you remember a couple weeks back when Lord Daeynor tried to off the boy? The guards who were on duty that shift - <i>whew!</i> Daeynor's men sent 'em home in caskets.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutralserious" "dangelo">>
Man... you're a terrible guard. No obedience, no loyalty... and you're just... admitting all this?
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
I beg to differ, Your Grace. I'm quite practiced at holdin' a spear and standing about, and I'd say I got quite the intimidating <b>"who goes there; state your business"</b> as well. That's most of the job right there!
<</speak>>
<<set _imanistart to "">>
<<set _imaniend to " He is merely being candid.">>
<<if $party.includes("vicky")>>
<<speak "vicky.smirk" "vicky">>
Sure ya do.
<</speak>>
<</if>><<elseif $party.includes("vicky")>>
<<speak "vicky.smirk" "vicky">>
So what yer sayin' is that you're too much of a coward?
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well, it's not the terminology I would use, but I suppose.
<</speak>>
<<set _imanistart to "I disagree.">>
<<set _imaniend to " That is not cowardice.">>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
<<print _imanistart>>The wolf that springs the hunter's trap and lives won't return to those hunting grounds again.<<print _imaniend>>
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.thinking" "kaitos">>
Huh...
<</speak>>
<</if>>
<<speak "dorwynn.neutral" "dorwynn">>
Wha? Oh - yeah! I'm just lookin' to keep myself out of trouble. Me wife - I don't think she'd like it much if I lost me job. Or me life. 'Course, she'd prolly be more put out about the job, but she likes me enough that she doesn't want me dead, neither.
<</speak>>
<</if>>
<<qSpeak "quincy.tilt" "quincy">>
Hm...
<<choose>>
[[Is there nothing that would change your mind?|C1OQ: Dorwynn Reconsider]]
<<decide "end" [[I see. I won't waste any more of your time.|C1OQ: Dorwynn Fail]]>>
<</choose>>
<</qSpeak>><<text>>
With Dorwynn<<if $oscarQuestTemp.bribed>>'s cooperation confirmed<<else>> convinced of his reassignment<</if>>, your problem stands half-solved. The matter of actually //changing// the schedule to reflect <<if $oscarQuestTemp.bribed>>your agreement<<else>>your lie<</if>> remains unaddressed.
<<if $oscarQuestTemp.bribed>><p>It seems Lucas is of the same mind, as he leans over and mutters in a low voice:</p><<else>>
<p>It seems Lucas is of the same mind, as once you've some distance between you and Dorwynn, he creeps up beside you and echoes your thoughts back to you in a hushed voice:</p><</if>>
<</text>>
<<if $oscarQuestTemp.bribed>>
<<speak "lucas.neutral" "lucas">>
@@.whisper;That leaves the matter of the schedule...@@
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Hah! Haven't figured that part out yet, eh?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
No.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Ooh, that's a bit of a problem, inn't it?
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
A little. Don't suppose your superior likes a greased fist, too?
<</speak>>
<<set _dorwynnResponse to "Don't even try it.">>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
That depends on how reasonable your superior is.
<</speak>>
<<set _dorwynnResponse to "Wouldn't try bribin' him if that's what you're askin'.">>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Dunno. Could be. Your boss gonna make it one?
<</speak>>
<<set _dorwynnResponse to "Oh yes. Don't bother with him - wouldn't take a bribe.">>
<</if>>
<<speak "dorwynn.neutral" "dorwynn">>
_dorwynnResponse The captain's blind as a bat and dumb as a post, but the man loves him some rules. He'd be right thrilled if you gave him a reason to run to the King-Regent with //"urgent news"// of a //"conspiracy"// to undermine royal authority.
<</speak>>
<<speak "lucas.neutral" "lucas">>
That sounds like the captain //I// know, alright. Incompetent //and// insufferable.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I see.
<</qSpeak>>
<<text>>
Despite your relief being spared another round of bargaining, you're now unsure of what you are to do instead. Take a quill and alter the schedule directly? Surely it couldn't be that simple.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
What do you suggest instead?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
*He shrugs.* Go in with a pen and change it yourself?
<</speak>>
<<speak "lucas.scowl" "lucas">>
And that wouldn't rouse suspicion in a room full of guards?
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
You overestimate how much a man thinks about work off his shift. Long as it's only one of you and not the whole pack, you'll be fine.
<</speak>>
<<text>>
But then, who to send...?
<</text>>
<<else>>
<<speak "lucas.neutral" "lucas">>
Well, that was easy, but... what of the schedule itself? I don't imagine we can simply walk over with a pen and change it, can we?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
We could attempt to bargain with the man in charge of scheduling.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
No. If the captain caught so much as a //whiff// of misconduct, he'd go barking to my father. He's an insufferable man. Even moreso, since the assassination.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
*He sucks air through his teeth.* Yelled at me once. Scary, man. Didn't like it.
<</speak>>
<</if>>
<<text>>
Despite your relief being spared another round of bargaining, you're now unsure of what you are to do instead. Despite Lucas's misgivings, doctoring the schedule yourselves seems somehow the least risky choice...
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Then I suppose we've no other choice...
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
Hm?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
As you said: one of us will walk over with a pen and change it.
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.smilenervous" "dangelo">>
...Seriously?
<</speak>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Well, if it gets the job done...
<</speak>>
<</if>>
<<if $party.includes("kaitos") && !$party.includes("imani")>>
<<speak "kaitos.casual.neutral" "kaitos">>
Makes sense to me.
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.tilt" "imani">>
Sometimes, the simplest solution is most pragmatic.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.thinking" "kaitos">>
*He nods thoughtfully.* ...Huh.
<</speak>>
<</if>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
It's a crowded room. No one man seems to be paying too close attention, even to us. I doubt anyone would notice so long as we were quick about it.
<</qSpeak>>
<<speak "lucas.thinking" "lucas">>
Well... I suppose we haven't a better idea. Who should be the one to do the deed?
<</speak>>
<</if>>
<<include "C1OQ: dorwynn Sneak Hub">>
<<set $oscarQuestTemp.sneakCount to 0>><<text>>
Her eyes run over Dorwynn's face. His eyebrows buckle ever so slightly under the pressure of her piercing gaze. She has that effect on people.
<</text>>
<<speak "imani.neutral" "imani">>
Dorwynn. How much were you being compensated for your "off-book labor?"
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Every time I turned my head, Highness slipped me $oscarQuestTemp.guilderx guilder.
<</speak>>
<<speak "imani.furrow" "imani">>
Tch. The man with everything in the world barely spares enough to buy you a round of drinks. Of course.
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Well... not to sound a $newNorth -er, but yeah, I s'ppose that about sums it up, yeah.
<</speak>>
<<set _tempg to $oscarQuestTemp.guilderx * 2.75 + 0.25>>
<<speak "imani.neutral" "imani">>
<<print _tempg>>.
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Pardon?
<</speak>>
<<speak "imani.tilt" "imani">>
If you're to risk your livelihood for the whims of another man, it must be worth your while. <<print _tempg>> guilder is a far more agreeable rate than $oscarQuestTemp.guilderx.
<</speak>>
<<speak "imani.neutral" "imani">>
Or do you disagree?
<</speak>>
<<text>>
Apprehensive, flustered, and delighted all at once, the wrinkles on Dorwynn's face push in all directions as he attempts to stammer out an acceptance of her offer.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Yes - wait - I mean, no, no disagreement here, Miss. <<print _tempg>> is a fine number, wonderful, really -
<</speak>>
<<speak "imani.bow" "imani">>
Then we have an agreement.
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Erm, yes. Thank you so much, Miss.
<</speak>>
<<set $oscarQuestTemp.bribeRate to "2.75">>
<<set $oscarQuestTemp.bribed to true>>
<<text>>
As she wraps up her deal with Dorwynn, Imani shoots you a glance, as if to say //"I saved your hide again; you're welcome."// It is far from the first time she's stepped in to mediate on your behalf, and you shamefully suspect it won't be the last.
<</text>>
<<include "C1OQ: dorwynn Before Schedule Forge">><<if $oscarQuestTemp.lastDitch == true>>
<<speak "quincy.neutral" "quincy">>
Actually, I was thinking Lucas would be the better option.
<</speak>>
<<elseif $oscarQuestTemp.sneakCount >= 1>>
<<speak "quincy.neutral" "quincy">>
Lucas should do it. He has an eye for detail.
<</speak>>
<<else>>
<<speak "quincy.neutral" "quincy">>
You would. You've an eye for detail.
<</speak>>
<</if>>
<<speak "lucas.scowl" "lucas">>
*His expression sours.* Ahah. No.
<</speak>>
<<text>>
You almost ask him "why," but the answer needn't be restated. He is an unwilling accomplice to Oscar's escape as it stands. You shouldn't push him.
<<if $oscarQuestTemp.lastDitch == true>>
<p>It seems you've no other choice but to do it yourself.</p>
<<else>>
<p>Best choose someone else.</p>
<</if>>
<</text>>
<<if $oscarQuestTemp.lastDitch == true>>
@@.next;[[I'll do it.|C1OQ: dorwynn Sneak Yourself]]@@
<<else>>
<<include "C1OQ: dorwynn Sneak Hub">>
<</if>>
<<if visited() == 1>>
<<set $oscarQuestTemp.sneakCount++>>
<</if>>
<<set $oscarQuestTemp.askedLucas == true>><<set $oscarQuestTemp.dorwynnSneaker to "quincy">>
<<text>>
Your companions watch with great interest as you return <<if $oscarQuestTemp.qf>>triumphant<<else>>shameful<</if>>.
<</text>>
<<speak "lucas.neutral" "lucas">>
So? Is it done?
<</speak>>
<<if $oscarQuestTemp.qf>>
<<qSpeak "quincy.neutral" "quincy">>
*You nod.*
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
Wonderful. That means we can finally leave this place. The smell was starting to get to me...
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.silly" "dangelo">>
Aww, it's not that bad. It's just the smell of man!
<</speak>>
<<speak "lucas.stressed" "lucas">>
//Unwashed// man.
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Huh? Whaddya mean?
<</speak>>
<<speak "lucas.scowl" "lucas">>
I //mean// that it stinks of //unwashed man.//
<</speak>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.cackle" "vicky">>
HAH! If you think THIS is unwashed, you got another thing coming.
<</speak>>
<<speak "lucas.stressed" "lucas">>
I... //what?// What are you - wait, no. Never mind. I don't //want// to know.
<</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
*You hesitate... then nod. //Technically,// you've achieved your goal, and you suppose that's what matters.*
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
Hm? Is something the matter? Were you seen?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
*You don't particularly feel like delving into the details of your incompetence, and so you deflect his interest.* No. It's... it's nothing.
<</qSpeak>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
...You've done a poor job. *It is a statement. Not a question.*
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
*You are unsure how she knows, but she knows. She always knows. There's no use in denying it.* It was not my best work.
<</qSpeak>>
<<speak "imani.neutral" "imani">>
Mm. *She nods in acknowlegement.*
<</speak>>
<<speak "lucas.neutral" "lucas">>
Whatever. Incompetent help is still more help than my brother deserves.
<</speak>>
<</if>>
<</if>>
<<if setup.taskStatus("A1oscarQuest","investigate") == true>>
<<text>>
Regardless, it seems you have secured another escape route for Prince Oscar - so long as no one notices <<if not $oscarQuestTemp.qf>>what a rotten job you've done.<<else>>your modifications.<</if>>
<</text>>
<<set $oscarQuestTemp.multipleRoutesFound to true>>
<<else>>
<<text>>
Regardless, it seems you have secured an escape route for Prince Oscar - so long as no one notices <<if not $oscarQuestTemp.qf>>what a rotten job you've done.<<else>>your modifications.<</if>>
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:true}]`>>
<</if>>
<<include "C1OQ: Dorwynn End Calculations">><<qSpeak "quincy.neutral" "quincy">>
I think it best if D'Angelo does.
<</qSpeak>>
<<speak "dangelo.surprised" "dangelo">>
*His eyebrows shoot up.* Me?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
You're a man of military rank. No one would question your authority.
<</qSpeak>>
<<speak "dangelo.unsure" "dangelo">>
Yyyyeah... I'm not sure that follows. This is Diadem Castle's domestic guard. I'm in the King's Army proper. They're different.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
You know they're different, right?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I am aware. I am also aware that "Lieutenant General" and "Convoy Guard-Captain" are much higher stations than guard at the castle.
<</qSpeak>>
<<speak "dangelo.silly" "dangelo">>
So is Right Hand. Do you think being Right Hand would make //you// less conspicuous?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[Yes.|C1OQ: dorwynn Sneak Dangelo 2][$oscarQuestTemp.c to "yes"]]
[[No.|C1OQ: dorwynn Sneak Dangelo 2][$oscarQuestTemp.c to "no"]]
<</choose>>
<</qSpeak>>
<<if visited() == 1>>
<<set $oscarQuestTemp.sneakCount++>>
<</if>><<if $oscarQuestTemp.c == "yes">>
<<set $oscarQuestTemp.eyeCatching to true>>
<<opinion "dangelo" "feeble" 5>>
<<qSpeak "quincy.neutral" "quincy">>
Yes.
<</qSpeak>>
<<speak "dangelo.surprised" "dangelo">>
Exactly! See... wait, //what?//
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
I said "yes."
<</qSpeak>>
<<if $oscarQuestTemp.badJoke>>
<<speak "dangelo.unsure" "dangelo">>
Man, you're killing me with the "jokes" today.
<</speak>>
<</if>>
<<speak "dangelo.neutralserious" "dangelo">>
Look, if you think that's how it works - and I don't believe for a minute that you actually do - then there's no reason //YOU// shouldn't do it yourself!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I am quite tall. I'm told it's rather eye-catching.
<</qSpeak>>
<<speak "dangelo.silly" "dangelo">>
@@.singsong;And @@//@@.singsong;I'm@@// @@.singsong;quite wide and @@//@@.singsong;I'm@@// @@.singsong;told it's rather eye-catching.@@
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.disrespectful" "vicky">>
//Often// told.
<</speak>>
<<speak "dangelo.disrespectful" "dangelo">>
Often told!
<</speak>>
<<speak "dangelo.silly" "dangelo">>
But yeah - I think we're pretty equally unfit for the job here, Quincy.
<</speak>>
<<else>>
<<speak "dangelo.silly" "dangelo">>
We're pretty equally unfit for the job here, Quincy.
<</speak>>
<</if>>
<<if $oscarQuestTemp.sneakCount >= 2>>
<<set $oscarQuestTemp.c to "lastDitch">>
<<speak "dangelo.unsure" "dangelo">>
And if it's between you and me... it should probably be you...? This whole thing is kind of //your// mission.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[I suppose you're right.|C1OQ: dorwynn Sneak Yourself]]
<<actions [[Lucas could do it.|C1OQ: dorwynn Lucas No Sneak]]>>
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
I disagree.
<</qSpeak>>
<<speak "dangelo.neutral" "dangelo">>
That's gold by me, but I'm still not doing it.
<</speak>>
<<text>>
It seems someone else will have to make the schedule modifications.
<</text>>
<<include "C1OQ: dorwynn Sneak Hub">>
<</if>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
No. I suppose not.
<</qSpeak>>
<<speak "dangelo.silly" "dangelo">>
Glad I could clear that up for you.
<</speak>>
<<text>>
It seems someone else will have to make the schedule modifications.
<</text>>
<<include "C1OQ: dorwynn Sneak Hub">>
<</if>><<text>>
You take a deep breath. If you are to commit forgery, you will commit quality forgery. This entire endevour will be rendered meaningless if your schedule modifications cannot stand up to scrutiny.
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<repute "capable" 3>>
<<text>>
You take what precious little time you have and appraise the scheduling table with all the care you can afford. The original table contains a number of corrections as it stands, and so you are confident that your modifications won't stand out amidst the existing strikes and edits. The larger issue is the penmanship of the guard captain, or whoever scrawled the schedule for him - the letters are rough and unevenly spaced, the loops claustrophobic. It is a far cry from the smooth, even curvature of your natural script.
``The feather with which you write has not been properly cut or cleaned for the job and the ink sits like paste on its blunt tip. Though it feels horrid to write with, the crudeness of your instruments are a boon - they camouflage your words like a snake amidst the underbrush.
``With one last flick of your quill, //"Dorwynn, Martin"// and //"Anlyth, Peter"// have traded Thursday duties. Dorwynn now guards the prince's conservatory; Anlyth guards the kitchen. You feel an odd sense of pride as you wonder if you would be able to pick your edits from the page had you not done them by your own hand.
``Alas, you haven't time to stop and admire your work for long. The fact no one has noticed you yet is a mercy you cannot waste.
<</text>>
<<set $oscarQuestTemp.qf to true>>
<<else>>
<<repute "capable" -3>>
<<text>>
Or... that was your intention, anyway.
``The schedule table, to put it gently, is a daunting stack of barely-legible scrawl. The letters are rough and unevenly spaced, the loops claustrophobic. It is a far cry from the smooth, even curvature of your natural script, and you find yourself balking at the prospect of matching it.
``One //"Anlyth, Peter"// guards the prince's conservatory on Thursdays. Striking his name from the roster, you set to work reassigning him to the kitchen. It takes focus and effort to make each letter look as bad as it needs to, and the drying ink upon your uncut, makeshift quill threatens the fidelity of each stroke. You find yourself so focused on your task that you realize too late that you've managed to switch the "y" and the "l" in "Anlyth" by accident. You know you haven't time to amend or correct it, however, and so you self-soothe by reminding yourself that a small misspelling like "Anylth" is a believable error and a mistake anyone could make. Dorwynn's assignment to the conservatory is the more pressing matter at hand.
``Determined not to make a fool of yourself twice, it is with great scrutiny that you write each letter of //"Dorwynn, Martin"// with your desiccated ink. You take care to ensure that each letter is just as cramped and unpleasant as the original penman's. It is with great relief you draw the final "n."
``Of course, it is only then that you see that your script has been drawn at about half the size as any other word on the page. Dorwynn's name is conspicuously tiny in the roster of conservatory guards.
``Fighting the urge to correct your mistakes, you tear away from the podium. The fact that no one has noticed you sweating over a document you've no reason to touch is the one mercy you've been granted in this situation, and you don't wish to test how far that luck will take you.
<</text>>
<<set $oscarQuestTemp.qf to false>>
<</if>>
@@.next;[[Return to your companions.|C1OQ: dorwynn Schedule Fin][$oscarQuestTemp.c to "etiq"]]@@<<text>>
The longer you wait, the more conspicuous you will become. When you are certain you are not being watched, your wrist lashes outward, dipping your quill into the sludgy, half-dried inkwell and darting its tip over to the section of the scheduling table concerning the conservatory.
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<repute "capable" 3>>
<<text>>
The tip of your quill is working as fast as your eyes. By the time you process the scrawl denoting that //"Dorwynn, Martin"// is to guard the kitchens on Thursdays, you are already running a thick, black line through it. As quickly as you can manage, you swap his post with //"Anlyth, Peter"// who had been assigned to the prince's conservatory on the same day.
``Though the feather with which you write has not been properly cut or cleaned for the job and the ink sits like paste on its blunt tip, your careful hand offsets the crudeness of your instruments. As a result, the scratch of your pen evens out to be almost exactly as rough as the original writing that surrounds it.
``As you tuck your sacrificial feather away, you glance around the room with all the subtlety you can manage. Your carefulness appears to be unwarranted, however; <<if not $oscarQuestTemp.lc>>the room appears to have long moved on from your blundering journey to the podium<<else>>no one thinks to look at you<</if>>.
<</text>>
<<set $oscarQuestTemp.qf to true>>
<<else>>
<<repute "capable" -3>>
<<text>>
It takes your eyes several scans before they catch upon the name of //"Dorwynn, Martin."// Hastily, you strike his name from its assignment to the kitchens and scramble in search of the guard rotation for the prince's conservatory. Upon finding it, you move the tip of your pen to the names beside it and strike one from the list. However, three letters into scrawling Dorwynn's name, you come to realize you edited the wrong row and you are, in fact, in the midst of reassigning him to the //dining halls// instead. You attempt to rectify your error by scratching out your own correction, but the ink on your impromptu quill blots the paper in viscous globs. The half-dried ink will soon be fully dried, and you still have yet to achieve your goal. You are forced to abandon your efforts to disguise your mistake.
``By the time you finish switching Dorwynn's post with that of //"Anlyth, Peter,"// your strokes have become desiccated and the ink practically flakes from your quill. The modification is crude, and manages to stick out as such among the already crude penmanship of the original writer. You can only hope that the apathy of the soldiers consulting the schedule outweighs the blatancy of your forgery.
``You glance around the room with all the subtlety you can manage, which you fear isn't much. To your relief, no one appears to have taken note of your meddling yet. You tuck your feather away. You cannot afford to push your luck further by lingering.
<</text>>
<<set $oscarQuestTemp.qf to false>>
<</if>>
@@.next;[[Return to your companions.|C1OQ: dorwynn Schedule Fin][$oscarQuestTemp.c to "hare"]]@@<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[I'll do it.|C1OQ: dorwynn Sneak Yourself]]
<<if $oscarQuestTemp.bribed == true && visited() != 1>>
<<actions [[Lucas should do it. He's got an eye for detail.|C1OQ: dorwynn Lucas No Sneak]]>>
<<else>>
<<actions [[You should, Lucas. You've an eye for detail. |C1OQ: dorwynn Lucas No Sneak]]>>
<</if>>
<<if $party.includes("dangelo")>>
<<actions [[D'Angelo should do it. No one will question his authority.|C1OQ: dorwynn Sneak Dangelo]]>>
<</if>>
<<if $party.includes("kaitos")>>
<<actions [[Kaitos should do it. He's inconspicuous.|C1OQ: dorwynn Sneak Kaitos]]>>
<</if>>
<<if $party.includes("vicky")>>
<<actions [[Vicky should do it. She's familiar with what a military schedule should look like.|C1OQ: dorwynn Sneak Vicky]]>>
<</if>>
<<if $party.includes("imani")>>
<<actions [[Imani should do it. She's discreet.|C1OQ: dorwynn Sneak Imani]]>>
<</if>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
Imani.
<</qSpeak>>
<<speak "imani.neutral" "imani">>
*She nods.*
<</speak>>
<<text>>
She understands exactly what you ask and why, and so she parts from the group without question. <<if $oscarQuestTemp.sneakCount >= 1>>If anything, she seems a touch miffed that it took you so long to ask her.<<else>>You are like of mind, in this way.<</if>>
<</text>>
<<speak "lucas.thinking" "lucas">>
...Her loyalty to the Barghur family is impressive.
<</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway" "quincy">>
Yes.
<</qSpeak>>
<<text>>
You feel uneasy, although you are unsure why. What Lucas says is a simple statement of fact.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
I... suppose.
<</qSpeak>>
<<text>>
Though there is nothing technically incorrect about Lucas's statement, you are loath to be reminded of your class difference. Imani has always been a friend in your eyes - not a servant to the Barghur name. Did something in your tone indicate the way one demands a servant for assistance, rather than asks a friend? The idea sits uneasily upon your mind.
<</text>>
<</if>>
@@.next;[[Wait for her return.|C1OQ: dorwynn Sneak Imani Results]]@@<<set $oscarQuestTemp.dorwynnSneaker to "imani">>
<<text>>
You sit quietly with your unease for what feels like an eternity. In reality, you know it can't have been longer than a few minutes... but that does not lessen the relief you feel when Imani finally returns.
<</text>>
<<speak "imani.neutral" "imani">>
It is done.
<</speak>>
<<speak "lucas.smirk" "lucas">>
That took a while.
<</speak>>
<<speak "imani.furrow" "imani">>
I took care not to move while I was being observed.
<</speak>>
<<speak "lucas.flustered" "lucas">>
Er - yes. It was a compliment. @@.stutter;I admire your thoroughness, is all.@@
<</speak>>
<<speak "imani.lookaway" "imani">>
. . .
<</speak>>
<<if setup.taskStatus("A1oscarQuest","investigate") == true>>
<<text>>
It seems you have secured another escape route for Prince Oscar - so long as no one realizes that the schedule has been tampered with.
<</text>>
<<set $oscarQuestTemp.multipleRoutesFound to true>>
<<else>>
<<text>>
It seems you have secured an escape route for Prince Oscar - so long as no one realizes that the schedule has been tampered with.
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:true}]`>>
<</if>>
<<include "C1OQ: Dorwynn End Calculations">><<qSpeak "quincy.neutral" "quincy">>
It should be Kaitos.
<</qSpeak>>
<<speak "kaitos.casual.surprised" "kaitos">>
Me?
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
//Him?// Quintrell, you can't be serious. He's eight feet tall and wears bright red.
<</speak>>
<<text>>
You draw your hand to your chin. When put like that, it sounds preposterous. But there is a method to your madness.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Yes. And somehow he remains... unassuming.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
*He opens his mouth to disagree, only to realize he does not.* ...I think I understand what you mean.
<</speak>>
<<speak "lucas.thinking" "lucas">>
He's an eyesore, yes, but he's so... *He pauses, unable to find words.* forgettable.
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
Hey...
<</speak>>
<<speak "lucas.thinking" "lucas">> Like that //awful// unicorn painting in the dining room; huge and tasteless, but because you see it every day, it becomes ordinary and ceases to be worth your thought. I think this could actually work...
<</speak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
*He snorts and crosses his arms.*
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
So it's settled.
<</qSpeak>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
No? You want me to do something, you have to //ask me.// And you can't be an //ass.//
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<check `["etiq",setup.DCKey.easy]` [[(Attempt to ask him without being an ass.)|C1OQ: dorwynn Sneak Kaitos 2]] >>
<<gate `["emp",9]` [[This isn't about what I want, this is about helping Oscar.|C1OQ: dorwynn Sneak Kaitos 2-1]] "hide">>
<</choose>>
<</qSpeak>>
<<if visited() == 1>>
<<set $oscarQuestTemp.sneakCount++>>
<</if>><<skillCheck>>
<<if setup.checkPass(0)>>
<<affinity "kaitos" 3>>
<<opinion "kaitos" "thoughtful" 3>>
<<qSpeak "quincy.neutral" "quincy">>
Alright. I apologize if I contributed to your disrespect. I would be grateful if you would be the one to alter the schedule.
<</qSpeak>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
*He nods as he takes in your apology. He nods for several seconds.*
<</speak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Sure. I'll do it.
<</speak>>
<<text>>
Satisfied with your token apology, he does not wait for further instruction before setting off across the room.
<</text>>
<<else>>
<<affinity "kaitos" -3>>
<<opinion "kaitos" "thoughtful" -3>>
<<affinity "kaitos" -2>>
<<qSpeak "quincy.neutral" "quincy">>
Alright. Will you alter the schedule?
<</qSpeak>>
<<speak "kaitos.casual.scoff" "kaitos">>
*He rolls his eyes and scoffs.* Yeah. But not 'cause you asked. I'm doing it for Oscar.
<</speak>>
<<text>>
His dissatisfaction with your apology is clear, but his friendship with the prince must outweigh his annoyance. He pulls himself from the group and stomps across the room through the flock of off-duty guards.
<</text>>
<</if>>
@@.next;[[Wait for his return.|C1OQ: dorwynn Sneak Kaitos Results]]@@<<affinity "kaitos" -3>>
<<opinion "kaitos" "inhuman" 3>>
<<qSpeak "quincy.neutral" "quincy">>
This isn't about what I want. This is about helping Prince Oscar. You wish to repair your standing with him, correct? Then, the part I play is irrelevant.
<</qSpeak>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
*He heaves a great sigh.* Fiiiiiine...
<</speak>>
<<text>>
His friendship with the prince is of greater importance to him than a few petty comments. He pulls himself from the group and stomps across the room through the flock of off-duty guards.
<</text>>
<</if>>
@@.next;[[Wait for his return.|C1OQ: dorwynn Sneak Kaitos Results]]@@<<set $oscarQuestTemp.dorwynnSneaker to "kaitos">>
<<text>>
You wait for Katios's return. You begin to suspect he's been missing longer than he should - and you're not the only one.
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
Taking a while, isn't he?
<</speak>>
<<speak "lucas.neutral" "lucas">>
Indeed. Perhaps trusting Asenath was not the best idea...
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutralserious" "vicky">>
Think he got lost?
<</speak>>
<<speak "lucas.neutral" "lucas">>
It's possible. Perhaps this was not the best idea...
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I've a thought.
<</speak>>
<<speak "imani.lookaway" "imani">>
Does Viscount Asenath possess a pen? Or ink...?
<</speak>>
<<speak "lucas.neutral" "lucas">>
...It's possible he does not. Perhaps he wasn't the best person to send...
<</speak>>
<</if>>
<<text>>
You can feel the words unspoken: entrusting this duty to Kaitos was not only a bad idea, but //your// bad idea. You are beginning to second guess your choice yourself, when Kaitos reappears. Blotches of ink speckle the front of his shirt.
<</text>>
<<speak "kaitos.casual.neutral" "kaitos">>
'S done.
<</speak>>
<<speak "lucas.smirk" "lucas">>
You look like you fought the inkwell and lost.
<</speak>>
<<speak "kaitos.casual.sulk" "kaitos">>
*He frowns for a moment as he parses Lucas's statement. Putting the pieces together, he looks down at his shirt. Taking the fabric in his fingers, he pulls it taught to get a better view of the damage.* Aw...
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Were your efforts successful?
<</qSpeak>>
<<speak "kaitos.casual.stare" "kaitos">>
Sorry, what?
<</speak>>
<<speak "lucas.scowl" "lucas">>
The //schedule,// Asenath.
<</speak>>
<<speak "kaitos.casual.smile" "kaitos">>Oh. Yeah. //"Martin Dorwynn"// is posted to the conservatory Tuesday and Thursday.
<</speak>>
<<speak "kaitos.casual.idle" "kaitos">>
"Martin..." *He repeats the name as if it tastes strange on his tongue.* Wasn't expecting that one. Midland names are weird, man.
<</speak>>
<<if setup.taskStatus("A1oscarQuest","investigate") == true>>
<<text>>
It seems you have secured another escape route for Prince Oscar - so long as no one realizes that the schedule has been tampered with.
<</text>>
<<set $oscarQuestTemp.multipleRoutesFound to true>>
<<else>>
<<text>>
It seems you have secured an escape route for Prince Oscar - so long as no one realizes that the schedule has been tampered with.
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:true}]`>>
<</if>>
<<include "C1OQ: Dorwynn End Calculations">><<skillCheck>>
<<if setup.checkPass(0)>>
<<repute "capable" 2>>
<<set $oscarQuestTemp.lc to true>>
<<text>>
Oh. You were wrong. This //is// easy.
``Perhaps it's your teenage intuition returning to you, or perhaps the room isn't paying you much mind. Or - maybe - you simply haven't done anything of note yet. Regardless, you draw no suspicion as you wade across the room.
<</text>>
<<else>>
<<repute "capable" -2>>
<<set $oscarQuestTemp.lc to false>>
<<text>>
Perhaps you've bitten off more than you should chew. Your footsteps feel loud as you fail to move across the room with any subtlety. You swear you feel eyes on your back. Thankfully, you haven't done anything wrong - //yet// - and so whatever suspicion you draw is minimal and easily forgotten.
<</text>>
<</if>>
<<text>>
The scheduling book lays open before you on the podium. It occurs to you that you'll need quill and ink to make your modifications. Serendipitously, the last person to modify the schedule was sloppy: an abandoned inkwell sits on the stand, and you happen to carry a loose feather on your person you wouldn't miss.
You've all the tools you need. But how to approach the situation...?
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<check `["hare",setup.DCKey.easy]` [[(You can't afford to linger. Make your move quickly and quietly.)|C1OQ: dorwynn Sneak Hare]] >>
<<check `["etiq",setup.DCKey.easy]` [[(You can't afford to make an error. Study the page carefully so your forgery is convincing.)|C1OQ: dorwynn Sneak Etiq]] >>
<</choose>>
<</qSpeak>><<affinity "vicky" 5>>
<<qSpeak "quincy.neutral" "quincy">>
I think Victoria would be a good candidate.
<</qSpeak>>
<<speak "vicky.cackle" "vicky">>
@@.yell;HELL yes!@@
``...Why?
<</speak>>
<<if $oscarQuestTemp.vickyYell>>
<<speak "lucas.eyeroll" "lucas">>
Yes, why? She isn't exactly... subtle. //Recall her solution for finding Dorwynn.//
<</speak>>
<<speak "quincy.neutral" "quincy">>
Precisely. She made a scene and no one thought it odd. What else might she be capable of getting away with?
<</speak>>
<<else>>
<<speak "lucas.eyeroll" "lucas">>
...Yes, why? She isn't exactly... subtle.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Yes. She is quite flagrant -
<</qSpeak>>
<<speak "vicky.smirk" "vicky">>
Thanks!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
- yet, she consistently evades consequence for being so. What else might she be capable of getting away with?
<</qSpeak>>
<</if>>
<<if $party.includes("dangelo")>>
<<speak "vicky.smirk" "vicky">>
*Said in unison with D'Angelo.* A lot, really.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
*Said in unison with Vicky.* A lot, really.
<</speak>>
<<else>>
<<speak "vicky.smirk" "vicky">>
A lot, really.
<</speak>>
<</if>>
<<speak "lucas.glance" "lucas">>
I... suppose...
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Additionally - she is familiar with how a military schedule ought to look. If we want a convincing forgery, it's best it's penned by the hand of someone who knows what one looks like.
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
*Under his breath.* @@.whisper;Presuming she's literate.@@
<</speak>>
<<if $oscarQuestTemp.vickyRead>>
<<text>>
Recalling Vicky's fervent hunger to read the letters stowed in Oscar's desk drawer, you blurt out:
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
*Under your breath.* @@.whisper;Oh, she is.@@
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<text>>Though Vicky appears not to have overheard your comments, the disapproving crease in D'Angelo's forehead informs you that <i>he</i> heard the prince loud and clear.
<</text>>
<</if>>
<<speak "vicky.neutralserious" "vicky">>
*Feeling left out from your mumbling, she leans forward to better hear your mutterings.* Speak up. Can't fuckin' hear you.
<</speak>>
<<speak "quincy.lookaway" "quincy">>
It's nothing. Never mind.
<</speak>>
<<speak "vicky.unimpressed" "vicky">>
Ah, girl talk. Got it.
<</speak>>
<<text>>
She clicks her tongue with disapproval. She stretches and yawns, seemingly unbothered by the delicate task ahead.
<</text>>
<<else>>
<<text>>
You tense at Lucas's slight - the last thing you need is for this discussion to derail into petty bickering. To your relief, Vicky appears to have missed his commentary<<if $party.includes("dangelo")>>, although the disapproving crease in D'Angelo's forehead informs you that he heard the prince loud and clear<</if>>. She stretches and yawns, seemingly unbothered by the delicate task ahead.
<</text>>
<</if>>
<<speak "vicky.neutral" "vicky">>
Well then. Better get to it. Someone got ink on 'em I could borrow?
<</speak>>
<<speak "lucas.surprised" "lucas">>
//Now?//
<</speak>>
<<speak "vicky.neutral" "vicky">>
No time like the present.
<</speak>>
<<speak "lucas.stressed" "lucas">>
Shouldn't you plan or prepare or -
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral" "kaitos">>
*Whilst Lucas balks at Vicky's nonchalance, Kaitos quietly reaches into his pocket and produces both a bottle of ink and a dirty, bent quill. He extends these items to Vicky.*
<</speak>>
<<speak "vicky.neutralserious" "vicky">>
Uh... thanks. You can keep that. I just need the ink.
<</speak>>
<<speak "kaitos.casual.neutral" "kaitos">>
*He nods, returning the bent quill to his pocket. You shudder. You don't want to imagine what having that in your pocket would feel like.*
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I've ink on me.
<</speak>>
<<speak "vicky.neutral" "vicky">>
Thanks.
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.neutral" "dangelo">>
I think I got some ink. Lemme check... *He rummages through his pockets.* Ahah! Wait... no... wait! Yes! Got some.
<</speak>>
<<speak "vicky.incredulous" "vicky">>
Wait... this that empty one from last week?
<</speak>>
<<speak "dangelo.silly" "dangelo">>
@@.singsong;Yup~ got a little left in there.@@ And //you// told me to throw it out!
<</speak>>
<<speak "vicky.smirk" "vicky">>
HAH! Shows what I know!
<</speak>>
<</if>>
<<speak "lucas.eyeroll" "lucas">>
...and you're not listening to me.
<</speak>>
<<speak "vicky.neutral" "vicky">>
Nope!
<</speak>>
<<text>>
Ignoring the prince's further groans, Vicky nips away from the group and disappears into the crowd.
<</text>>
@@.next;[[Wait for her return.|C1OQ: dorwynn Sneak Vicky Results]]@@
<<if visited() == 1>>
<<set $oscarQuestTemp.sneakCount++>>
<</if>><<set $oscarQuestTemp.dorwynnSneaker to "vicky">>
<<text>>
Vicky has hardly been gone three minutes before she returns... looking a little less confident than before.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Have you made the amendments?
<</qSpeak>>
<<speak "vicky.think" "vicky">>
I think so?
<</speak>>
<<speak "lucas.scowl" "lucas">>
Pardon. You //think// so? I would think it would be a rather cut and dried "yes" or "no."
<</speak>>
<<speak "vicky.think" "vicky">>
Look, there were multiple "Dorwynns" on the schedule, okay? I didn't know if our guy was "Dorwynn" with a "y" and two "n"s, or "Dorwynn" with an "e" and one "n!"
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Dorwynn with a-- oh, for Architect's sake!
<</speak>>
<<speak "quincy.lookaway" "quincy">>
...Dorwen is a different surname entirely, Victoria.
<</speak>>
<<speak "vicky.neutralserious" "vicky">>
Dorwynn, Dorrwen - whatever! I don't give a shit. They're ''BOTH'' guarding the prince on different days. It's done.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.laugh" "dangelo">>
Pffhah! Well - whatever works!
<</speak>>
<</if>>
<<if setup.taskStatus("A1oscarQuest","investigate") == true>>
<<text>>
It seems you have secured another escape route for Prince Oscar - so long as no one realizes that the schedule has been tampered with.
<</text>>
<<set $oscarQuestTemp.multipleRoutesFound to true>>
<<else>>
<<text>>
It seems you have secured an escape route for Prince Oscar - so long as no one realizes that the schedule has been tampered with.
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:true}]`>>
<</if>>
<<include "C1OQ: Dorwynn End Calculations">><<if $oscarQuestTemp.lastDitch>>
<<text>>
You were hoping to avoid this outcome.
<</text>>
<<qSpeak "quincy.tilt" "quincy">>
I suppose there's no other choice...
<</qSpeak>>
<<else>>
<<text>>
You would rather do the deed yourself than attempt to delegate<<if $oscarQuestTemp.sneakCount != 0>> further<</if>>. Given your options, it seems the most logical and pragmatic path at hand.
<</text>>
<<qSpeak "quincy.neutral">>
I'll do it.
<</qSpeak>>
<</if>>
<<if $party.includes("dangelo") && !$oscarQuestTemp.lastDitch>>
<<speak "dangelo.unsure" "dangelo">>
You think you can handle it?
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Yeah, you ain't exactly //easy to miss//...
<</speak>>
<</if>>
<<elseif $party.includes("dangelo") && $oscarQuestTemp.lastDitch>>
<<speak "dangelo.unsure" "dangelo">>
Whew. This is gonna be a rough one...
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
No kidding.
<</speak>>
<</if>>
<</if>>
<<if $party.includes("vicky") && !$party.includes("dangelo")>>
<<speak "vicky.smirk" "vicky">>
Oh, this is gonna be good.
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
You got any, uh, experience? Being sneaky?
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.lookaway" "imani">>
Are you certain it should be you?
<</speak>>
<</if>>
<<speak "lucas.smirk" "lucas">>
Tch! You lot have no idea who you're speaking to. Quintrell and I spent our entire youths sneaking around VRMA. The man knows what he's doing. Why, he's practically a professional.
<</speak>>
<<if $oscarQuestTemp.eyeCatching == true>>
<<speak "dangelo.eyeroll" "dangelo">>
Huh. Could've sworn that he was "too eye-catching" for this job a minute ago.
<</speak>>
<<speak "lucas.glance" "lucas">>
Well, he isn't now.
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.eyeroll" "dangelo">>
Yeah, but - was that before or after he got tall?
<</speak>>
<<speak "lucas.scowl" "lucas">>
That's besides the point!
<</speak>>
<</if>>
<<text>>
You nod as if you agree, but the truth of the matter is that you haven't indulged in the behaviors described for a good many years. A child going unseen amongst countless other uniform-clad children is a far cry from blatantly forging a document in a crowded public area.
``This won't be easy, but it must be done.
<</text>>
@@.next;<<check `["hare",setup.DCKey.easy]` [[(Walk to the podium unnoticed.)|C1OQ: dorwynn Sneak Podium]]>>@@<<if $oscarQuestTemp.c == "vicky">>
<<text>>
The man sets his bowl on the table and paws some slop from the corner of his mouth. He squares his shoulders in an attempt to appear respectable, but his tension is unmistakable.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Dorwynn.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
Am I in trouble?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
No. We simply wish to discuss a matter regarding your current post.
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
My post? What about my post?
<</speak>>
<<if $party.includes("kaitos")>>
<<text>>
His eyes flick to Kaitos as if expecting him to say something, but Kaitos says nothing, looking to you instead.
<</text>>
<<else>>
<<text>>
His eyes flick across your group warily. It is clear he feels uneasy with so many <<if $party.includes("vicky") && $party.includes("imani")>>eyes on him<<else>>men of status inspecting him<</if>>.
<</text>>
<</if>>
<<else>>
<<if $party.includes("kaitos")>>
<<text>>
Hunkered behind his bowl, the man regards you with a cautious eye as you approach. Once that eye finds Kaitos, however, he relaxes.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
Oh, it's you! Viscount, ah... *He struggles to recall Kaitos's name. Cautiously, he hazards a guess.* Aznith?
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
*He tilts his head, as if he weren't certain himself.* Sure.
<</speak>>
<<speak "dorwynn.neutral" "dorwynn">>
Shame about all that treason business with your uncle. You and your rum've been missed here at the castle.
<</speak>>
<<if $oscarQuestTemp.c != "kaitos">>
<<speak "lucas.scowl" "lucas">>
Hold it... Kaitos, if you <i>knew Dorwynn</i>, why didn't you just <i>say so?</i>
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
*He looks at Lucas blankly. After a moment of consideration, he shrugs his shoulders.*
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Unbelievable.
<</speak>>
<<text>>
Dorwynn furrows his brow. It seems that Lucas's statement has deepened his curiosity - or perhaps confusion.
<</text>>
<<speak "dorwynn.furrow" "dorwynn">>
Err... you were looking for me? Why?
<</speak>>
<<else>>
<<speak "kaitos.casual.glance" "kaitos">>
Yeah... *He sighs.*
<</speak>>
<<text>>
There is a period of silence as the conversation fails to continue. Dorwynn makes a sound - something existing between cough and nervous chuckle - and awkwardly attempts to reroute the discussion.
<</text>>
<<speak "dorwynn.neutral" "dorwynn">>
So, what can I do fer you and your friends today, Viscount Aznith?
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<text>>
His eyes flick to Kaitos as if expecting him to say something, but Kaitos says nothing, looking to you instead.
<</text>>
<<else>>
<<text>>
His eyes flick across your group warily. It's clear he feels uneasy with so many men of status looking at him.
<</text>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
Dorwynn, I presume?
<</qSpeak>>
<<speak "dorwynn.neutral" "dorwynn">>
*He nods.* Last time I checked, anyways.
<</speak>>
<<text>>
His eyes flick across your group warily. It is clear he feels uneasy with so many men of status looking at him.
<</text>>
<</if>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[Prince Oscar misses your presence at your former post.|C1OQ: Dorwynn Oscar]]
<<check `["dec",setup.DCKey.easy]` [[Orders from up top. You've been reassigned.|C1OQ: Dorwynn Dec]]>>
<</choose>>
<</qSpeak>><<itemShow>>
<<prepAction "inept" "dorwynn">>
<<set $oscarQuestTemp.visitedGuardson to true>>
<<set $oscarQuestTemp.placesVisited += 1>>
<<set $oscarQuestTemp.guilderx to 10>>
<<location "diademcastle_barracks.png" "Guard Barracks - Diadem Castle">>
<<text>>The barracks lie nestled in the shade of Diadem Castle's tall towers. Several stories high and built of solid stone, they are a relic from some long-gone era of internal strife within the Middle Kingdom.
``Once inside, you find it is not exempt from the Midland's aesthetic sensibilities. Compared to the guard dwellings you're used to seeing up North, the room is large, well-furnished, and surprisingly orderly for the number of men it supports. At this hour, many a guard is between shifts, and the tables are lined with men at ease. Some talk amongst each other, indulging in card games and banter - others enjoy rations of cheese and bread alongside generous helpings of stew.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Now we must find Dorwynn. Lucas?
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
Hm?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Is he here?
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
Tsk. How should I know?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
...Oscar said he has been employed at the castle for a number of years.
<</qSpeak>>
<<if $party.includes("imani")>>
<<speak "lucas.scowl" "lucas">>
Yes, and? That makes him one name among hundreds. Am I to match name to face with every -
<</speak>>
<<speak "imani.neutral" "imani">>
. . .
<</speak>>
<<text>>
Lucas catches his tongue beneath Imani's appraising stare. He falters only for a moment before rewording his sentiment.
<</text>>
<<speak "lucas.neutral" "lucas">>
*He clears his throat.* ...I mean to say, I haven't a personal relationship with Dorwynn in particular.
``I've heard his name before, yes, but I wouldn't be able to pick him from a crowd.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I see. We'll need another means to identify Dorwynn...
<</qSpeak>>
<<else>>
<<speak "lucas.scowl" "lucas">>
Yes, and? That makes him one name among hundreds. Am I to match name to face with every servant in my father's employ? It's simply not feasible.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>I suppose not. We'll need another means to identify Dorwynn...
<</qSpeak>>
<</if>>
<<if $party.includes("dangelo")>>
<<if $party.includes("kaitos")>>
<<text>>
Kaitos, who has been content studying his own shoes in silence until now, attempts to offer a thought.
<</text>>
<<speak "kaitos.casual.neutral" "kaitos">>
Actually -
<</speak>>
<</if>>
<<speak "dangelo.neutral" "dangelo">>
Dorwynn's just over there, man.
<</speak>>
<<text>>
D'Angelo jabs a thumb towards the corner where a rounded, middle-aged man sits alone with his lunch. He eats from his bowl like an orc from a trough, hardly making use of the spoon in hand. <<if $party.includes("kaitos")>>Kaitos's shoulders slack in disappointment.<</if>>
<</text>>
<<qSpeak "quincy.surprised" "quincy">>
What? How did you -
<</qSpeak>>
<<speak "dangelo.neutral" "dangelo">>
Asked someone. While you guys were hung up on staffing.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
@@.whisper;Right. Didn't really need to do that, though...@@
<</speak>>
<</if>>
<<speak "lucas.eyeroll" "lucas">>
Well, so much for discretion.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
I think "discretion" left the building when the Prince's Convoy strolled into the barracks and started waffling like it saw a pretty girl.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
*He sighs.*
<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<if $party.includes("kaitos")>>
<<text>>
Kaitos, who has been content studying his own shoes in silence until now, attempts to offer a thought.
<</text>>
<<speak "kaitos.casual.neutral" "kaitos">>
Actually -
<</speak>>
<<text>>
As he speaks, however, your ear catches Vicky muttering an expletive under her breath.
<</text>>
<<else>>
<<text>>
Your ear catches Vicky muttering an expletive under her breath.
<</text>>
<</if>>
<<text>>You don't realize it at the time, but it is your only warning before she turns towards the room, takes a deep breath, and takes matters into her own hands.
<</text>>
<<speak "vicky.neutral" "vicky">>
@@.yell;HEY!! CONVOY HERE! WE'RE LOOKIN' FOR A "DORWYNN." THERE A DORWYNN HERE?@@
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.frighten" "kaitos">>
<sup>Eep.</sup>
<</speak>>
<</if>>
<<text>>
You freeze, bracing yourself for the harsh silence and scrutinous gaze that is sure to follow such an outburst - but it never comes. Instead - to your great surprise - the tone of the room remains even, save for a soldier who pipes up and responds in kind:
<</text>>
<<speak "guard1.neutral" "soldier">>
@@.yell;THERE IN THE CORNER, MA'AM!@@
<</speak>>
<<text>>Following the point of his finger, your eyes settle on a rounded, middle aged man who sits with his lunch alone in the corner of the room. Wide eyed, he clutches his bowl of stew to his chest and watches as you approach.
<</text>>
<<set $oscarQuestTemp.c = "vicky">>
<<set $oscarQuestTemp.vickyYell = true>>
<<elseif $party.includes("kaitos")>>
<<text>>
As you ponder how to discern which uniformed man is the one you seek, you feel a gentle tug on your cape pull you from your thoughts. Kaitos holds your cape between his fingers.
<</text>>
<<speak "kaitos.casual.stare" "kaitos">> . . . *He dips his head towards the west corner of the room.* He looks like that.
<</speak>>
<<text>>Following his gesture, you see a rounded, middle-aged man sitting alone at the table in the corner. He eats from his bowl like an orc from a trough, hardly making use of the spoon in hand.
<</text>>
<<set $oscarQuestTemp.c = "kaitos">>
<</if>>
@@.next;[[Speak to Dorwynn.|C1OQ: guard speak dorwynn]]@@<<speak "lucas.neutral" "lucas">>
In fact, I'll apply it right now.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I should take my leave, then...
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
Er - no. You don't <i>need</i> to. It's cold outside tonight. Just- *He sucks air through his teeth.* Turn around.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Alright. *You turn around, knowing better than to question his overwrought modesty.*
<</qSpeak>>
<<text>>
That lantern relic Lucas uses to drive the cold from your tent crackles away. The air is drier and hotter than you enjoy. You remove your overcoat.
``<<snout "From behind, you can hear" "Your ears swivel backwards. There's">> the dulled plink of buttons being undone and garments being shimmied out of. Lucas lets out a frigid exhale so reveberent that he must be beset by tremors.
``The tent now smells of apricots... whatever those are.
<</text>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
...This moisturizer is of higher quality than the sort I've been buying.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
That's good.
<</qSpeak>>
<<speak "lucas.smirk" "lucas" `["shadow"]`>>
It is. My poor complexion needs all the help it can get!
<</speak>>
<<text>>
The cat's crouch tensity that defines his usual voice lapses, and now lies placidly on its side.
``Once, you were a pair of schoolboys whispering conspiratorially in the twilight of your dormitory, separated by sight by bunks and past-curfew darkness. Not being able to see one another made conversation come all the more easy.
``And once again, words come naturally now.
<</text>>
<<include "C1LL: discussion list 1">><<qSpeak "quincy.neutral" "quincy">>
Are you finished yet?
<</qSpeak>>
<<speak "lucas.scowl" "lucas" `["shadow"]`>>
Almost. It's just - this part of my back -- //hrk//-- I know it's dry, because it feels //awful// against my shirt.
<</speak>>
<<text>>You leave him to it. He makes little progress, profanity falling from his lips with increasing frequency.
<</text>>
<<speak "lucas.glance" "lucas" `["shadow"]`>>
*He huffs.* I need your assistance.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Okay?
<</qSpeak>>
<<speak "lucas.glance" "lucas" `["shadow"]`>>
Just turn around!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Okay.
<</qSpeak>>
<<text>>
There's nothing odd about an unclothed man - bathing was communal at VRMA, after all.... but Lucas guards his modesty with the same fervor as the most austere of ladies. The prince sits with his <<snout "speckled" "white-and-gray brindled">> back to you. He's hastily pulling his gloves back on, clearly not willing to suffer both indignities of being naked above the breeches <i>and</i> ungloved in the same instance.
<</text>>
<<speak "lucas.neutral" "lucas">>
Here.
<</speak>>
<<img 1 "ll_lucasback.png" `["Lucas sits on his cot, his shirt removed and his arms folded. He sits with his back turned to you. He shivers. Beneath his right shoulder, the skin is rather dry looking.","Lucas sits on his cot, his shirt removed and his arms folded. He sits with his back turned to you. He shivers. Beneath his right shoulder, the fur is thin and rather dry looking."]`>>
<<text>>
Beneath his right shoulder, <<snout "the skin is so dry that it looks like baked sand, scored by tiny cracks and fissures. It almost threatens to split open." "the fur grows so thin that the pink of his skin shows through. Flakes of dead skin catch in the few sparse hares.">>
``Lucas thrusts the bottle of moisturizer over his shoulder. You remove your gloves and do as requested, slathering the aromatic goop into the area. He trembles like a rat pulled from the creek half-drowned<<snout "." ", ears pinning flat against the side of his head.">>
``A nervous twitch. Or perhaps he is even now, somehow still //cold.//
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[You can always tell me when you're in need of something.|C1LL: backrub 1][$response to "ily"]]
[[You're far too high-strung.|C1LL: backrub 1][$response to "tense"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "ily">>
<<affinity "lucas" 10>>
<<qSpeak "quincy.hat" "quincy">>
If there's something I can do to make your time in the North easier, you only need ask.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">> I've no fondness for the landscape, but I'm not an infant. //I'm not so feeble that I need special treatment, Quintrell.//
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
It's not special treatment; I'm your Right Hand. Your wellbeing is my duty.
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
Hmph.
<</speak>>
<<text>>
The moisturizer has been worked in. You go to remove your hand, but he shoots you a reproachful look over his shoulder. So you continue to rub, though fruitlessly.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I'm also your friend.
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
*He sighs.* ...I'm aware, Quintrell.
<</speak>>
<<text>>
The quaking slowly subsides. <<snout "" "His ears finally hang slack.">>
<</text>>
<<speak "lucas.glance" "lucas">>
That's quite a bit better.
<</speak>>
<<speak "lucas.neutral" "lucas">>
*He pauses, chewing his lip a moment.*
<</speak>>
<<speak "lucas.glance" "lucas">>
I know you mean well. Thank you. This was... a thoughtful gift.
<</speak>>
<<text>>
It's not clear if he still wants you to continue.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
<<decide "hunch" [[Is there anything else I could do?|C1LL: brushy]]>>
[[(Pull your hand away) Of course.|C1LL: good conclude][$response to "ofc"]]
[[Um. Should I stop?|C1LL: good conclude][$response to "stop"]]
<</choose>>
<</qSpeak>>
<<case "tense">>
<<if $C1LLtemp.saidComplain>>
<<qSpeak "quincy.neutral" "quincy">>
You're too tense. It's imperative you relax.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
We've enough to worry about without stressing over things outside our control, like the weather.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
I needn't listen to any more of your condescentions, Barghur.
<</speak>>
<<text>>
He jerks away from you with a sharp hiss and fumbles for his shirt, pulling it over his head. He fights with the arm holes, thrashing about like a cat stuck in a blanket.
<</text>>
<<speak "lucas.scowl" "lucas">>
I won't bother you with my "complaining" any further. I'm <i>sorry</i> that I can't will myself to <i>grow a layer of blubber like a seal.</i>
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
I only was offering advice.
<</qSpeak>>
<<speak "lucas.annoyed" "lucas">>
Oh, the "advice" I could dispense you! And yet, I'm not here demanding you <b>just get over</b> @@.yell;being complete social anathema.@@
<</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" "quincy">>
Being haretouched is hardly a shortcoming to be overcome.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
You only prove your ineptitude by not recognizing how it makes men and women look at you.
<</speak>>
<<else>>
<<qSpeak "quincy.surprised" "quincy">>
*You flinch.*
<</qSpeak>>
<<speak "lucas.smirk" "lucas">>
*For a brief second he smirks.*
<</speak>>
<</if>>
<<text>>A warning wisp of smoke rises from his shoulders.<</text>>
<<speak "lucas.bigmad" "lucas">>
@@.yell-loud;Now, out!@@
<</speak>>
@@.next;[[It's your tent too, but you make your exit regardless.|C1LL: end][$response to "badend"]]@@
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
You're far too tense over the weather.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
What would you have me do, then? Grow a layer of fat like a seal? I can no more stop being cold than you can stop being inappropriate at every turn.
<</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" "quincy">>
Being haretouched is hardly a shortcoming to be overcome.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
What would you have me do, then? Grow a layer of fat like a seal?
<</speak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
Ah.
<</qSpeak>>
<<speak "lucas.smirk" "lucas">>
*For a brief second he smirks.*
<</speak>>
<<speak "lucas.glance" "lucas">>
. . .
<</speak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
Let's just forget this line of conversation.
<</speak>>
<<text>>
It's not clear if he still wants your assistance.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
<<decide "hunch" [[Is there anything else I could do?|C1LL: bad brushy]]>>
[[(Pull your hand away) Of course.|C1LL: good conclude][$response to "ofc"]]
[[Um. Should I stop?|C1LL: good conclude][$response to "stop"]]
<</choose>>
<</qSpeak>>
<</if>>
<</switch>><<text>>
``Your stroking of his back slows. You quietly regard your friend.
``The edge of your palm brushes up against the ridge of Lucas's spine with every pass. <<snout "His skin is so warm to the touch he must constantly be ejecting what little heat he has." "His fine fur radiates warmth in a way your own insulating coat doesn't.">> No wonder he always complains of the cold.
<</text>>
<<qSpeak "quincy.hat" "quincy">>
Is there anything else I can do?
<</qSpeak>>
<<text>>
<<snout "He glances over his shoulder briefly, then averts his gaze again." "His ears go up, then return to their side-plastered state.">>
<</text>>
<<speak "lucas.neutral" "lucas">>
No. That was enough, thank you.
<</speak>>
<<speak "lucas.glance" "lucas">>
*He clears his throat and reaches for his shirt.*
<</speak>>
<<text>>
You withdraw your hand, and immediately it feels unpleasantly cold from the loss of contact. Soon, your gloves are back over your fingers.
<</text>>
<<speak "lucas.neutral" "lucas">>
You may go now.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
...This is my tent. Our tent.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Well - I need some time alone, then.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
...Er. Alright.
<</qSpeak>>
@@.next;[[It's your tent too, but you make your exit regardless.|C1LL: end][$response to "goodend"]]@@<<text>>
``Your stroking of his back slows. You quietly regard your friend.
``The edge of your palm brushes up against the ridge of Lucas's spine with every pass. <<snout "His skin is so warm to the touch he must constantly be ejecting what little heat he has." "His fine fur radiates warmth in a way your own insulating coat doesn't.">> It's no wonder he always complains of cold.
<</text>>
<<qSpeak "quincy.hat" "quincy">>
Is there anything else I can do?
<</qSpeak>>
<<text>>
<<snout "He glances over his shoulder briefly, then averts his gaze again." "His ears go up, then return to their side-plastered state.">>
<</text>>
<<speak "lucas.neutral" "lucas">>
No. This is enough.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Shall I stop?
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
. . .
<</speak>>
<<speak "lucas.glance" "lucas">>
No. Just take care of the other shoulder too - you're rubbing that one patch bare.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Okay.
<</qSpeak>>
<<img 1 "ll_lucasback2.png" `["You continue to rub Lucas's back. He remains with his arms crossed, sitting at the edge of his cot.","You continue to rub Lucas's back. He remains with his arms crossed, sitting at the edge of his cot. His tail wags."]`>>
<<text>>
``<<if settings.snout == true>><i>Thnk, thnk, think.</i> You look down. Lucas's long skinny tail strikes a nervous rhythm against his cot.
<<else>>
His back seems to alternate erratically between being bunched and slack.
<</if>> His breathing slows, his gaze unfocuses, and he's for a time lost somewhere within the recesses of his own mind. You allow yourself to do the same.
<</text>>
<<timebreak "evening">>
<<text>>
Lucas starts suddenly, leaning away from your touch. He retrieves his shirt from where he'd carefully folded and placed it aside.
<</text>>
<<speak "lucas.glance" "lucas">>
I should return to my letter-writing. *He pulls the shirt hastily over his head.*
<</speak>>
<<speak "lucas.neutral" "lucas">>
I'll need some privacy. You should go now.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
Oh. Okay.
<</qSpeak>>
<<text>>
You stand. You'd been rubbing his back so long your hand tingles from the repetitive motion. You open and close it a few times.
<</text>>
@@.next;[[Technically you're being ejected from your own tent, but you don't argue.|C1LL: end][$response to "romanticend"]]@@<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[You said this moisturizer has a "strange scent".|C1LL: girlsmell]]>>
<<actions [[You've found the Northern climate difficult.|C1LL: hatesnow]]>>
<<decide "end" [[Are you done?|C1LL: ask back]]>>
<</choose>>
<</qSpeak>><<switch $response>>
<<case "romanticend">>
<<affinity "lucas" 25>>
<<text>>
You glance back through the tent flap as they swing closed. Lucas has his spectacles in one hand, his face buried in his other.
``It seems your gift didn't go unappreciated.
<<memory "lucas" "gaveLotion" "romance">>
<<set _endingText to "You successfully gave Lucas the moisturizer. He appreciated it... quite a bit, actually.">>
<</text>>
<<case "goodend">>
<<affinity "lucas" 15>>
<<text>>
You glance back through the tent flap as they swing closed. Lucas is holding the bottle of moisturizer, his hand cupped to his chin thoughtfully.
``It seems your gift didn't go unappreciated.
<<set _endingText to "You successfully gave Lucas the moisturizer. He appreciated it.">>
<</text>>
<<memory "lucas" "gaveLotion" "good">>
<<case "badend">>
<<affinity "lucas" -10>>
<<text>>
You glance back through the tent flap as they swing closed. Lucas, finally having found his shirt's armholes, tosses the bottle of moisturizer into his haversack-- only to panic that the cork for the bottle is still in his hand.
``He doesn't seem happy. But still, he <i>accepted</i> it. It should put an end to his complaints on this matter, anyway.
<</text>>
<<set _endingText to "You successfully gave Lucas the moisturizer. It ended in an argument, but he accepted it regardless.">>
<<memory "lucas" "gaveLotion" "bad">>
<</switch>>
<<itemRemove "lucasLotion">>
<<questUpdateTask "ashyLucas" `[{id: "start", complete:true}]`>>
<<questEnd "ashyLucas" true _endingText>>
<<include "C1LL: endif statement">><<campPerson "lucas" "event" "lucaslotion" "delete">>
<<if $quests.hasOwnProperty("A1oscarQuest")>>
@@.next;[[Return to camp.|CAMP]]@@
<<else>>
@@.next;[[Return to camp.|C1OQ: demo end]]@@
<</if>><<qSpeak "quincy.neutral" "quincy">>
I wasn't aware apricot was a "strange scent".
<</qSpeak>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
Ah - well it's just that it's for... women.
<</speak>>
<<qSpeak "quincy.lookaway" >> Oh. Sorry. <</qSpeak>>
<<speak "lucas.thinking" "lucas" `["shadow"]`>> Not that I mind. It's a silly division. Per the ton, women smell of flowers or fruit, and men more hearty things like sandalwood and musk. <</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<trait "shameless" [[That follows. Flowers and fruit are reproductive in nature.|C1LL: girlsmell 2 shameless]]>>
<<trait "shameful" [[(You haven't a clue why that is.) I'll have to uh, keep that in mind.|C1LL: girlsmell 2 shamefull]]>>
[[That's... arbitrary.|C1LL: girlsmell 2][$response to "arbitrary"]]
[[What of Oscar? He smells like roses. And you don't smell of musk, either.|C1LL: girlsmell 2][$response to "youDont"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "fuck">>
<<qSpeak "quincy.neutral" "quincy">>
I think I follow. The flower and the fruit are both part of a plant's reproductive cycle... and fertility is cherished in women.
<</qSpeak>>
<<speak "lucas.stressed" "lucas" `["shadow"]`>>You know - I might've enjoyed a long life never contemplating the possibility of women smelling @@.whisper;"fertile"@@.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Then what other symbolism is there?
<</qSpeak>>
<<case "weird">>
<<qSpeak "quincy.tilt" "quincy">>
I... will have to keep that in mind. Sorry I brought you women's moisturizer.
<</qSpeak>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
Don't be. The distinction is ridiculous anyway.
<</speak>>
<<case "arbitrary">>
<<qSpeak "quincy.neutral" "quincy">>
That's... arbitrary.
<</qSpeak>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
That's a kind way to put it. Nay, it's <i>irrational</i>.
<</speak>>
<<case "youDont">>
<<qSpeak "quincy.neutral" "quincy">>
Why is Oscar allowed to smell of roses, then?
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas" `["shadow"]`>>
Ugh, the roses. It's sort of our "thing". Or their thing, rather. I don't partake.
<</speak>>
<<speak "lucas.eyeroll" "lucas" `["shadow"]`>>
Curious how our society's rules once again don't seem to apply to my family.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I've noticed you smell of neither.
<</qSpeak>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
I refuse to partake in such ridiculous rituals.
<</speak>>
<</switch>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
Men and women seek to hide their base scents with something more pleasant, in the way we clothe our naked shame. That's <i>fine</i>. Good even. But then of course, Vesturians must attach such bestial meaning to this socially considerate impulse.
<</speak>>
<<speak "lucas.scowl" "lucas" `["shadow"]`>>
A woman is like a <i>peach</i>, or a <i>strawberry</i>, or a <i>kitten</i> - or sweet and soft and to be desired. A man like a <i>stag</i>, or <i>bear</i>, seeking to hunt his quarry. It's base.
<</speak>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
An austere scent befits cool, considerate <<snout "humans" "mankind">> with rational thought. Regardless of sex.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
What do you think qualifies "austere scent"?
<</qSpeak>>
<<speak "lucas.pleased" "lucas" `["shadow"]`>>
Whatever most befits the person in question. For me... I'm partial to cassia.
<</speak>>
<<speak "lucas.smirk" "lucas" `["shadow"]`>>
If you'll indulge me in this metaphor: woody, natural but refined. Yet biting, when it need be.
<</speak>>
<<include "C1LL: discussion list 1">><<set $response to "weird">>
<<include "C1LL: girlsmell 2">><<set $response to "fuck">>
<<include "C1LL: girlsmell 2">><<switch $response>>
<<case "ofc">>
<<qSpeak "quincy.neutral" "quincy">>
Of course. *You withdraw your hand.*
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
*He clears his throat and reaches for his shirt.*
<</speak>>
<<case "stop">>
<<qSpeak "quincy.neutral" "quincy">>
Should I stop?
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
...Yes. That's enough. Your assistance was appreciated.
<</speak>>
<<text>>His words drag a little.<</text>>
<</switch>>
<<speak "lucas.neutral" "lucas">>
You may go now.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
...This is my tent. Our tent.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Well - I need some time alone, then. I've some letters to draft.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
...Er. Alright.
<</qSpeak>>
@@.next;[[You leave your own tent, deciding not to push the matter.|C1LL: end][$response to "goodend"]]@@<<qSpeak "quincy.neutral" "quincy">>
You've found the Northern climate difficult to adapt to.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas" `["shadow"]`>>
<b>You think?</b>
<</speak>>
<<speak "lucas.scowl" "lucas" `["shadow"]`>>
Blistering blizzards, hare attacks, mountains, endless empty tundra without a landmark in sight... nobody civilized should have to live in such a place.
<</speak>>
<<speak "lucas.neutral" "lucas" `["shadow"]`>>
I feel terribly for the lot of you Northerners.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
It suits me.
<</qSpeak>>
<<speak "lucas.glance" "lucas" `["shadow"]`>>
I can't understand how waking up with <i>aching bones</i> from the ground trying to rob you of your warmth would suit anyone.
<</speak>>
<<speak "lucas.stressed" "lucas" `["shadow"]`>>
My <<snout "hands may as well be reptilian for how scaled they are." "nose has all but scabbed over from the wind.">>
<</speak>>
<<include "C1LL: discussion list 1">><<speak "lucas.neutral">> So, what was it you bought from that "Pegasus" woman?<</speak>>
<<itemShow "lucasLotion">>
<<speak "lucas.neutral" "lucas">>
This is...?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Skin moisturizer. With an appealing smell.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
I don't need this. We were <i>just</i> in Diadem. I took the liberty to restock my moisturizer stores; it'll last me for some time yet.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Oh.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
Let Asenath know it was an unneeded convoy expense. I informed the lout just a few days ago I'd bought my own, but it seems he forgot. I'll refund the cost of the bottle to the convoy.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<b>I</b> bought it, actually. With my own money.
<</qSpeak>>
<<text>>
Something in your stomach feels off - perhaps you ate something regrettable during your time in the capital. You'd best leave. You're not sure where you're going - just somewhere other than this particular stuffy tent.
<</text>>
<<text>>
Lucas blinks a few times, furrows his brow, then reaches up and takes hold of your cape.
<</text>>
<<speak "lucas.surprised" "lucas">>
What? Why?
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
<<choose>>
[[You were uncomfortable. I wanted to help.|C1LL: why buy][$response to "help"]]
[[So you'd stop complaining.|C1LL: why buy][$response to "complain"]]
<</choose>>
<</qSpeak>><<affinity "lucas" -15>>
<<qSpeak "quincy.furrow" "quincy">>
Fine. It was twenty-five guilder.
<</qSpeak>>
<<text>>
Lucas reaches for his coin purse and shakes the amount into your hand. His stare is similarly glacial.
<</text>>
<<g 25>>
<<speak "lucas.scowl" "lucas">>
I'm capable of doing my own shopping from hence on, thank you.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
Very well.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
*Still though, he tucks the moisturizer away in his haversack.* I'll at least not let it go to waste. Maybe Imani would enjoy it.
<</speak>>
<<text>>
You doubt that, but elect to leave the tent anyway without a further word. You glance back as the tent flap swing closed. Lucas watches you as you go.
<</text>>
<<memory "lucas" "gaveLotion" "reject">>
<<itemRemove "lucasLotion">>
<<questUpdateTask "ashyLucas" `[{id: "start", complete:false}]`>>
<<questEnd "ashyLucas" false "Gifting Lucas the apricot moisturizer went awry. He didn't appreciate the gesture at all.">>
<<include "C1LL: endif statement">><<affinity "lucas" -5>>
<<qSpeak "quincy.furrow" "quincy">>
No. It's meant to be a gift.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
Is it? <i>Wonderful communication</i> of that fact. Are your gift-giving ventures usually prefaced with "here you go! I find you insufferable"?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I never said that.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
You may as well have-- *He sighs.* No matter. If it's a gift, then I'll use it.
<</speak>>
<<include "C1LL: Lucas puts it on">><<set $C1LLtemp to []>>
<<switch $response>>
<<case "help">>
<<qSpeak "quincy.lookaway" "quincy">>
You've been talking about how the cold irritates your skin. And since you didn't appreciate my animal lard idea, well...
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
Oh. It's a gift, then.
<</speak>>
<<text>>
He removes his spectacles and scratches his nose before replacing them. Slowly, he removes the cork stopper from the bottle and takes a sniff. Within seconds, the fruity smell pervades the tent.
<</text>>
<<speak "lucas.smirk" "lucas">>
Strange choice in scent.
<</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" "quincy">>
You don't have to use it.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
You don't have to use it.
<</qSpeak>>
<</if>>
<<speak "lucas.surprised" "lucas">>
No! No, I'll use it. You paid guilder for it.
<</speak>>
<<text>>
A silence follows.
<</text>>
<<set $C1LLtemp.saidComplain to false>>
<<include "C1LL: Lucas puts it on">>
<<case "complain">>
<<qSpeak "quincy.lookaway" "quincy">>
Your complaints of dry skin have been constant. And you <i>refuse</i> to use animal lard as suggested. Now you'd have nothing to complain about.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Well, as I said, you needn'tve troubled yourself. Since you paid, I'll just refund you guilder right here.
<</speak>>
<<text>>
His words chip like ice.
<</text>>
<<set $C1LLtemp.saidComplain to true>>
<<qSpeak "quincy.furrow" "quincy">>
<<choose>>
<<decide "end" [[Fine.|C1LL: refund end]]>>
[[No. It was meant to be a gift.|C1LL: was gift]]
<</choose>>
<</qSpeak>>
<</switch>><<set $oscarQuestTemp.convoHeard to true>>
<<text>>
With some trial and error, you manage to align your ear with what you assume must be a gap in the underlying stone brickwork. The wall muffles the volume of the conversation, but you are surprised to find that their speech carries perfectly clear otherwise.
<</text>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> That boy is going to be the death of me. Or //himself.// <</speak>>
<<speak "ancha.casual.glance" `["shadow"]`>> You've had him under lock and key for what, two weeks? Three? Darling, do try to think of it from his perspective. Poor foal must be bored out of his mind.<</speak>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> I know, I know. I'm just no good at this sort of thing. Amalthea always handled these... //problems.//<</speak>>
<<speak "ancha.casual.glance" `["shadow"]`>> . . .<</speak>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> I'm only a man, Ancha. I can't be a father //and// a mother //and// King of Vestur all at once.<</speak>>
<<speak "ancha.casual.weary" `["shadow"]`>> Mmm. Yes. You struggle handling just the two as it is.<</speak>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> Exactly. That's why - that's why I'm so //grateful// that the boys have you.<</speak>>
<<speak "ancha.casual.tilt" `["shadow"]`>> Out with it, Alex. What is it that you want?<</speak>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> I need you to talk some sense into him. He //listens// to you.<</speak>>
<<speak "ancha.casual.weary" `["shadow"]`>> Oho. If only.<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> He needs to understand that he //must// stay put until justice has been served and Claudius is dead. And... *He hesitates.* ...it //is// hard, on all of us, but perhaps the lockup will be good for him. Give him time to reflect. Maybe... realize his actions have consequences.<</speak>>
<<speak "ancha.casual.glance" `["shadow"]`>> Oscar knows well what he risks. You and I may //disagree// with how he conducts himself, but he is hardly naive to the burden he...<</speak>>
<<speak "ancha.casual.surprised" `["shadow"]`>> . . .<</speak>>
<<speak "ancha.casual.incredulous" `["shadow"]`>> ...Pardon. //"His actions?"//<</speak>>
<<speak "alexander.angry" "King-Regent Alexander" `["shadow"]`>> ''None'' of this would have happened if he hadn't humiliated Annette in public.<</speak>>
<<text>>
The High Sybil make an incredulous bark of laughter, appalled.
<</text>>
<<speak "ancha.casual.incredulous" `["shadow"]`>> You ''cannot'' be serious.<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander" `["shadow"]`>> @@.intense;//Annette is a nice girl!//@@ She would have been a fine wife. The Andimeurs and the Daeynors have married since the dawn of the Kingdom - //no one// would object to such a union.<</speak>>
<<speak "ancha.casual.glance" `["shadow"]`>> Oscar did.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander" `["shadow"]`>> @@.intense;//He can't keep pretending to find fault in every Midland mistress he meets so he can dally with foreign misses!//@@ There is no loophole in the wall that will let him play town-bull forever.<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> *He hisses through his teeth.* The Middle Kingdom cannot wait for this... //rebellious phase// of his to end.<</speak>>
<<speak "ancha.casual.weary" `["shadow"]`>> Oh, dear...<</speak>>
<<text>>
The High Sybil pauses. When she resumes, she takes a gentle tone you strain to hear and delivers to the King-Regent a reality he does not wish to hear:
<</text>>
<<speak "ancha.casual.weary" `["shadow"]`>> The boy is //twenty-six// this year. That's no phase, darling - that's his //personality.//<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander" `["shadow"]`>> . . .<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander" `["shadow"]`>> @@.stutter;Oh, @@//@@.stutter;Architect.@@//<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> And Lucas? Is //he// going to be //like that// forever, too?<</speak>>
<<text>>
Lucas's pale eyes widen. His entire body tenses; he dares not even breathe for fear of missing the next word.
<</text>>
@@.next;[[Keep your ear to the wall.|C1OQ: Ancha Eavesdrop 2]]@@<<speak "ancha.casual.smug" `["shadow"]`>> //I// think Lucas has made great strides in recent years. He's shaping up to be quite respectable.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander" `["shadow"]`>> He challenged my law in court, Ancha.<</speak>>
<<speak "ancha.casual.neutral" `["shadow"]`>> Yes. And he won. You should be proud.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander" `["shadow"]`>> . . .<</speak>>
<<text>>
The prince remains still, awaiting his father's response... but the King-Regent offers neither condemnation or praise for Lucas's triumph. Instead, he only groans, exhausted.
<</text>>
<<speak "ancha.casual.curious" `["shadow"]`>> Look, darling - //I'll// mind Oscar. I've already seen to it that the windows on this floor have been sealed, as you asked - that's //one// less crack for him to slip through, hmm?<</speak>>
<<text>>
Your shoulders slack in relief. That explains your sudden inability to operate a simple lever.
<</text>>
<<speak "ancha.casual.curious" `["shadow"]`>> //You// focus on finding Claudius. Bring him to justice.<</speak>>
<<passiveGate 1 `["emp",setup.gateKey(1,true)]`>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
Although her voice is perfectly gentle, you sense a cold edge to the High Sybil's words. It brings to mind the tone a teacher takes with a particularly insufferable child: concealing frustration, but only just barely. The King-Regent, however, appears not to notice - or perhaps he simply knows her too well to care. He clears his throat and gives tired thanks.
<</text>>
<<else>>
<<text>>
The High-Sybil's gentle coos appear to appease the King-Regent, at least for the time being. He clears his throat and gives tired thanks.
<</text>>
<</if>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> ...Thank you.<</speak>>
<<speak "ancha.casual.glance" `["shadow"]`>> Now, if you'll excuse me - I must get myself in order. I am due to meet with some bricklayer or something of the sort soon, to discuss sealing up that tunnel beneath the cellar. I'll speak with Oscar about his confinement, but in return I must ask of you a small favor, dear.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander" `["shadow"]`>> I sent the guilder off to Saint Alistair's the other morning.<</speak>>
<<speak "ancha.casual.neutral" `["shadow"]`>> Oh, I'm aware. The Church of Ceros is most grateful for your donation...! But I'm afraid I've //another// request.<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> *Another beleaguered breath passes loudly through the King-Regent's nostrils.* Make your price known, Ancha.<</speak>>
<<speak "ancha.casual.glance" `["shadow"]`>> Don't you ''dare'' tell Oscar you blame him for this.<</speak>>
<<speak "ancha.casual.curious" `["shadow"]`>> You think he should have married your brother's daughter - fine; you are entitled to your feelings, as we all are by the grace of The Architect. But... be a dear and //keep them to yourself,// hmm? The boy has enough on his mind already.<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> Right, right. And if, let's say, hypothetically... //I already... had?//<</speak>>
<<speak "ancha.casual.curious" `["shadow"]`>> Hmm... well... //"hypothetically speaking,"// I would be quite cross with you.<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander" `["shadow"]`>> And - just so I'm clear on the matter - when measuring "cross," is //"quite"// worse than //"rather?"//<</speak>>
<<text>>
You hear the click of a latch, followed by the soft creak of the High Sybil's door.
<</text>>
<<speak "ancha.casual.curious" `["shadow"]`>> Mm. I suppose you'll just have to find out. //"Hypothetically."// ``Now, we've both work to do, dear - out.<</speak>>
<<text>>
King-Regent Andimeur mutters something you cannot parse, but the footsteps in the hall tell you he leaves as was asked. You and your companions lean away from the wall, but Lucas stays as he is until the door to the High Sybil's room swings shut and the High Sybil's footsteps ring in the stairwell. He snorts, peeling his cheek from the wallpaper with a scowl as if he had stuck to it by accident.
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.yeesh">> *D'Angelo scratches the back of his head and furrows his brow.* Huh. So //that's// why Lord Daeynor tried to off him.<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.tilt">> Typical Midland, valuing pedigree over reason.<</speak>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.incredulous">> That's the Midland for ya, always goin' mad over what their cousins are doin'... or who they're //not// doin'.<</speak>>
<<text>>
Lucas's face flushes red once more. He sputters and stammers for a moment before managing to choke out a pained defense of his homeland:
<</text>>
<<speak "lucas.bigmad">> @@.intense;N-not all of the Midland!@@<</speak>>
<<else>>
<<speak "lucas.glasses">> Didn't you know? You couldn't escape the //gossip// they were printing down here.<</speak>>
<<speak "dangelo.silly">> Nah. I guess we missed the dirty details with all the traveling we were doing. Midland's really living up to its reputation, huh?<</speak>>
<<text>>
Lucas's face flushes red once more. He sputters and stammers for a moment before managing to choke out a pained defense of his homeland:
<</text>>
<<speak "lucas.bigmad">> @@.intense;It's //not// the Midland!@@<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.incredulous">> That's the Midland for ya, always goin' mad over what their cousins are doin'... or who they're //not// doin'.<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.tilt">> Typical... valuing pedigree over reason.<</speak>>
<</if>>
<<text>>
Lucas's face flushes red once more. He sputters and stammers for a moment before managing to choke out a pained defense of his homeland:
<</text>>
<<speak "lucas.bigmad">> @@.intense;N-not all of the Midland!@@<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.tilt">> Typical Midland, valuing pedigree over reason.<</speak>>
<<text>>
Lucas's face flushes red once more. He sputters and stammers for a moment before managing to choke out a pained defense of his homeland:
<</text>>
<<speak "lucas.bigmad">> @@.intense;It's //not// the Midland!@@<</speak>>
<</if>>
<<speak "lucas.devastated">> It's... it's //us.// The Andimeurs, and our ilk. This is, perhaps, the //one// thing my brother and I see eye-to-eye on.<</speak>>
<<passiveGate 1 `["emp",setup.gateKey(2,true)]`>>
<<passiveGate 2 `["emp",setup.gateKey(1,true)]`>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Why does Midland nobility marry so closely within family lines?|C1OQ: Midland Inbreeding][$oscarQuestTemp.c to "why"]]
<<if setup.gatePass(1)>>
[[This must be difficult for you.|C1OQ: Midland Inbreeding][$oscarQuestTemp.c to "lucas"]]
<</if>>
<<if setup.gatePass(2)>>
[[This must be difficult for Oscar.|C1OQ: Midland Inbreeding][$oscarQuestTemp.c to "oscar"]]
<</if>>
<</choose>>
<</qSpeak>><<skillCheck>>
<<if setup.checkPass()>>
<<include "C1OQ: Ancha Eavesdrop 1">>
<<else>>
<<include "C1OQ: Ancha Eavesdrop Fail">>
<</if>><<affinity "lucas" -3>>
<<opinion "kaitos" "thoughtless" 3 true>>
<<text>>
You press your ear to the wall, but try as you may, you cannot catch more than a few words at a time. You //can// hear the voices of High Sybil Sadaltajir and the King-Regent, yes, but only as indistinct murmurs.
<</text>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> @@.whisper;I'm only a man, Ancha. I can't be . . . //and// King of Vestur all at once.@@<</speak>>
<<text>>
The conversation is going on without you. You're missing it.
<</text>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> @@.whisper;He needs to understand that he //must// stay put until justice has been served and Claudius is dead. And... @@<</speak>>
<<text>>
"Claudius" - that's Lord Daeynor's first name. This is about the assassination attempt, and you are missing it. You press your skull even harder against the stone. It hurts. The voices do not become clearer.
<</text>>
<<qSpeak "quincy.lookaway">> I can't hear - <</qSpeak>>
<<speak "lucas.bigmad">> @@.yell;Sssshhhhh!!!@@<</speak>>
<<text>>
A bark of laughter follows.
<</text>>
<<speak "ancha.casual.incredulous" `["shadow"]`>> @@.whisper;You ''cannot'' be serious.@@<</speak>>
<<text>>
You open your mouth to complain again, but the expressions your companions make tell you such a thing would be unwise. Instead, you remain still, tortured by a conversation you can hardly even half-hear.
<</text>>
<<speak "ancha.casual.curious" `["shadow"]`>> @@.whisper;Look, darling . . . I've already seen to it that the windows on this floor have been sealed, as you asked - that's //one// less crack for him to slip through, hmm?@@<</speak>>
<<text>>
Your shoulders slack in relief. That explains your sudden inability to operate a simple lever.
<</text>>
<<speak "ancha.casual.neutral" `["shadow"]`>> @@.whisper;...The Church of Ceros is most grateful for your donation...! But I'm afraid I've //another// request...@@<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander" `["shadow"]`>> @@.whisper;...Make your price known, Ancha...@@<</speak>>
<<text>>
...You can't hear anything after that. But you do hear the click of a latch, the creak of the High Sybil's door, and the footsteps of the King-Regent as he leaves. The High Sybil soon follows.
``Once he is sure they have gone, Lucas unmashes his face from the stone and hisses:
<</text>>
<<speak "lucas.annoyed">> //Quintrell!// You ruined my chance! They were talking about //me!// <</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.scoff">> //You?// They were talking about the assassination, man.<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.unsure">> Sounded more like they were talking about Oscar to me. <</speak>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.think">> Huh. I didn't get any of that - //I// heard somethin' about dinner gettin' served.<</speak>>
<<speak "lucas.scowl">> //Dinner?// What the Hell are you talking about?<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.yeesh">> Aw, lay off her, man. That ear of hers hasn't worked right since Opona. Stood too close to the cannons.<</speak>>
<<speak "vicky.wink">> What can I say? I'm a cautionary tale. <</speak>>
<<else>>
<<speak "vicky.incredulous">> Hey, don't shoot the messenger, Princey. I'm just saying what I heard. <</speak>>
<</if>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.lookaway">> I heard something about coin changing hand.<</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> ...I heard that the sitting room window has been sealed.<</qSpeak>>
<<speak "lucas.eyeroll">> Well isn't that just wonderful! We've wasted our time.<</speak>>
<<itemRemove "anchaRoom">>
<<include "C1OQ: hallreturn">><<text>>
<<if $oscarQuestTemp.c == "yes">>
You cannot bear to admit defeat on a task so simple. There is a piece to this puzzle you are missing. There must be. //Surely you are on the verge of discovery - all you need is a little more time to unravel the mystery of the stubborn window.// Glancing over your shoulder, you open your mouth to reassure your companions that everything is under control, when suddenly
<<else>>
The amount of time you've spent fumbling with the window latch is inexcusable. The jig is up; you've no other choice but to make a clean breast of it and admit your failures. Glancing over your shoulder, you open your mouth to confess when suddenly
<</if>> Lucas stiffens and cocks his head towards the door like a rabbit hearing a twig snap in the forest. Before you can ask what perturbs him, you catch the sound of footsteps echoing up the stairwell outside and the room falls silent. The murmur of voices follow - a man and a woman.
<</text>>
<<speak "alexander.worried" "King-Regent Alexander" `["shadow"]`>> //Oh, come now, Gamgam-//<</speak>>
<<speak "ancha.casual.neutral" `["shadow"]`>> //"High Sybil."// I'm not your grandmother, Alexander.<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander" `["shadow"]`>> Right! High Sybil.<</speak>>
<<set _pNames to setup.partyNames(["lucas"])>>
<<text>>
The four of you sit in silence as the footsteps draw nearer, before turning into the room adjacent to you. The click of the door latching behind them echoes from the hall, and immediately Lucas is on his feet and making his way towards the shared wall. He shoves past _pNames[0] and presses his ear between two paintings with such procedure that he must have eavesdropped here countless times before. His compulsion to listen in on the High Sybil's conversation with the King-Regent is contagious, and you and your companions find yourselves pressing your heads to the papered walls.
<</text>>
@@.next;<<check `["hare",3]` [[Press your ear to the wall and listen.|C1OQ: Ancha Eavesdrop Attempt]]>>@@<<location "diademcastle_entrance.png" "Chapel Hall - Diadem Castle">>
<<set $oscarQuestTemp.placesVisited += 1>>
<<set _pNames to setup.partyNames(["lucas"])>>
<<set _smellComment to "">>
<<if !$party.includes("dangelo") && !$party.includes("vicky")>>
<<set _smellComment to "<p>It is only when Lucas rolls his eyes at you that you realize that your sniffing is audible.</p>">>
<<set $oscarQuestTemp.convo to "na">>
<</if>>
<<set $oscarQuestTemp.visitedSittingRoom to true>>
<<text>>
Within the vast maze of halls and chambers that comprise the castle, it's impossible to deduce which room //"the sitting room adjacent to the High Sybil's quarters"// could be. Thankfully, you don't have to; Lucas knows each wing and corridor, and despite his plentiful complaints, he doesn't hesitate to take the lead. You, _pNames[0], and _pNames[1] trail after him through the castle chapel, up a tight stairwell and into a quiet corridor that rounds the perimeter of the chapel's high ceiling.
``Compared to the expanse of the rest of the castle, the chapel hall manages to feel private and remote. It is clear that this wing of the castle is seldom used by anyone other than the High Sybil: the dragon bone within the sconces remain unlit, and the hall is empty, save for the thick, brothy scent that lingers in the air. You sniff, but you can't quite place what it is you are smelling.
_smellComment
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutral">> Mmm. Smells like good eatin' up here.<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.think">> Not sure I'd go //that// far. Eating, sure, but //good?// <</speak>>
<</if>>
<<set $oscarQuestTemp.convo to "dangelo">>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutralserious">> Huh. Something smells like beach up here.<</speak>>
<<set $oscarQuestTemp.convo to "vicky">>
<</if>>
<<speak "lucas.eyeroll">> <<if $oscarQuestTemp.convo == "dangelo">>"Good" if you're a benthivore, perhaps. <</if>>It's narwhal stew. Gamgam's been tending a pot since before I was born. <<if $party.includes("vicky")>>*He wrinkles his nose.* And before you ask, it //tastes like it smells.//<</if>><</speak>>
<<text>>
A Southern cuisine. That would explain why the scent was so foreign.
<</text>>
<<if $oscarQuestTemp.convo == "dangelo">><<speak "dangelo.unsure">> Benth..i..vore...?<</speak>>
<<qSpeak "quincy.neutral">> It refers to the fish and invertebrates which feed on the sea floor.<</qSpeak>>
<<speak "dangelo.unsure">> ...Huh.<</speak>>
<<qSpeak "quincy.neutral">> He is using metaphor to express distaste for the dish. Benthivores tend to be scavengers.<</qSpeak>>
<<speak "dangelo.eyeroll">> No, no, I got that part, just - man, where do you guys //get// all these crazy words?<</speak>>
<<speak "lucas.annoyed">> //Books,// D'Angelo. Now that we've solved //that// little mystery, let's focus on the matter at hand, shall we?<</speak>>
<<elseif $oscarQuestTemp.convo == "vicky">>
<<speak "vicky.incredulous">> Well, shit! It'd have to be old if it's got //narwhal// in it.<</speak>>
<<speak "lucas.eyeroll">> It doesn't //literally// contain narwhal meat. They're //extinct.// <</speak>>
<<speak "vicky.think">> Well, they should call it something else then! They should call it... uh... *She takes a deep whiff. It does not grant her the clarity she seeks.* What's in it, anyway?<</speak>>
<<speak "lucas.glasses">> . . . <</speak>>
<<speak "vicky.neutral">> Well?<</speak>>
<<speak "lucas.glance">> ...Hm. I've never asked.<</speak>>
<<speak "vicky.incredulous">> So lemme get this straight: you've been eating this stuff for years, and you don't know what goes in it? Cooks coulda been putting dolphin shit in it, and you wouldn't know? <</speak>>
<<speak "lucas.scowl">> *He snaps, almost too quickly:* //I think I would notice if it contained excrement.// Now, let's focus on the matter at hand, shall we?<</speak>>
<<else>>
<<qSpeak "quincy.neutral">> I apologize. I did not mean to be rude.<</qSpeak>>
<<speak "lucas.scowl">> No need - I've always hated it myself. *He wrinkles his nose in distaste.* Smells like a fish market on a hot day.<</speak>>
<<text>>
Clearly, his feelings on the dish are stronger than yours. The scent is oceanic, yes, but it hardly registers as the pungent nightmare he describes. Perhaps your standards have been skewed by the vinegar-laden stews back home.
<</text>>
<</if>>
@@.next;[[Continue down the hall.|C1OQ: Sitting Room]]@@<<if $oscarQuestTemp.c == "why">>
<<text>>
A question has been clawing at your mind throughout. You suspect it is inappropriate to ask, but...
<</text>>
<<qSpeak "quincy.lookaway">> Forgive me for asking, but why //does// Midland nobility... *You struggle to say something more tactful than "practice linebreeding."* ...ah, marry so closely within its own line? <</qSpeak>>
<<speak "lucas.annoyed">> We carry the @@.lilt;"blood of the Architect."@@<</speak>>
<<qSpeak "quincy.lookaway">> Don't we all?<</qSpeak>>
<<speak "lucas.eyeroll">> You don't understand, Quintrell. Southern nobility marry commoners. Northern nobility marries Southern nobility. Marrying with either //"dilutes"// the Middle Kingdom's //blessed blood.//<</speak>>
<<text>>
Right. You've heard this line of thought before - a fearful holdover from ages past, before the heritable nature of meur was better understood by science.
<</text>>
<<qSpeak "quincy.neutral">> Modern evidence tells us the "blood of the Architect" is a dominant trait.<</qSpeak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.scoff">> South wouldn't have any meur users left if it wasn't.<</speak>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.indifferent">> Yup. Plenty of gloves down south with a common mother. Or a foreign one.<</speak>>
<</if>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure">> Yeah. Anyone who's got one parent who can do meur can do meur too.<</speak>>
<</if>>
<<speak "lucas.annoyed">> Hah! //''I'' know that.// But...<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.neutral">> ...Evidence cannot convince those who choose to be blind.<</speak>>
<<speak "lucas.devastated">> No. It can't. <</speak>>
<</if>>
<<text>>
His gaze drops to the floor.
<</text>>
<<speak "lucas.devastated">> Reason can't convince the unreasonable. The Andimeurs, the Daeynors, the DeLuxes, the Sellusas, the Guillemins - all the central families - this is a //"truth"// they've told one another for generations, and they are //not// willing to entertain anything to the contrary.<</speak>>
<<elseif "lucas">>
<<affinity "lucas" 5>>
<<text>>
Every royal norm inflicted upon Oscar is echoed upon Lucas as well. It cannot be easy, to be left wondering if such a choice might end his own life as well.
<</text>>
<<qSpeak "quincy.tilt">> This must be difficult for you.<</qSpeak>>
<<text>>
Lucas shakes his head. His mouth tightens into a wry attempt at neutrality.
<</text>>
<<speak "lucas.glance">> The only thing I find //difficult// about it is their staunch refusal to acknowledge modern science. If The Gift of Meur could be "bred out," the South wouldn't have a single noble left who could.
<</speak>>
<<else>>
<<affinity "lucas" -5>>
<<text>>
Marriage, in its least complicated form, is a pressure you've been avoiding as it is; you cannot imagine the burden of knowing the rejection of an unwanted proposition might mark you for assassination. There is an unpleasant twinge in your chest. It compels you to speak, although you haven't an idea what it is you mean to say until you've already said it.
<</text>>
<<qSpeak "quincy.neutral">> It must be difficult for Oscar.<</qSpeak>>
<<if $party.includes("kaitos")>>
<<text>>
To your surprise, it is Kaitos who responds. Until now he had been content to stare forlornly at the wall by himself, but it appears your statement has broken him from his trance long enough to utter a single word:
<</text>>
<<speak "kaitos.casual.sulk">> Yeah.<</speak>>
<<text>>
Lucas, meanwhile, scrunches his nose as if your breath were rancid. It isn't.
<</text>>
<<else>>
<<text>>
Lucas scrunches his nose as if your breath were rancid. It isn't.
<</text>>
<</if>>
<<speak "lucas.eyeroll">> No more difficult than it is for any other Andimeur.<</speak>>
<<text>>
You find the hostility in his voice perplexing. You were under the impression you were agreeing with him.
<</text>>
<<speak "lucas.">> My brother is the subject of scrutiny //this// time, yes, but come marriage season I must watch for knives all the same. I may be second son, but that doesn't exempt me from "tradition." *He clicks his tongue.* It matters not if that tradition is based in myth.<</speak>>
<</if>>
<<speak "lucas.eyeroll">> We're never making it out of the dark ages. At the end of time, the last Andimeur will die betrothed to his cousin.<</speak>>
<<if $party.includes("dangelo")>>
<<text>>
In this dark room draped in funerary blacks and standing against a large painting of upturned earth and moist, writhing worms, Lucas's talk of death feels unpleasantly tangible.
``D'Angelo lets out a sharp whistle. As if provoked by the dour atmosphere, he lets loose a thoroughly unwanted joke:
<</text>>
<<speak "dangelo.neutral">> Glad nobody's that invested in me tying the knot with //Lord Tebenka.//<</speak>>
<<text>>
The levity is not appreciated<<if $party.includes("vicky")>>, save by Vicky, who pushes an oink of laughter out her nose in response<</if>>.
<</text>>
<<if $party.includes("vicky")>>
<<speak "vicky.incredulous">> Aww, but Angie - you'd make a beautiful bride! <</speak>>
<<speak "dangelo.silly">> I would, but - Suleiman doesn't deserve me. <</speak>>
<</if>>
<<speak "lucas.glasses">> Make a joke of it if you wish. Fine. But know that it's //my life// that you laugh at.<</speak>>
<<speak "dangelo.unsure">> Sorry man. That wasn't gold of me.<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.scoff">> No. It wasn't. Silver. //Silver.//<</speak>>
<</if>>
<<speak "dangelo.neutral">> Won't happen again.<</speak>>
<<speak "lucas.glasses">> I don't care. <</speak>>
<<text>>
Lucas excuses himself from the sitting room. Not wishing to be left behind, you follow.
<</text>>
<<else>>
<<text>>
In this dark room draped in funerary blacks and standing against a large painting of upturned earth and moist, writhing worms, Lucas's talk of death feels unpleasantly tangible.
``With spirits low and your lead fruitless, it feels unwise to linger.
<</text>>
<<qSpeak "quincy.lookaway">> We should go.<</qSpeak>>
<<speak "lucas.glance">> Yes... right.<</speak>>
<</if>>
<<itemRemove "anchaRoom">>
<<include "C1OQ: hallreturn">><<location "diademcastle_anchasittingroom.png" "Chapel Hall Sitting Room - Diadem Castle">>
<<text>>
The door at the end of the hall opens to reveal a room so strangely discordant that for a moment you wonder if you've somehow left the castle and ended up elsewhere.
``The chapel sitting room is bereft of the castle's brilliant white and gold decor. Instead, it is furnished with dark wood and upholstered in velvety blacks. In place of unicorns and historic family portraits, the wall is paneled with countless muddy oil paintings, their subjects as indistinct and blotchy as they are dark. The only thing that lights the room is the smallest bit of afternoon sun filtering through the aforementioned window.
``Lucas pushes past you. He sprawls on one of the lounge seats without hesitation and rests his heels upon the table, as if this were any other room in the castle.
<</text>>
<<speak "lucas.neutral">> Go on, then. Make your investigation. *He gestures towards the window.*<</speak>>
<<qSpeak "quincy.neutral">> ...Right.<</qSpeak>>
<<text>>
That //is// what you are here for, and yet this room begs other questions that tempt your curiosity.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[(Examine the oil paintings.)|C1OQ: Sitting Room Paintings]]>>
<<actions [[(Examine the table.)|C1OQ: Sitting Room Table]]>>
<<decide "end" [[(Examine the window.)|C1OQ: Sitting Room Window]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.lookaway">> Why would the High Sybil of the Church of Ceros own such a tome...?<</qSpeak>>
<<text>>
Lucas glances at the cover, then back to you. A silence follows, but you aren't entirely sure why.
<</text>>
<<speak "lucas.eyeroll">> I don't know, Quintrell. //Maybe she likes to read.// <</speak>>
<<qSpeak "quincy.neutral">> It seems... blasphemous?<</qSpeak>>
<<speak "lucas.scowl">> For the layman, yes, but //she's// the highest of clergy. She can do whatever it is she wants. She's earned the @@.lilt;//"holy responsibility."//@@<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[Why would the High Sybil own such a tome?|C1OQ: Sitting Room Book]]>>
<<actions [[Where did she get baku tusks?|C1OQ: Sitting Room Tusk]]>>
<<actions [[Isn't it against the Testaments for a holywoman to smoke?|C1OQ: Sitting Room Smoke]]>>
<<actions [[(Examine the oil paintings.)|C1OQ: Sitting Room Paintings]]>>
<<decide "end" [[(Examine the window.)|C1OQ: Sitting Room Window]]>>
<</choose>>
<</qSpeak>><<text>>
On closer inspection, the dirty, indeterminate shapes of the oil paintings reveal themselves to be carefully crafted landscapes... on a much smaller scale than you are used to seeing. Sunlight dapples the leaf litter on the forest floor; glittering water trickles through pebbles on a river bank; dutiful ants march across lonesome wastes; worms and centipedes squirm. Each piece is an intimate, faithful portrait of the ground drawn by the loving hand of an artist.
<</text>>
<<img 1 "oq_dirtpaintings.png" "Numerous oil paintings of earth and soil line the walls." `["modeNeutral"]`>>
<<if setup.hasTrait("moleman")>>
<<text>>
They're beautiful. They remind you of the times you've been buried alive.
<</text>>
<<else>>
<<text>>
They remind you of the times you've been buried alive. You cannot bear to look at them for long.
<</text>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[(Examine the table.)|C1OQ: Sitting Room Table]]>>
<<decide "end" [[(Examine the window.)|C1OQ: Sitting Room Window]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> I could have sworn smoking was forbidden to the clergy.<</qSpeak>>
<<speak "lucas.glance">> Not exactly. Technically, the Testaments say clergy mustn't //enjoy// such vices. You can smoke and drink as much as you please, so long as you're not //enjoying// it. <</speak>>
<<qSpeak "quincy.lookaway">> I don't understand faith.<</qSpeak>>
<<speak "lucas.neutral">> Neither do I. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[Why would the High Sybil own such a tome?|C1OQ: Sitting Room Book]]>>
<<actions [[Where did she get baku tusks?|C1OQ: Sitting Room Tusk]]>>
<<actions [[Isn't it against the Testaments for a holywoman to smoke?|C1OQ: Sitting Room Smoke]]>>
<<actions [[(Examine the oil paintings.)|C1OQ: Sitting Room Paintings]]>>
<<actions [[(Examine the table.)|C1OQ: Sitting Room Table]]>>
<<decide "end" [[(Examine the window.)|C1OQ: Sitting Room Window]]>>
<</choose>>
<</qSpeak>><<text>>
A number of objects both strange and mundane rest on the table: a dense tome which appears to be written entirely in Atlantean; a table ornament fashioned from two small ivory tusks; an overly ornate ashtray lined with little narwhals... And of course, Lucas's feet, resting where they almost certainly do not belong.
<</text>>
<<speak "lucas.thinking">> Shouldn't you be looking at a window?<</speak>>
<<qSpeak "quincy.neutral">> I was simply examining my surroundings first.<</qSpeak>>
<<speak "lucas.scowl">> And? <</speak>>
<<qSpeak "quincy.lookaway">> They are strange. I suppose I expected the High Sybil's sitting room to look a little more...<</qSpeak>>
<<speak "lucas.eyeroll">> What. "Holy?"<</speak>>
<<qSpeak "quincy.lookaway">> Yes. <</qSpeak>>
<<speak "lucas.scowl">> This is her //home,// Quintrell. Not a convent. <</speak>>
<<qSpeak "quincy.neutral">> Right. Perhaps I shouldn't be surprised to see, er... <</qSpeak>>
<<speak "lucas.neutral">> Baku tusks and an Atlantean tome on a holywoman's table?<</speak>>
<<qSpeak "quincy.lookaway">> Yes. The baku tusks, anyway. The Atlantean tome is hardly a surprise.<</qSpeak>>
<<speak "lucas.eyeroll">> *He scoffs.* It would be if you stopped to read the title. <</speak>>
<<text>>
Prompted, you pause to take it in. Your capacity to read the script has diminished since you left VRMA, but you can still make out the general idea.
``The title is simple enough. <<atlantean "life" "\"life\"">>... that means "Life." And the subtitle? It's longer... it reads <<atlantean "cetols unforgivable crime" "\"The Architect's unforgivable crime\"">>. //"The Architect's Unforgivable Crime?"//
<</text>>
<<qSpeak "quincy.surprised">> //Oh.// <</qSpeak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[Why would the High Sybil own such a tome?|C1OQ: Sitting Room Book]]>>
<<actions [[Where did she get baku tusks?|C1OQ: Sitting Room Tusk]]>>
<<actions [[Isn't it against the Testaments for a holywoman to smoke?|C1OQ: Sitting Room Smoke]]>>
<<actions [[(Examine the oil paintings.)|C1OQ: Sitting Room Paintings]]>>
<<decide "end" [[(Examine the window.)|C1OQ: Sitting Room Window]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral">> Where did the baku tusks come from?<</qSpeak>>
<<speak "lucas.glance">> Tch. I've mentioned Fig about a thousand times. <</speak>>
<<text>>
He has, but it is difficult to commit "Fig" to memory. Its whole existence is so bizarre that every time Lucas delivers an anecdote about the beast, you struggle not to write it off as a dream. After all, why on earth would the head of the clergy own something as indulgent and ill-advised as a massive, exotic animal? Why would she keep it in her home, in Andimeur Castle? Why doesn't the idea disturb anyone else?
``You suspect a part of you will continue to disbelieve that Fig the baku is real until you see it with your own eyes.
<</text>>
<<qSpeak "quincy.neutral">> *You lean down, giving the tusks a closer look.* They're smaller than I expected.<</qSpeak>>
<<speak "lucas.eyeroll">> They're his baby teeth, or something. If Gamgam doesn't sand his tusks down, they'll grow longer than your arm.<</speak>>
<<qSpeak "quincy.lookaway">> Oh.<</qSpeak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[Why would the High Sybil own such a tome?|C1OQ: Sitting Room Book]]>>
<<actions [[Where did she get baku tusks?|C1OQ: Sitting Room Tusk]]>>
<<actions [[Isn't it against the Testaments for a holywoman to smoke?|C1OQ: Sitting Room Smoke]]>>
<<actions [[(Examine the oil paintings.)|C1OQ: Sitting Room Paintings]]>>
<<actions [[(Examine the table.)|C1OQ: Sitting Room Table]]>>
<<decide "end" [[(Examine the window.)|C1OQ: Sitting Room Window]]>>
<</choose>>
<</qSpeak>><<text>>
There is but one window in this room. It lies off to one cramped corner, leaving the balance of the room off-kilter. You deduce this is likely the reason it has been left to the High Sybil's personal use rather than utilized for guests: if the curtains are closed, the room is dark, yet if one were to open them, the window could only hope to light a small sliver of the room. A terrible misstep in architecture.
``You take one edge of the heavy curtain and peel it back. The daylight you unleash is blinding. When your eyes adjust to the light, you see before you... a window, just as you had expected. It //looks// large enough for a man to crawl through - at least one of Prince Oscar's stature, anyway. You reach for the lever and give it a tug.
<</text>>
<<if $oscarQuestTemp.convo == "vicky" && $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral">> ...It's kelp, mostly.<</speak>>
<<speak "vicky.unimpressed">> What're you on about, long-shanks?<</speak>>
<<speak "kaitos.casual.pleased">> The stew. Kelp broth with clams and stuff... Sometimes dolphin, if you're lucky.<</speak>>
<<speak "lucas.scowl">> Ugh. No wonder. Just pour the whole ocean into a pot and call it "food," I suppose.<</speak>>
<<speak "kaitos.casual.idle">> Hey, if it works...<</speak>>
<<speak "lucas.eyeroll">> It does not.<</speak>>
<<speak "vicky.think">> Who cares? I'm past the soup talk. Right now I want to know why there's so much dirt on the wall.<</speak>>
<<else>><<if $party.includes("dangelo") && $party.includes("vicky")>>
<<speak "vicky.think">> What's with all the dirt?<</speak>>
<<speak "dangelo.unsure">> Dirt? What dirt?<</speak>>
<<speak "vicky.unimpressed">> This dirt! All these paintings are of dirt.<</speak>>
<<speak "dangelo.neutral">> Huh. They are.<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.unsure">> Hey. Is it just me, or are all these paintings of... the ground?<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.tilt">> Hm. So they are. What unusual subject matter...<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think">> What's with all the dirt?<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.tilt">> I must admit, it is unusual subject matter for such artful paintings.<</speak>>
<</if>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.thinking">> ...Huh. Lots of dirt.<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.tilt">> Indeed. I must admit, it is unusual subject matter for such artful paintings.<</speak>>
<</if>>
<</if>>
<</if>>
<<speak "lucas.thinking">> Oh. Yes. The dirt paintings. I'm told they were my grandmother's work. *Realizing clarification is in order, he adds:* Queen Celia, I mean.<</speak>>
<<speak "lucas.scowl">>Gamgam //adores// them. Can't say I see the appeal.<</speak>>
<<text>>
No matter how firm your hand, the window's handle refuses to release the latch. Perhaps you are meant to twist it in the opposite direction?
<</text>>
<<if $party.includes("vicky") && $party.includes("dangelo")>>
<<speak "vicky.unimpressed">> Wouldn't be what I'd put on the wall.<</speak>>
<<speak "dangelo.silly">> Oh? And what would you put on the wall, V?<</speak>>
<<speak "vicky.disrespectful">> Me, I'd go with one of them holy paintings of the saints. You know the one where Saint Isadore's lookin' a little coy? A little... you know, of //easy virtue?//<</speak>>
<<speak "dangelo.laugh">> HA! Man, I know just the one you're talking about. The one where he's at the river half-naked with all the ewes, right? And he just, you know, //looks like that?// I think it's //"The Temptation of Saint Isadore."//<</speak>>
<<speak "vicky.smirk">> Yeah! //The Temptation!// I want a life-sized version of //THAT// painting on my wall. That and a bearskin rug, but-<</speak>>
<<speak "dangelo.silly">> I know, I know, you gotta kill the bear yourself -<</speak>>
<<speak "vicky.wink">> -gotta kill the bear myself.<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutral">> Wouldn't be what I'd put on the wall. I'd go with one of them paintings of the saints.<</speak>>
<<speak "lucas.surprised">> ...Why? You're not a woman of faith...<</speak>>
<<speak "vicky.disrespectful">> Nope. But there's this //real good one.// The one where Saint Isadore's lookin' a little coy? He's by the river, half naked with the ewes all touchin' on him?<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.idle">> //"Temptation."//<</speak>>
<<speak "vicky.indifferent">> Eh?<</speak>>
<<speak "kaitos.casual.pleased">> //"The Temptation of Saint Isadore."// That's the painting. He's at the river... one of his nipples is showing?<</speak>>
<<speak "vicky.wink">> Oh! Yeah! //The Temptation!// I want a life-sized version of //THAT// painting on my wall.<</speak>>
<<else>>
<<speak "lucas.eyeroll">> Eurgh.<</speak>>
<</if>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.unsure">> Sentimental reasons?<</speak>>
<<speak "lucas.glance">> Who knows? I try to avoid asking about them. There's only so much time I'm willing to waste enduring talk of ground-bound lichens and the subtle interplay between the shades of //mummy brown// and //burnt sienna.//<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.thinking">> Y'know... kinda like 'em, all together. It's a series about like... the secret world right under our shoes. Makes you think...<</speak>>
<<speak "lucas.annoyed">> Tch. Maybe it makes //you// think.<</speak>>
<<speak "kaitos.casual.stare">> Yeah. It does. S'what I just said?<</speak>>
<</if>><<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.thinkinghard">> Huh. Think I get it. The rocks and the lichens and stuff.<</speak>>
<<speak "lucas.eyeroll">> ...//Sure// you do, Asenath.<</speak>>
<<speak "kaitos.casual.thinking">> No, really. It's about like... the secret world right under our shoes. Makes you think...<</speak>>
<<speak "lucas.annoyed">> Tch. Maybe it makes //you// think.<</speak>>
<<speak "kaitos.casual.stare">> Yeah. It does. S'what I just said?<</speak>>
<</if>>
<<text>>
Whether you push, pull, or twist, the lever which //purportedly// opens the window resists your every move. You begin to question your competency - as does Lucas.
<</text>>
<<speak "lucas.glasses">> Is everything... //alright// over there, Quintrell?<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Yes.|C1OQ: Ancha Stairs][$oscarQuestTemp.c to "yes"]]
[[No.|C1OQ: Ancha Stairs][$oscarQuestTemp.c to "no"]]
<</choose>>
<</qSpeak>><<text>>
On the walk to the castle's front gate, Lucas inclines his head for you to slow down. You deliberately allow yourself to fall behind your companions, drawing level with the Convoy Prince. He walks with his hands in his pocket.
<</text>>
<<if $oscarQuestTemp.oscarJudgeTemp == "all" || $oscarQuestTemp.oscarJudgeTemp == "some">>
<<speak "lucas.annoyed" >> Don't you dare feel poorly about this. <<if $oscarQuestTemp.oscarJudgeTemp == "all">> You did as thorough a job as one could.<<else>>I don't blame you for wasting another moment on that fruitless search.<</if>> <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" >> But I failed... <</qSpeak>>
<<speak "lucas.scowl" >> No "buts". <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> I know. <</qSpeak>>
<</if>>
<<speak "lucas.eyeroll" >> I'm glad you didn't succeed. It was a foolish venture to begin with, but at least there's <i>no harm done</i> this way. The consquence is a perfectly good afternoon. <</speak>>
<<speak "lucas.neutral" >> But there's one thing that <i>ruffles my feathers</i>. *He slows to a stop.* <</speak>>
<<qSpeak "quincy.neutral" >> *You do the same.* What? <</qSpeak>>
<<if $oscarQuestTemp.toldStatue>>
<<affinity "lucas" -5>>
<<speak "lucas.annoyed" >> *He grabs you by your shirt.* Thank to you, my brother is never going to let me live down an @@.intense;attachment to an inanimate statue.@@ <</speak>>
<<else>>
<<speak "lucas.glance" >> Were I Oscar, I would've been more grateful. <</speak>>
<</if>>
<<questEnd "A1oscarQuest" false "You failed to help Oscar find an escape from Diadem Castle, despite your efforts.">>
<<else>>
<<speak "lucas.glance" >> Call me a hypocrite, because I was against this from the moment Oscar proposed it. But... I can't understand why you promised such a thing and then proceeded to put no effort in. If this was a //prank of some sort//... it was a sorry one. <</speak>>
<<if $oscarQuestTemp.toldStatue>>
<<affinity "lucas" -5>>
<<speak "lucas.annoyed" >> *He grabs you by your shirt.* And now he's cross with you. <i>Both of us</i>, actually. He's never going to let me live down an @@.intense;attachment to an inanimate statue.@@ <</speak>>
<<else>>
<<speak "lucas.annoyed" >> And now he's cross with you. <</speak>>
<</if>>
<<speak "lucas.stressed" >> *He shakes his head.* ...I just really wish I knew what you were thinking. <</speak>>
<<text>>
He gains pace again, seemingly eager to be out of your company.
<</text>>
<<questEnd "A1oscarQuest" false "You failed to help Oscar find an escape from Diadem Castle. In fact, you hardly tried at all. Your mysterious inaction has done nothing but earn the ire of the crown prince himself...">>
<</if>>
<<recordAction "inept" "failedFreeOscar">>
<<include "C1OQ: item cleanup">>
@@.next;[[Return to map.|C1OQ: demo end]]@@<<include "bad end debugger">>
<<qSpeak "quincy.neutral" >> I'm not sure I can find a way out of the castle. <</qSpeak>>
<<if $oscarQuestTemp.placesVisited <2 >>
<<speak "lucas.surprised">> Are you sure? But you've hardly looked!<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<decide "end" [[I'm sure.|C1OQ: this is dumb but okay]]>>
[[Wait... I want to look around a little further.|C1OQ: entrance hall hub]]
<</choose>>
<</qSpeak>>
<<else>>
<<include "C1OQ: no find exit ins">>
<</if>><<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:false}]`>>
<<switch $response>>
<<case "absotutelySure">>
<<qSpeak "quincy.neutral" >>I'm sure. <</qSpeak>>
<<speak "lucas.stressed" >> But I-- but why-- <</speak>>
<<if $party.contains("dangelo")>>
<<opinion "dangelo" "feeble" 5>>
<<speak "dangelo.smilenervous" >> Uh. I uh... I don't understand, Quin. Why?<</speak>>
<</if>>
<<if $party.contains("imani")>>
<<speak "imani.furrow">> *Her face is composed fully of creases.*<</speak>>
<</if>>
<<if $party.contains("kaitos")>>
<<opinion "kaitos" "thoughtless" 5>>
<<speak "kaitos.casual.disgruntled">> Tch. *He simply stares.*<</speak>>
<</if>>
<<if $party.contains("vicky")>>
<<speak "vicky.indifferent">> ...Huh. I'm off to the sitting room, then. Good luck.<</speak>>
<</if>>
<<default>>
<<speak "lucas.smirk" >> *He smiles.* We're done, then! <</speak>>
<<speak "lucas.pleased" >> You made a fair attempt. That's all anyone can do. And don't you dare feel down on yourself - my family has a vested interest in making sure Oscar stays put. <</speak>>
<<text>>
He seems positively ebulliant. <<if $party.contains("dangelo")>>Your brother is of the same enthusiasm.<</if>> <<if $party.contains("imani")>>Imani, much less so.<</if>> <<if $party.contains("kaitos")>>Kaitos kicks against the ground with his sandals, looking pensive.<</if>> <<if $party.contains("vicky")>>Vicky simply shrugs.<</if>>
<</text>>
<<if $party.contains("dangelo")>>
<<speak "dangelo.smilenervous" >> For once, Quin, I'm glad you made a mull of things. To be honest, I was <i>this close to going to the High-Sybil</i>...<</speak>>
<</if>>
<<if $party.contains("kaitos") && $oscarQuestTemp.visitedCourtyard>>
<<speak "kaitos.casual.disgruntled" >> <i>Coulda</i> found a way out. <</speak>>
<<speak "lucas.eyeroll" >> You mean that statue we left in the courtyard? A few days of gallavanting for Oscar is hardly worth condemning a <i>centuries-old piece of art</i> to removal.<</speak>>
<<speak "kaitos.casual.scoff" >> . . . <</speak>>
<</if>>
<</switch>>
<<set _pNames to setup.partyNames(["lucas"])>>
<<qSpeak "quincy.lookaway" >> ...I suppose we should inform Oscar. <</qSpeak>>
<<speak "lucas.glasses" >> Yes, and then we can put this unpleasant venture behind us. _pNames -- we will fetch the pair of you from the sitting room when we're through. <</speak>>
<<include "C1OQ: was partyinator">>
@@.next;[[Time to be the bearer of bad news...|C1OQ: no return oscar]]@@<<location "conservatory_day.png" "The Conservatory - Diadem Castle">>
<<set $oscarQuestTemp.didntCheck to 0>>
<<text>>
The crown prince is occupied with trimming wilted heads from one of his rose bushes. With the tea table removed, the conservatory looks even more an idyllic garden.
<</text>>
<<speak "oscar.casual.neutral" >> Hello again, Quintrell. *He takes a moment to finish the last few snips, sets the scissors and folds his hands.* <</speak>>
<<speak "oscar.casual.neutralserious" >> My brother's countenance gives me worry. <</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" >> There's no exit to be found. <</qSpeak>>
<<qSpeak "quincy.hat" >> *To demonstrate your sorry-ness, you sweep the hat from your head.* My apologies. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> There's no exit to be found. <</qSpeak>>
<</if>>
<<speak "oscar.casual.neutralserious" >> *His graceful expression flickers.* You checked the Hall of Kings? <</speak>>
<<if $oscarQuestTemp.visitedHall>>
<<qSpeak "quincy.neutral" >> Yes. <</qSpeak>>
<<else>>
<<set $oscarQuestTemp.didntCheck += 1>>
<<qSpeak "quincy.lookaway" >> Well... no... <</qSpeak>>
<</if>>
<<speak "oscar.casual.neutralserious" >> *He advances one step forward.* And did you speak with Guard Dorwynn? <</speak>>
<<if $oscarQuestTemp.visitedGuardson>>
<<qSpeak "quincy.neutral" >> Yes. He was uncooperative. <</qSpeak>>
<<else>>
<<set $oscarQuestTemp.didntCheck += 1>>
<<qSpeak "quincy.tilt" >> Didn't get to it... <</qSpeak>>
<</if>>
<<speak "oscar.casual.unamused" >> *And he takes another.* What of the Sitting Room? <</speak>>
<<if $oscarQuestTemp.visitedSittingRoom>>
<<qSpeak "quincy.neutral" >> The window is permanently fixed shut. <</qSpeak>>
<<else>>
<<set $oscarQuestTemp.didntCheck += 1>>
<<qSpeak "quincy.lookaway" >> Er... <</qSpeak>>
<</if>>
<<speak "oscar.casual.indignant" >> ...And then truly, your companions had no other ideas? <</speak>>
<<if $oscarQuestTemp.wasParty.contains("kaitos")>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Yes, but...|C1OQ: oscar no return companion truth]]
<<check `["dec",13]` [[No.|C1OQ: oscar no return companion lie]] >>
<</choose>>
<</qSpeak>>
<<else>>
<<text>>
He asks of <i>companions</i>, not your own; you find no reason to call attention to your interest in his personal chambers.
<</text>>
<<if $oscarQuestTemp.wasParty.contains("dangelo")>>
<<set $oscarQuestTemp.totalLoc to 4>>
<<qSpeak "quincy.tilt" >> D'Angelo has an idea as well. Unfortunately... <<if $oscarQuestTemp.visitedParlor>>the King-Regent paid a visit at that moment. He hinted he was to fix that method of escape, too.<<else>><<set $oscarQuestTemp.didntCheck += 1>> *You trail off. You hadn't visited that, either.*<</if>> <</qSpeak>>
<<else>>
<<set $oscarQuestTemp.totalLoc to 3>>
<<qSpeak "quincy.neutral" >> Unfortunately, no. <</qSpeak>>
<<speak "oscar.casual.neutralserious" >> *He shakes his head and sighs.* I see. <</speak>>
<</if>>
<<include "C1OQ: oscar fail judgement">>
<</if>><<switch $oscarQuestTemp.totalLoc>>
<<case 5>>
<<set _minThres to 3>>
<<case 4>>
<<set _minThres to 2>>
<<case 3>>
<<set _minThres to 2>>
<</switch>>
<<if $oscarQuestTemp.didntCheck == 0>>
<<set $oscarQuestTemp.oscarJudgeTemp to "all">>
<<elseif $oscarQuestTemp.didntCheck <= _minThres>>
<<set $oscarQuestTemp.oscarJudgeTemp to "some">>
<<else>>
<<set $oscarQuestTemp.oscarJudgeTemp to "none">>
<</if>>
<<if $oscarQuestTemp.liedOscar>>
<<include "C1OQ: oscar fail judgement lievers">>
<<else>>
<<switch $oscarQuestTemp.oscarJudgeTemp>>
<<case "all">>
<<text>>At last, Oscar deflates. His face laxes. It seems he isn't angry at all.<</text>>
<<speak "oscar.casual.neutralserious" >> It does sound as though you exhausted every possible avenue. I've no blame of you, Barghur. <</speak>>
<<text>>
He shakes his head wearily and once more, takes your hand in his own.
<</text>>
<<speak "oscar.casual.neutral" >> 'Tis the gesture, the attempt, the thought I cherish. <</speak>>
<<speak "lucas.eyeroll" >> Ugh. <</speak>>
<<speak "oscar.casual.neutral" >> Here: for your efforts. <</speak>>
<<g 25>>
<<speak "oscar.casual.wistful" >> It's all I can do. I'm afraid my helpfulness to the Convoy is limited so long as a bear these chains... <</speak>>
<<speak "oscar.casual.neutral" >> ...But I will look forward to seeing you again during the Season, Duke Barghur. Farewell. *He releases your hands.* <</speak>>
<<qSpeak "quincy.neutral" >> *You incline your hat.* <</qSpeak>>
@@.next;[[You take your leave.|C1OQ: fail end]]@@
<<case "some">>
<<speak "oscar.casual.neutral" >> You didn't even exhaust all options available to you. Truly, you could've searched more extensively-- <</speak>>
<<speak "lucas.scowl" >> The day was wearing on, Oscar. Must you interrogate him for trying to help you? At risk to <i>himself</i>? <</speak>>
<<text>>
At last, he deflates, his face softens. It seems he isn't angry, but the disappointment is palpable.
<</text>>
<<speak "oscar.casual.wistful" >> Ah, but the difference even one location could've made... <</speak>>
<<speak "oscar.casual.neutral" >> No matter. 'Tis the attempt I cherish, even if it bore no fruit. <</speak>>
<<speak "oscar.casual.neutralserious" >> Here: I at least owe you an evening round of ale after a wasted day. <</speak>>
<<g 15>>
<<speak "lucas.eyeroll" >> Fifteen guilder. <i>How generous!</i> <</speak>>
<<speak "oscar.casual.wistful" >> *He ignores Lucas.* I'm afraid I must bid you adieu, Duke Barghur, If the High Sybil has indeed noticed your presence, I\ shouldn't keep you. <</speak>>
<<speak "oscar.casual.neutral" >> I look forward to seeing you again during the Season. Farewell. <</speak>>
<<qSpeak "quincy.neutral" >> *You incline your hat.* <</qSpeak>>
@@.next;[[You take your leave.|C1OQ: fail end]]@@
<<case "none">>
<<speak "oscar.casual.neutralserious" >> You hardly so much as sniffed about the places suggested. Why? To waste my time? <</speak>>
<<qSpeak "quincy.surprised" >> *You open your mouth.* <</qSpeak>>
<<speak "oscar.casual.neutralserious" >> Either way, it's no matter. <</speak>>
<<text>>
Oscar's voice loses all its warmth and candor in an instant. But still, the same smile remains on his face.
<</text>>
<<speak "oscar.casual.smug" >> @@.posh;I thank you most graciously for this little waste of time, Duke Barghur.@@ I haven't come away barehanded from this exchange... <</speak>>
<<speak "oscar.casual.happy" >> @@.intense;For I know now you to be an untrustworthy lollpoop!@@ And I shan't forget it. <</speak>>
<<text>>
He picks up his scissors once more and turns his back to you.
<</text>>
<<speak "oscar.casual.neutralserious" >> @@.intense;Now - I'll kindly ask you to kindly leave my conservatory and spare me the hassle of calling for my guards.@@ <</speak>>
<<speak "oscar.casual.scorn" >> *He snips a wilting rose from the bush.* Five... <</speak>>
<<speak "lucas.stressed" >> @@.whisper;Er - Quintrell. Let's go.@@ <</speak>>
<<speak "oscar.casual.scorn" >> *And another.* Four... <</speak>>
<<memory "oscar" "botchedEscape">>
<<affinity "oscar" -40>>
@@.next;[[You (hastily) take your leave.|C1OQ: fail end]]@@
<</switch>>
<</if>><<text>>
At last, Oscar sinks onto his working stool. He puts one arm on a rose-crowded table with his head resting against his closed fist, regarding you with a shrewd gaze.
<</text>>
<<switch $oscarQuestTemp.oscarJudgeTemp>>
<<case "all">>
<<speak "oscar.casual.neutralserious" >> I can see you <i>did</i> try your best. So far as I could surmise beyond your deceptions, you exhausted every option available. <</speak>>
<<speak "oscar.casual.unamused" >> ...I don't know for what reason you think to lie. Is it to preserve my feelings? Or for more selfish designs? You should tell me this, at least. <</speak>>
<<qSpeak "quincy.tilt" >>
<<choose>>
[[You already seemed so upset...|C1OQ: oscar fail lie judgement answer][$response to "upset"]]
<<if $oscarQuestTemp.visitedCourtyard>>
[[He suggested the courtyard. It's just that this manticore statue..|C1OQ: oscar fail lie judgement answer][$response to "statue"]]
<<else>>
[[It's just that I didn't actually visit.|C1OQ: oscar fail lie judgement answer][$response to "didntGo"]]
<</if>>
<</choose>>
<</qSpeak>>
<<case "some">>
<<speak "oscar.casual.neutralserious" >> You didn't even exhaust all options available to you. Truly, you could've searched more extensively-- <</speak>>
<<speak "lucas.scowl" >> The day was wearing on, Oscar. Must you interrogate him for trying to help you? At risk to <i>himself</i>? <</speak>>
<<speak "oscar.casual.indignant" >> I just don't enjoy being taken for a fool. I would bet half the roses in this conservatory Asenath had an idea worth pursuing. Why lie? <</speak>>
<<qSpeak "quincy.tilt" >>
<<choose>>
[[You already seemed so upset...|C1OQ: oscar fail lie judgement answer][$response to "upset"]]
<<if $oscarQuestTemp.visitedCourtyard>>
[[He suggested the courtyard. It's just that this manticore statue..|C1OQ: oscar fail lie judgement answer][$response to "statue"]]
<<else>>
[[It's just that I didn't actually visit.|C1OQ: oscar fail lie judgement answer][$response to "didntGo"]]
<</if>>
<</choose>>
<</qSpeak>>
<<case "none">>
<<speak "oscar.casual.neutralserious" >> You hardly so much as sniffed about the places suggested. Why? To waste my time? <</speak>>
<<qSpeak "quincy.surprised" >> *You open your mouth.* <</qSpeak>>
<<speak "oscar.casual.neutralserious" >> Either way, it's no matter. <</speak>>
<<text>>
Oscar's voice loses all its warmth and candor in an instant. But still, the same smile remains on his face.
<</text>>
<<speak "oscar.casual.smug" >> @@.posh;I thank you most graciously for this little waste of time, Duke Barghur.@@ I haven't come away barehanded from this exchange... <</speak>>
<<speak "oscar.casual.happy" >> For I know now you to be an @@.intense;untrustworthy lollpoop!@@ And I shan't forget it. <</speak>>
<<text>>
He picks up his scissors once more and turns his back to you.
<</text>>
<<speak "oscar.casual.neutralserious" >> Now - I'll kindly ask you to kindly leave my conservatory and spare me the hassle of calling for my guards. <</speak>>
<<speak "oscar.casual.scorn" >> *He snips a wilting rose from the bush.* Five... <</speak>>
<<speak "lucas.stressed" >> @@.whisper;Er - Quintrell. Let's go.@@ <</speak>>
<<speak "oscar.casual.scorn" >> *And another.* Four... <</speak>>
<<memory "oscar" "botchedEscape">>
<<affinity "oscar" -50>>
<<repute "capable" -8>>
@@.next;[[You (hastily) take your leave.|C1OQ: fail end]]@@
<</switch>><<switch $response>>
<<case "upset">>
<<opinion "oscar" "schemer" -5>>
<<qSpeak "quincy.lookaway" >> You already seemed so upset... <</qSpeak>>
<<speak "oscar.casual.neutralserious" >> ...That you wished to spare me further upset. I see. <</speak>>
<<text>>
He exhales slowly, and the upset upon his face resolves. He affects his usual agreeable countenance.
<</text>>
<<speak "oscar.casual.neutral" >> Thank you for telling me. And for your efforts, even if they did not bear fruit. You may go. <</speak>>
<<case "statue">>
<<qSpeak "quincy.neutral" >> Kaitos suggested we visit the courtyard. But the statue he used to get in once was missing. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> ...The only suitable statue for escape was the last manticore statue left in the garden. I wasn't going to risk its safety. <</qSpeak>>
<<text>>
Oscar's appraising eyes drift past you now and fix on Lucas, who squirms under the attention.
<</text>>
<<set $oscarQuestTemp.toldStatue to true>>
<<speak "oscar.casual.unamused" >> I see. And I wonder who's idea this feat of artistic preservation was? <</speak>>
<<speak "lucas.stressed" >> . . . <</speak>>
<<speak "oscar.casual.neutral" >> *He resolves his upset expression, re-effecting his usual, agreeable countenance.* I see. Thank you for telling me. <</speak>>
<<speak "oscar.casual.wistful" >> Thank you for telling me. And for your efforts, even if they did not bear fruit. You may go. <</speak>>
<<case "didntGo">>
<<affinity "oscar" -5>>
<<qSpeak "quincy.lookaway" >> I didn't get to visit the courtyard. <</qSpeak>>
<<speak "oscar.casual.unamused" >> <i>I see</i>. And that's why you thought fibbing to be the better course of action. <</speak>>
<<speak "oscar.casual.neutralserious" >> You well may have squandered your best opportunity to find me a way out. <</speak>>
<<speak "oscar.casual.unamused" >> *He shakes his head.* Thank you for telling me. You may go now. <</speak>>
<</switch>>
<<text>>
You pause for a moment, just to see if the prince has anything else to say, but he's lifted his scissors and resumed the trimming of his rosebush. His back is to you. This conversation is over.
<</text>>
@@.next;[[You follow Lucas from the conservatory. |C1OQ: fail end]]@@<<set $oscarQuestTemp.totalLoc to 3>>
<<text>>
Thinking it wise to avoid further upset, you omit Kaitos' <<if $oscarQuestTemp.wasParty.contains("dangelo")>> and D'angelo's suggestions.<<else>> suggestion.<</if>>
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.neutral" >> Unfortunately, no. <</qSpeak>>
<<speak "oscar.casual.neutralserious" >> Oh. *He furrows his eyebrows and blinks rapidly.* But Asenath.... I'd have thought... <</speak>>
<<else>>
<<set $oscarQuestTemp.liedOscar to true>>
<<qSpeak "quincy.lookaway" >> *You try to come up with some more eloquent way to deny your companion's escape route ideas... but they all sound too unnatural. Eventually, you settle on:* No. <</qSpeak>>
<<speak "oscar.casual.neutralserious" >> "No". *He noticed the delay in your answer.* I'm to believe you took with you <i>Kaitos Asenath</i>, who has been to this castle many times, and he couldn't conjure up a single idea? <</speak>>
<<speak "lucas.glance" >> It's <i>Asenath.</i> Of course he didn't. <</speak>>
<</if>>
<<speak "lucas.surprised" >> @@.whisper;Wait - how did you know we brought Asenath along? @@<</speak>>
<<include "C1OQ: oscar fail judgement">><<if $oscarQuestTemp.wasParty.contains("dangelo")>>
<<set $oscarQuestTemp.totalLoc to 5>>
<<else>>
<<set $oscarQuestTemp.totalLoc to 4>>
<</if>>
<<qSpeak "quincy.neutral" >> They did... <</qSpeak>>
<<text>>
The crown prince watches you with wide eyes.
<</text>>
<<qSpeak "quincy.lookaway" >> Asenath suggested we visit the courtyard. <</qSpeak>>
<<speak "oscar.casual.surprise" >> And did you? <</speak>>
<<if $oscarQuestTemp.visitedCourtyard>>
<<qSpeak "quincy.neutral" >> Yes. But the statue-- <</qSpeak>>
<<passiveCheck 1 `["emp",8]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<speak "lucas.glance" >> *He glances sidelong at you. The message is clear: "don't implicate me."* <</speak>>
<<qSpeak "quincy.neutral" >> The statue Asenath had entered the courtyard with has since been removed. <</qSpeak>>
<<else>>
<<set $oscarQuestTemp.toldStatue to true>>
<<speak "lucas.glance" >> *He glances sidelong at you.* <</speak>>
<<qSpeak "quincy.neutral" >> The only suitable statue was a manticore, and it would've meant the statue's removal. It was the last in the garden. <</qSpeak>>
<<speak "oscar.casual.realthink" >> Hmm. And I wonder if that was a decision of your own making? <</speak>>
<<speak "lucas.stressed" >> . . . <</speak>>
<</if>>
<<else>>
<<set $oscarQuestTemp.didntCheck += 1>>
<<qSpeak "quincy.lookaway" >> I didn't get the opportunity... <</qSpeak>>
<</if>>
<<speak "oscar.casual.unamused" >> *His voice has grown weary.* I don't suppose there were any others... <</speak>>
<<if $oscarQuestTemp.wasParty.contains("dangelo")>>
<<qSpeak "quincy.tilt" >> D'Angelo had an idea as well. Unfortunately... <<if $oscarQuestTemp.visitedParlor>>the King-Regent paid a visit at that moment and hinted he was to fix that method of escape, too.<<else>><<set $oscarQuestTemp.didntCheck += 1>> *You trail off. You hadn't visited that, either.*<</if>> <</qSpeak>>
<</if>>
<<include "C1OQ: oscar fail judgement">>
<<saveCheck>><<set $response to "absotutelySure">>
<<include "C1OQ: no find exit ins">><<set $oscarQuestTemp.wasParty to []>>
<<if $party.contains("kaitos")>>
<<removeParty "kaitos">>
<<run $oscarQuestTemp.wasParty.push("kaitos")>>
<</if>>
<<if $party.contains("dangelo")>>
<<removeParty "dangelo">>
<<run $oscarQuestTemp.wasParty.push("dangelo")>>
<</if>>
<<if $party.contains("imani")>>
<<removeParty "imani">>
<<run $oscarQuestTemp.wasParty.push("imani")>>
<</if>>
<<if $party.contains("vicky")>>
<<removeParty "vicky">>
<<run $oscarQuestTemp.wasParty.push("vicky")>>
<</if>><p><h2>visited:</h2><p>
<p>
Courtyard? <<checkbox "$oscarQuestTemp.visitedCourtyard" false true autocheck>>
<br>
Hall of Kings? <<checkbox "$oscarQuestTemp.visitedHall" false true autocheck>>
<br>
Oscar's room? <<checkbox "$oscarQuestTemp.visitedRoom" false true autocheck>>
<br>
Dorwynn? <<checkbox "$oscarQuestTemp.visitedGuardson" false true autocheck>>
<br>
Sitting room? <<checkbox "$oscarQuestTemp.visitedSittingRoom" false true autocheck>>
<br>
Alexander's study? <<checkbox "$oscarQuestTemp.visitedParlor" false true autocheck>>
</p>
<p><h2>had the following party members?</h2></p>
<p>
D'Angelo? <<checkbox "$p1" false "dangelo" autocheck>><br>
Kaitos? <<checkbox "$p2" false "kaitos" autocheck>>
</p>
<p>[[Continue. |C1OQ: no find exit]]</p><<set $oscarQuestTemp.placesVisited to 0>>
<<run $party.push($p1, $p2)>>
<<if $oscarQuestTemp.visitedHall>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedRoom>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedParlor>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedCourtyard>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedGuardson>>
<<set $oscarQuestTemp.placesVisited +=1>>
<<set $oscarQuestTemp.guardsonGrade to "best">>
<</if>>
<<if $oscarQuestTemp.visitedSittingRoom>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>><<itemShow>>
<<set $oscarQuestTemp.visitedCourtyard to true>>
<<set $oscarQuestTemp.placesVisited += 1>>
<<location "diademcastle_courtyard.png" "Courtyard - Diadem Castle">>
<<text>>
The courtyard is mercifully private. Aside from the two guards you passed at the entrance, you and your companions have no company save for the errant trilling bird that drifts by on the spring breeze. Kaitos makes no haste as he leads you through the shade of swaying willows and past walls of rustling hedges. He saunters without urgency and stops whenever the whim strikes.
``When he comes to a full halt to sniff a rose on a hedge, Lucas's disapproving snort finally becomes loud enough for him to take note.
<</text>>
<<speak "kaitos.casual.stare" "kaitos">>
Mm? *He quirks an eyebrow, seemingly unclear on the connection between himself and the prince's foul mood.*
<</speak>>
<<speak "lucas.scowl" "lucas">>
Hurry it up, Asenath. We don't have all day.
<</speak>>
<<speak "kaitos.casual.thinking" "kaitos">>
Eh... *Looking thoughtful, he cocks his head to the side as he considers this statement. Eventually, he concludes Lucas has a point.* Guess not.
<</speak>>
<<text>>
With a reluctant sigh, he parts from the flower with a wistful air utterly unbefitting of the situation. The verve is absent from his step from then onward.
<</text>>
@@.next;[[Continue to follow him.|A1OQ: Garden Follow]]@@<<text>>
Much to your chagrin, Kaitos's renewed focus does not lead you swiftly to your destination. The gardens, large and decadent as they are, are not dense or vast enough to lose oneself in, and yet he retreads the same loops coiling the outer walls with a pensive expression as if he were lost in the thick of the North's mountainous timberlands.
``Occasionally, he lets out an uncertain whine like the whimper of an anxious dog. Pitiful as it is, his disregard for urgency has not won him the sympathy of your other comrades: <<if $party.includes("vicky")>>Vicky tallies the number of loops he walks on her fingers<<elseif $party.includes("dangelo")>>D'Angelo raises his brow ever higher as he trods after Kaitos with increasing skepticism<<elseif $party.includes("imani")>>Imani watches him pace with fast-waning patience<</if>>, while his whimpers itch at the prince like poison ivy.
``In an effort to quell the simmering frustration, you decide to ask Kaitos outright:
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
What are you doing?
<</qSpeak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
*He inhales, then exhales.* It's //different// now. I think - I think they moved it around.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
The Hell're you talking about?
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
Who moved what now?
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
Different?
<</speak>>
<</if>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
It should be here. I swear, there was this statue //right// there. *He gestures to a sleek, fluid marble unicorn which towers over the walkway.*
<</speak>>
<<text>>
The unicorn statue is in a rearing pose. There's something... off about the posture. For all the effort put into its carving, it looks unusually unlike the real thing.
<</text>>
<<if $party.includes("vicky")>>
<<speak "vicky.indifferent" "vicky">>
. . .
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.eyeroll" "dangelo">>
. . .
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
. . .
<</speak>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
...I don't understand. Is this not a statue?
<</qSpeak>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
*He flails an arm at the marble beast with frustration.* It's the wrong one!
<</speak>>
<<speak "lucas.neutral" "lucas">>
Incredible. I can't believe you've managed to get lost in an <i>open space</i>. Honestly, it's a wonder you manage to dress yourself in the morning! Utterly hopeless.
<</speak>>
<<speak "kaitos.casual.scoff" "kaitos">>
*Snorting, he places his hands to his hips, standing defiant in Lucas's accusation.* Am not.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Oh please. You don't know anything.
<</speak>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
Hey, man! I know lots of stuff!
<</speak>>
<<speak "lucas.smirk" "lucas">>
Really? Well, go on - let's hear it. Name //one// thing you know. I'll wait.
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
Fencing.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Hah! Don't make me laugh. You can hardly even make the quarter-finals on a good day.
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
Could make 'em more often if I tried.
<</speak>>
<<speak "lucas.scowl" "lucas">>
Oh, sure. And orcs could take flight if //they// tried. You're a useless sybarite; you wouldn't know the first thing about //trying.//
<</speak>>
<<speak "kaitos.casual.sulk" "kaitos">>
@@.whisper;'Least I'm not so silver there's a whole word for it.@@
<</speak>>
<<speak "lucas.scowl" "lucas">>
Excuse me?
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
<<choose>>
[[Kaitos, you need to focus.|C1OQ: Garden What Happened][$oscarQuestTemp.c to "kaitos"]]
[[Lucas, this line of conversation is not productive.|C1OQ: Garden What Happened][$oscarQuestTemp.c to "lucas"]]
<</choose>>
<</qSpeak>><<img 1 "oq_unicornstatue2.png" "A unicorn statue. It prances, surrounded by roses and thorns." `["modeNeutral"]`>>
<<text>>
The figure of a prancing unicorn gleams in the sun. You imagine that the gentle arc of its back and the organic posing of its forelegs would make it a simple climb... the only issue is the tall, thick moat of thorns and roses that circle it.
``Intent on solving the problem in the most straightforward way possible, Kaitos reaches for a branch to pull it aside, only to wince back when he is inevitably pricked by its brambles.
<</text>>
<<speak "kaitos.casual.glance" "kaitos">>
Ouch.
<</speak>>
<<text>>
He holds his injured hand to his face and inspects it. His brows lower as he watches the tiny bead of scarlet well from the wound, barely visible underneath the white hide of his gloves.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[I'm not sure what you thought would happen.|C1OQ: Garden Statue 1 Cont]]
[[You should get that cleaned.|C1OQ: Garden Statue 1 Clean]]
<</choose>>
<</qSpeak>><<text>>
A thought nags at your mind.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
You should clean that wound.
<</qSpeak>>
<<speak "kaitos.casual.neutral" "kaitos">>
*He shakes his head.* Just a prick.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
The initial injury itself is irrelevant. The real concern is rose gardener's disease.
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<text>>
You hear D'Angelo snort, but you are unsure why.
<</text>>
<</if>>
<<if $oscarQuestTemp.kaitosMad == true>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
What're you talking about?
<</speak>>
<<else>>
<<speak "kaitos.casual.glance" "kaitos">>
...Huh?
<</speak>>
<</if>>
<<qSpeak "quincy.lookaway" "quincy">>
It's a condition spread through brambles. It begins as a series of painless lesions, which grow and eventually ulcertate. It's quite unpleasant.
<</qSpeak>>
<<if $oscarQuestTemp.kaitosMad == true>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
Oh, come on. That's not a real thing. *He pauses, furrowing his brows further.* Is that a real thing?
<</speak>>
<<set _dangelStart to "Is so a real thing!">>
<<else>>
<<speak "kaitos.casual.scoff" "kaitos">>
Oh, come on. No way.
<</speak>>
<<set _dangelStart to "Nah man, it's true!">>
<</if>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutral" "dangelo">>
_dangelStart It's got "rose" in the name, but really it's any plant that's got thorns. Every green conductor who works with butcher bramble's gotta look out for rose gardener's disease. It can mess you up bad - I've seen it up close. Super gross!
<</speak>>
<<text>>
Your initial concern was genuine, but it appears you've unintentionally created an opportunity for D'Angelo to strike. His eyes sparkle with the glee of bearing bad news.
``Unnerved by this new knowledge, Kaitos clutches his hand to his chest. He opens and closes his mouth a few times, unsure of how much credibility to give the concept. Eventually, he opts to dismiss it.
<</text>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
You're making stuff up.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Nope! And the worst part? It can take weeks to know if you got it. Months, sometimes!
<</speak>>
<<speak "kaitos.casual.frighten" "kaitos">>
Shut up, man. Stop talking.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Oh - and it's not the thorns that cause it. @@.singsong;These days, white practitioners are saying it's a mushroom on the thorns that gets into your skin.@@
<</speak>>
<<speak "kaitos.casual.frighten" "kaitos">>
@@.stutter;Noo... stop.@@
<</speak>>
<<text>>
Lucas, who has spent the past few minutes rolling his eyes and crossing and recrossing his arms, lets out an audible scoff.
<</text>>
<<speak "lucas.scowl" "lucas">>
Oh, come now. Gardener's disease is //not// that common. //I'd think I'd know if it was.// *He flicks his hand to his surroundings - the garden his family has cultivated for generations.*
<</speak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
It's a concern for nobles in the military who regularly work with butcher bramble, but it can can be contracted through the thorns of any thorny plant. Hence the name.
<</qSpeak>>
<<speak "kaitos.casual.surprised" "kaitos">>
. . .
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
Did he tell you that?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
If you mean D'Angelo, then yes.
<</qSpeak>>
<<speak "kaitos.casual.glance" "kaitos">>
And - you're sure he's telling, like, the truth?
<</speak>>
<<if $party.includes("vicky")>>
<<text>>
Before you can give a proper answer, Vicky interjects, drawn to Kaitos's distress like a wolf to the wails of an injured deer.
<</text>>
<<speak "vicky.cackle" "vicky">>
Oh, //it's real, alright!// I've seen the boils. Nasty business, especially once they //pop.//
<</speak>>
<<speak "kaitos.casual.frighten" "kaitos">>
@@.stutter;Pop?!@@
<</speak>>
<<speak "vicky.smirk" "vicky">>
Pop.
<</speak>>
<<text>>
She is merely describing the symptoms as they are, but the manner in which she bares her teeth makes it clear she relishes the thrill of disturbing the undisturbed.
``Kaitos's eyes drift from her, then to you, then finally to Lucas in hopes that someone will clarify or dispute the knowledge with which he was just burdened. To his surprise - and yours - it is Lucas who steps in to assuage his fears.
<</text>>
<<speak "lucas.scowl" "lucas">>
Oh, come now. Gardener's disease is //not// that common. //I'd think I'd know if it was.// *He flicks his hand to his surroundings - the garden his family has cultivated for generations.*
<</speak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
I understand your apprehension towards my source, but yes - rose gardener's disease is a documented condition.
<</qSpeak>>
<<speak "kaitos.casual.thinkinghard" "kaitos">>
*His expression grows grim. He stares at his hand, haunted.* How come - how come I never heard of it before?
<</speak>>
<<speak "lucas.scowl" "lucas">>
Because it's simply not that common. //I'd think I'd know if it was.// *He flicks his hand to his surroundings - the garden his family has cultivated for generations.*
<</speak>>
<</if>>
<</if>>
<<speak "kaitos.casual.doleful" "kaitos">>
Oh.
<</speak>>
<<speak "lucas.neutral" "lucas">>
Now that we've cleared that up, can we //please// move on? Forgive me if lesions and boils aren't my favorite topic of conversation.
<</speak>>
<<include "C1OQ: Garden Statue Hub">><<qSpeak "quincy.neutral" "quincy">>
I'm not sure what you thought would happen.
<</qSpeak>>
<<speak "kaitos.casual.neutral" "kaitos">>
*He gives you a shrug of his shoulders, though he doesn't look up from his hand.*
<</speak>>
<<speak "lucas.neutral" "lucas">>
That's the thing, Quintrell: Asenath doesn't think.
<</speak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Do too. *He studies his fingertip. His expression grows pensive.*
<</speak>>
<<speak "lucas.neutral" "lucas">>
Really, now. Care to share with the rest of us?
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
No...?
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
How convenient.
<</speak>>
<<text>>
Something flickers in Kaitos's expression, but it passes quickly. He lets his hands drop to his side and returns to present matters.
<</text>>
<<speak "kaitos.casual.thinkinghard" "kaitos">>
I don't think Oscar can use this one.
<</speak>>
<<passiveGate 1 `["emp",8]`>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<</if>>
<<speak "lucas.glasses" "lucas">> . . . <<if setup.gatePass(1)>>
*He narrows his eyes at Kaitos, watching him as if searching for something.*<<else>>*He narrows his eyes, reluctant to return to the topic of his brother once again.*<</if>>
<</speak>>
<<speak "lucas.thinking" "lucas">>
...No, I imagine not. There doesn't seem to be much room between bushes, and simply cutting a path through them would be far too conspicuous.
<</speak>>
<<text>>
It seems the pair have given up without your input. <<if $party.includes("dangelo")>>This vexes D'Angelo.<</if>>
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.eyeroll">> Seriously? You're letting a few little thorns stop you? You know, green meur could move these real easy. I could do it all subtle - no one would even know! <</speak>>
<<speak "lucas.scowl" "lucas">>
Alright, then. Move them.
<</speak>>
<<speak "dangelo.silly">> Sure thing! <</speak>>
<<speak "dangelo.surprised">> *He reaches for his jawbone scythe, only to find it is not on his person.* <sup>...Oh yeah... left it at camp...</sup> <</speak>>
<<speak "kaitos.casual.disgruntled">> Oh, //come on//, man! <</speak>>
<<speak "dangelo.smilenervous">> Look, man, it's heavy! When I bring it indoors I always break something. I wasn't expecting to do any conducting today!<</speak>>
<<text>>
So much for that idea.
<</text>>
<</if>>
<<include "C1OQ: Garden Statue Hub">><<img 1 "oq_manticorestatue.png" "A manticore statue, surrounded by a low hedge." >>
<<text>>
The marble manticore crouches imposingly. With its forelimbs lowered in a permanent bow and its tail poised to strike, you imagine it would make for a reasonable climb - if only it were a foot closer to the courtyard's wall. You are about to dismiss the manticore as a candidate for Oscar's escape entirely when you hear Kaitos make a noise of discovery.
<</text>>
<<speak "kaitos.casual.surprised" "kaitos">>
Woah. *At first, you assume he's merely remarking upon the statue, but then he clarifies.* He moves.
<</speak>>
<<text>>
To your surprise, he is correct. As he leans his weight against the manticore, the dirt around its pedestal shifts ever so slightly; the statue is not affixed to the ground. While far too heavy for a lone man to move on his own, it's not impossible that a combined effort could move it close enough to the wall for Oscar's use.
<</text>>
<<speak "lucas.scowl" "lucas">>
Don't even think about it.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Hm?
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
They already took the other manticore statue down during Asenath's little getaway. This is the last one left. I don't want you //or// Oscar risking its safety.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[Why not?|C1OQ: Garden Statue 2 Discuss][$oscarQuestTemp.c to "why"]]
[[It's only a statue.|C1OQ: Garden Statue 2 Discuss][$oscarQuestTemp.c to "only"]]
<</choose>>
<</qSpeak>><<set _imaniHere to "">>
<<if $oscarQuestTemp.c == "why">>
<<text>>
The prince is prone to these bouts of pedantry when equal representation of the Andimeur family crest is concerned, yet Lucas's words give you pause. Perhaps there's something you're missing here - some sentimental meaning to the manticore statues held only by Lucas.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Is there some significance to this matter that I am unaware of?
<</qSpeak>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
It's not about the statue. It's about what it represents.
<</speak>>
<<set _imaniHere to "Precisely. ">><</if>>
<<else>>
<<text>>
You're well aware that the prince is prone to these bouts of pedantry when equal representation of the Andimeur family crest is concerned. At times - and by his own admission - he loses perspective. Gently, you remind him of this.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
It's only a statue.
<</qSpeak>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
It's more than that. It's a symbol.
<</speak>>
<<set _imaniHere to "Precisely. ">><</if>>
<</if>>
<<speak "lucas.annoyed" "lucas">>
<<print _imaniHere>>It's the principle of the thing! If I see //one more// manticore in the castle replaced with one of those one-horned goats I'm going to lose my mind. They're meant to be //equals.//
<</speak>>
<<speak "kaitos.casual.neutral" "kaitos">>
Well... technically... it's not //in// the castle, it's outside.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
No. Everything //inside the outer walls// is //in// the castle. The gardens, the barracks, the cathedral, the keep - they're all "in" the castle, because a castle is a //collection// of //combined// structures.
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
But it's outside...?
<</speak>>
<<speak "lucas.annoyed" "lucas">>
Ugh. You're hopeless.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[If you'd rather I leave the statue be, I'll leave it be.|C1OQ: Garden Statue 2 Leave]]
[[Sorry, Lucas. We're moving the statue.|C1OQ: Garden Statue 2 Move]]
<</choose>>
<</qSpeak>><<affinity "lucas" 5>>
<<affinity "kaitos" -5>>
<<text>>
It's an inconsequential struggle and one you cannot imagine caring about, but you grasp the theory of the conflict enough to respect it.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I understand the symbolism of the matter. I'll leave it be.
<</qSpeak>>
<<speak "lucas.annoyed" "lucas">>
I swear, nobody understands-
<</speak>>
<<speak "lucas.glance" "lucas">>
*He catches himself, realizing that you are not fighting him. He clears his throat and squares his shoulders.* Oh. Alright.
<</speak>>
<<text>>
Kaitos, meanwhile, rolls his eyes and groans in mourning for the opportunity. He flops against the manticore's wing like a dejected carcass and remains hanging there until the rest of you move on.
<</text>>
<<include "C1OQ: Garden Statue Hub">><<affinity "lucas" -5>>
<<text>>While you can parse his argument, you can't bring yourself to value talk of symbols over the more tangible matter at hand.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Apologies, Lucas, but I'm afraid procuring Oscar's escape takes priority over the integrity of a single statue.
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
Fine. Whatever.
<</speak>>
<<passiveGate 1 `["emp",8]`>>
<<skillGate 1>>
<<text>>
Noting Lucas's discontentment, Kaitos shakes his head. His face takes on an expression that's difficult to parse. <<if setup.gatePass(1)>>It is, by all accounts, a smile... but not the usual smile the viscount wears. There is another sentiment there - something like fondness?<<else>> It is, by all accounts, a smile, but your intuition urges you to look for hidden meaning. Mockery, perhaps?<</if>>
<</text>>
<<speak "kaitos.casual.smile" "kaitos">>
Don't worry about it. Statue'll only get taken down if he gets caught. He won't get caught.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
I said it was fine! I don't care!
<</speak>>
<<speak "kaitos.casual.thinking" "kaitos">>
If you say so...
<</speak>>
@@.next;[[Push.|C1OQ: Garden Statue 2 Push]]@@<<set $oscarQuestTemp.gardenExitFound to true>>
<<text>>
You usher <<not "kaitos">> over to the statue and the three of you distribute yourselves along its side in preparation of moving it. Following a brief count of three, you heave your collective weight against the massive stone animal.
``<<if setup.hasTrait("moleman")>>It is a grueling task for only three people, but you expected nothing less from the majesty of solid marble. A statue like this could easily take the strength of thirty men or more to move in earnest; you count yourself lucky that you need only move it a foot from its original place. The fact the three of you are capable of moving it at all - of triumphing over solid stone - prompts a flutter of exhilaration in your core. Kaitos's strained gasps hardly even register to your ears.
<<else>>It is a grueling task for only three people; you can only imagine the manpower it must have taken to move it to the gardens in the first place. You suspect you are not the only person suffering; Kaitos huffs and heaves, caught between breathlessness and a stubborn refusal to be the first person to falter. <<if $party.includes("imani")>>Imani fares better, but only just.<</if>>
<</if>>
<</text>>
<<speak "kaitos.casual.neutral" "kaitos">>
That - *huff.* - do it? *He can barely speak. Whatever means through which the viscount earned his muscular frame, you can tell it wasn't physical labor.*
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.indifferent" "vicky">>
*Wheeze.* Don't care. Calling it done.
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.yeesh" "dangelo">>
I - *huff.* - think so. Right? Oof...
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.lookaway" "imani">>
*She wipes the sweat from her brow and straightens her posture. With great effort, she manages to breathe deep enough to speak.* I would think so.
<</speak>><</if>>
<<text>>
The manticore's tail now curls a comfortable distance from the top of the courtyard's front wall. You would think - or at least hope - that someone scaling the statue could get from tail to wall with ease.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
*huff* Yes. That should do it.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Wonderful. Now let's hope no one notices the tracks you left when you decided //moving a giant marble art piece// was a subtle means of escape.
<</speak>>
<<text>>
Your gut sinks at his comment. Your eyes fall to the ground, where you see the trailing groove of the statue's path cut into the soil. It isn't as blatant as you feared, but it's notable.
<</text>>
<<speak "kaitos.casual.glance" "kaitos">>
The - *wheeze* - the little hedge in front. Hedge will hide it. Don't think anyone'll notice... for a bit, anyway.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Well, let's hope. @@.lilt;For Oscar's sake.@@
<</speak>>
<<switch setup.taskStatus("A1oscarQuest","investigate")>>
<<case true>>
<<text>>You've found another exit for Oscar. He should be pleased.<</text>>
<<default>>
<<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:true}]`>>
<</switch>>
@@.next;[[Continue.|C1OQ: Garden Statues Done]]@@<<img 1 "oq_unicornstatue3.png" "A unicorn statue. This one is at rest." `["modeNeutral"]`>>
<<text>>
The form of a laying unicorn relaxes amongst the flowerbed. Even at a glance, it is clear the statue would not have height enough for you to make the leap onto the courtyard wall, much less a smaller man like Oscar.
``Kaitos, however, feels the need toe around the flowers and step up onto the creature's back before he realizes this himself.
<</text>>
<<include "C1OQ: Garden Statue Hub">><<img 1 "oq_unicornstatue4.png" "A unicorn statue. It rears on its hind legs." `["modeNeutral"]`>>
<<text>>
Balanced in a precarious rear, it is a wonder how the marble unicorn's slender limbs support its own weight at all. Its delicate tangle of hooves hardly connects to the pedestal beneath. It is an admirable piece of art in that sense, exhibiting all the paradoxical weight and fragility of an equine.
``Kaitos approaches the statue with a sense of caution, as if he were worried it might spook like a live horse. He looks it over a number of times, hoping that each additional assessment might give him more confidence than the last.
<</text>>
<<speak "kaitos.casual.glance" "kaitos">>
...I don't think this one'll work.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Eh. The back looks okay. Looks climbable. I could climb that!
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
The legs, though...
<</speak>>
<<speak "vicky.think" "vicky">>
It stands, doesn't it? How strong's marble?
<</speak>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.neutral" "quincy">>
Marble is a soft and porous stone. It's heavy, but it's liable to chip and crack under pressure. Statues such as these push the limitations of its ability to stand up to the strain of gravity.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
It's not as strong as you might think. If anything, its integrity is too often overestimated.
<</qSpeak>>
<</if>>
<<speak "vicky.neutral" "vicky">>
Guess I shoulda known you'd know that.
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
Yeah, look at those legs. Hard to believe it stands at all. Unless marble's a lot stronger than I'm thinking...
<</speak>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.neutral" "quincy">>
No. Marble is a soft and porous stone. It's heavy, but it's liable to chip and crack under pressure. Statues such as these push the limitations of its ability to stand up to the strain of gravity.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
No. If anything, its integrity is too often overestimated.
<</qSpeak>>
<</if>>
<<speak "dangelo.neutral" "dangelo">>
Well, you're the expert, Inspector. I'll take your word for it.
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.furrow" "imani">>
No. I wouldn't trust marble that thin to hold the weight of a grown man. Too many men have died that way.
<</speak>>
<<speak "lucas.surprised" "lucas">>
...Pardon?
<</speak>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.neutral" "quincy">>
Marble is a soft and porous stone. It's heavy, but it's liable to chip and crack under pressure. Current evidence suggests the mine collapse in east Kagthur was triggered by strain on a lode of marble.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
The mine collapse in east Kagthur - current evidence suggests it was triggered by strain on a lode of marble.
<</qSpeak>>
<</if>>
<<speak "lucas.glance" "lucas">>
...O-oh.
<</speak>>
<</if>>
<<text>>
Kaitos sighs. Resting his head on the back of the stone unicorn, he traces the edges of its mane with a finger.
<</text>>
<<include "C1OQ: Garden Statue Hub">><<if visited("C1OQ: Garden Statue 2") && visited("C1OQ: Garden Statue 1") && visited("C1OQ: Garden Statue 3") && visited("C1OQ: Garden Statue 4")>>
@@.next;[[Continue.|C1OQ: Garden Statues Done]]@@
<<else>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions[[Check the first statue.|C1OQ: Garden Statue 1]]>>
<<if visited("C1OQ: Garden Statue 1") && visited("C1OQ: Garden Statue 3") && visited("C1OQ: Garden Statue 4")>>
[[But there's one more statue...|C1OQ: Garden Statue 2]]
<</if>>
<<actions [[Check the second statue.|C1OQ: Garden Statue 3]]>>
<<actions [[Check the third statue.|C1OQ: Garden Statue 4]]>>
<</choose>>
<</qSpeak>>
<</if>><<if $oscarQuestTemp.gardenExitFound>>
<<text>>
As you make your way to the garden's exit, grief sets in for Lucas.
<</text>>
<<speak "lucas.glance" "lucas">>
You know, I'm going to miss that manticore...
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
Manticore's fine, man. No need to have kittens over something that hasn't happened. *He looks to you.* Right?
<</speak>>
<<if $party.includes("imani")>>
<<text>>
It isn't often that someone other than Lucas prompts you to agree with them - //especially// not //in disagreement with Lucas.// You realize you haven't a procedure for such an event, and so you can only bring yourself to awkwardly stare back and say nothing. Thankfully, neither take note of your reluctance to comment, though you swear you feel Imani's eyes on the back of your neck.
``A part of you wonders what her interest might be.
<</text>>
<<else>>
<<text>>
It isn't often that someone other than Lucas prompts you to agree with them - //especially// not //in disagreement with Lucas.// You realize you haven't a procedure for such an event, and so you can only bring yourself to awkwardly stare back and say nothing. Thankfully, no one takes note of your reluctance to comment.
<</text>>
<</if>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.laugh" "dangelo">>
Aw, you know asking THIS GUY not to worry is like asking a dog not to dance. I mean come on - he's twenty-two and gray already!
<</speak>>
<<speak "kaitos.casual.thinking" "kaitos">>
True...
<</speak>>
<<speak "lucas.scowl" "lucas">>
No, it isn't. It really isn't.
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.indifferent" "vicky">>
It's just a rock.
<</speak>>
<</if>>
<<else>>
<<text>>
Having exhausted every statue of size by the wall, you're left with no other options than to abandon your search in the garden.
<</text>>
<<speak "lucas.neutral" "lucas">>
Well, that was a waste of time. *His tone is almost gloating.*
<</speak>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
'Least it's a nice day. Sun. Birds. *The viscount's tone, however, is sour.*
<</speak>>
<</if>>
<<itemRemove "courtyardNote">>
<<include "C1OQ: hallreturn">><<if $oscarQuestTemp.c == "lucas">>
<<affinity "lucas" -3>>
<<text>>
While you understand his frustration with Kaitos's disorganization and opaque manner of speech, you're well aware that the prince's habit of letting disagreements take a life of their own is only prolonging your search.
<</text>>
<<qSpeak "quincy.furrow" "quincy">>
We're straying from the point, Lucas.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
Really. And what point is that? I'm not seeing one.
<</speak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
I already said, we're looking for //a statue!// You can climb it and get over the wall. Not that hard.
<</speak>>
<<speak "lucas.scowl" "lucas">>
You didn't say that -
<</speak>>
<<elseif $oscarQuestTemp.c == "kaitos">>
<<affinity "kaitos" -3>>
<<text>>
Kaitos's bickering with Lucas has derailed whatever train of thought he might've had. Without help, you fear he'll never recall why he suggested this place.
<</text>>
<<qSpeak "quincy.furrow" "quincy">>
Remember why we're here, Viscount Asenath.
<</qSpeak>>
<<speak "kaitos.casual.scoff" "kaitos">>
*Rolling his eyes, he utters a wordless sound of discontentment.*
<</speak>>
<<speak "lucas.scowl" "lucas">>
Yes, Asenath. //Why is it// that we are here?
<</speak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Ughh... There's a statue you can climb to get over the wall.
<</speak>>
<</if>>
<<speak "lucas.surprised" "lucas">>
Hold on. //You// climbed a statue? //That was YOU?//
<</speak>>
<<speak "kaitos.casual.surprised" "kaitos">>
What was me? Whaddyou mean?
<</speak>>
<<speak "lucas.annoyed" "lucas">>
//An interloper breaks into the gardens, hurls a stone through the priceless stained glass window in the crown prince's bedroom, and then disappears over the wall and into the night...// you sent the entire castle into hysterics, you dolt! They were fretting for weeks about a "threat against the crown!"
<</speak>>
<<text>>
For a brief moment, the viscount's eyes hold a rare glint of self-consciousness. The seldom-felt feeling is so uncomfortable for him to bear that he breaks his gaze and drops his eyes to the ground.
<</text>>
<<speak "kaitos.casual.sulk" "kaitos">>
Was just trying to let Oscar know I was there...
<</speak>>
<<speak "lucas.annoyed" "lucas">>
*The prince pinches the bridge of his nose and snorts in frustration.* <b>WELL!</b> With that timeframe in mind, then - yes. There //was// another statue here prior to the incident. One of the guards caught sight of you clambering over it and so Father had it replaced with something less climbable.
<</speak>>
<<text>>
Now that he's said it, the marble unicorn's back strikes you as unusually smooth and vertical, its posture notably precarious for a statue of its size. Even if one managed to eke out a foothold, the statue's ability to hold the weight of a grown man is dubious.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Hm.
<</qSpeak>>
<<if $party.includes("vicky")>>
<<speak "vicky.unimpressed" "vicky">>
So this is a waste of time.
<</speak>>
<<elseif $party.includes("dangelo")>>
<<speak "dangelo.eyeroll" "dangelo">>
Guess that's one less escape route for Princey.
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
Then we've met a dead end.
<</speak>>
<</if>>
<<qSpeak "quincy.tilt" "quincy">>
Not necessarily. They removed the offending statue, yes - but did they replace //every// statue that could be scaled? I seem to recall seeing several other large statues by the wall...
<</qSpeak>>
<<speak "lucas.annoyed" "lucas">>
No. They only replaced the one.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Well then. We'll evaluate the others and see what we can find.
<</qSpeak>>
<<include "C1OQ: Garden Statue Hub">><<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.neutral" >> I thought to search your bedchamber. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I, ah... thought to search your bedchamber. <</qSpeak>>
<</if>>
<<speak "oscar.casual.indignant" >> What?! Why ever for? *He clasps his hand to his face.* <</speak>>
<<speak "lucas.stressed" >> I <i>told</i> him not to. I had nothing to do with this. <</speak>>
<<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.neutral" >> When you inhabit the same quarters every day, you stop noticing certain details about the environment. An overfamiliarity. I had a theory there might be a means of escape you've overlooked. Something in plain sight. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> When you inhabit the same quarters every day, you stop noticing certain details about the environment... <</qSpeak>>
<</if>>
<<speak "oscar.casual.surprise" >> *He struggles to speak-- perhaps unsure what to even say. His eyes blink rapidly.* <</speak>>
<<speak "oscar.casual.indignant" >> But - well, //did you// -- ? <</speak>>
<<if $oscarQuestTemp.foundRoomEscape>>
<<opinion "oscar" "schemer" 7>>
<<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.neutral" >> Yes. In your bathing room. There's a metal panel in the wall - a dumbwaiter. It terminates to the outside. Considering the orientation of your room, it must exit to the front garden. <</qSpeak>>
<<else>>
<<qSpeak "quincy.surprised" >> <b>Yes!</b> *That was louder than you expected. You adjust your volume.* Yes. In your bathing room. There's a metal panel in the wall - a dumbwaiter. It terminates to the outside. Considering the orientation of your room, it must exit to the front garden. <</qSpeak>>
<</if>>
<<speak "oscar.casual.surprise" >> The what? I'd never... <</speak>>
<<speak "oscar.casual.unamused" >> How unorthodox. <</speak>>
<<speak "oscar.casual.neutralserious" >> I can't say I appreciate you entering my quarters. It's-- <</speak>>
<<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.neutral" >> Private. So I've been told no less than three times. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Private. I know. <</qSpeak>>
<</if>>
<<speak "oscar.casual.unamused" >> I was going to say //"most inappropriate."// <</speak>>
<<speak "oscar.casual.neutral" >> *The corner of his mouth twitches.* I really ought to be cross with you, but an exit within my <i>own quarters</i> is as convenient of one as I could hope for. <</speak>>
<<speak "lucas.stressed" >> *He huffs a sigh of relief.* <</speak>>
<<speak "oscar.casual.neutralserious" >> I hope you are true to your word and did no sort of inappropriate snooping. And if you did - I'd rather you didn't tell me. I prefer to maintain the illusion that my personal matters are personal. <</speak>>
<<speak "oscar.casual.unamused" >> I trust that is all...? <</speak>>
<<elseif $oscarQuestTemp.enteredOscarRoom>>
<<opinion "oscar" "schemer" -5>>
<<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.neutral" >> I found nothing. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> Er... well, no. I did look-- <</qSpeak>>
<</if>>
<<speak "oscar.casual.unamused" >> *He rubs the sides of his face.* Of course there is no escape from my own room. You think I haven't checked? <</speak>>
<<speak "oscar.casual.neutralserious" >> Frankly, I'm... well, I feel invaded. I'd excuse you right this instance from my conservatory had you not just done something very nice for me. That's just -- *he sighs.* <</speak>>
<<speak "oscar.casual.unamused" >> What's done is done. Let's speak of this no more. I hope you are true to your word and only searched for an exit, rather than doing any sort of inappropriate snooping. And if you did - I'd rather you didn't tell me. I prefer to maintain the illusion that my personal matters are indeed private. <</speak>>
<<text>>
The disappointment in his tone is palpable. It sits uncomfortably with you, and you instinctively take your hat off and hold it to your chest.
<</text>>
<<else>>
<<opinion "oscar" "schemer" -3>>
<<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.furrow" >> I wasn't even able to get in and confirm my suspicions. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >> I wasn't even able to get in and confirm my suspicions. <</qSpeak>>
<</if>>
<<speak "oscar.casual.surprise" >> What? It wasn't locked to my knowledge. <</speak>>
<<speak "lucas.glance" >> Asenath stopped him. <<if $oscarQuestTemp.kaitosMad>>They had a rather pathetic squabble outside your door. <</if>> <</speak>>
<<speak "oscar.casual.neutral" >> Oh. *The edges of his mouth twitch upwards.* <</speak>>
<<speak "oscar.casual.unamused" >> It seems I'm lucky the Left Hand had some sense of decency. <</speak>>
<<speak "oscar.casual.neutralserious" >> ...I shan't be mad at you, Quintrell, not when you've done me such a great favor. And I do appreciate your honesty. But people's quarters are-- <</speak>>
<<if setup.hasTrait ("shameless")>>
<<qSpeak "quincy.neutral" >> Private. So I've been told no less than three times. <</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" >> Private. I know. <</qSpeak>>
<</if>>
<<speak "oscar.casual.unamused" >> Let's put this behind us, shall we? <</speak>>
<</if>>
<<include "C1OQ: yes return judgement">><<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.surprised">> Oh. I just thought I'd- but we already discussed that one. Excuse me for getting a bit muddled. <</qSpeak>>
<<speak "oscar.casual.happy">> No harm done. This castle has many rooms! <</speak>>
<<speak "oscar.casual.neutral">> Is that all? <</speak>>
<<else>>
<<affinity "oscar" -5 >>
<<qSpeak "quincy.lookaway" >> No. It was- nothing. <</qSpeak>>
<<text>>
Oscar is silent for several moments, his dark unreadable eyes searching your face.
<</text>>
<<speak "oscar.casual.unamused" >> Nothing? *Clear Disbelief. He looks towards Lucas.* Do you know anything about this? <</speak>>
<<speak "lucas.stressed" >> *He averts his gaze.* <</speak>>
<<speak "oscar.casual.wistful" >> I wish I knew what you feel compelled to omit, but I'm in no place to demand anything of you. Not when you've just done me a great favor. <</speak>>
<</if>>
<<include "C1OQ: yes return judgement">><<text>>
You haven't any idea how to find the High Sybil, but this is not a problem as Lucas seems to know exactly where to look. Weaving your way back through the castle's halls, he leads you to a small room adjacent to the conservatory. Without giving it so much as a knock, he grabs the handle and throws the door open, revealing the High Sybil sitting alone with a book.
<</text>>
<<speak "ancha.casual.surprised">> Lucas! My darling boy! Fancy seeing you here.<</speak>>
<<speak "lucas.eyeroll">> *He echoes her words in a mocking tone:* @@.lilt;"Fancy seeing you here."@@ Please. Spare the feigned innocence. You know we're up to something, and I know you know we're up to something.<</speak>>
<<text>>
The High Sybil sets the book - //"The Gentleman's Guide to Archery: Maintenance and Repair"// - down in her lap. With a languid wave of the hand, she confirms Lucas's suspicions and accepts his terms.
<</text>>
<<speak "ancha.casual.giggle">> As you wish. I love you, Lucas.<</speak>>
<<speak "lucas.flustered">> //Whatever.// Look - you don't need to go spying on us. We were only doing your job for you.<</speak>>
<<speak "ancha.casual.tiltCig">> //Oh?// Whatever do you mean? <</speak>>
<<qSpeak "quincy.neutral">> I am going to be honest: Prince Oscar asked that I help him find some means of escape, and I accepted. I found <<if $oscarQuestTemp.exitsFound > 1>>several avenues which he could use<<else>>one possible method he might use<</if>>. However, on further review, I... decided it would be better for Vestur if he did not have this information. <</qSpeak>>
<<speak "ancha.casual.surprised">> Oh. Well, then! What did you find? <</speak>>
<<if $oscarQuestTemp.exitsFound == 1>>
<<if $oscarQuestTemp.foundRoomEscape>>
<<qSpeak "quincy.lookaway">> Ah... there was an old disused dumbwaiter in his room. I think, with enough tenacity, a man of his size might use it to escape.<</qSpeak>>
<<speak "ancha.casual.incredulous">> Goodness! //You searched his room?// I'm shocked that he allow such a thing!<</speak>>
<<qSpeak "quincy.tilt">> . . .<</qSpeak>>
<<speak "ancha.casual.tiltCig">> Oh. //I see.//<</speak>>
<<elseif $oscarQuestTemp.successGuardson>>
<<qSpeak "quincy.neutral">> We may have... created a circumstance in which //Guard Dorwynn// was assigned to guard the Prince.<</qSpeak>>
<<speak "ancha.casual.eyebrow">> "Created a circumstance," hmm? <</speak>>
<<qSpeak "quincy.lookaway">> ...Yes.<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> There's a manticore statue in the garden that I believe might be scaled. *You decide to omit your contributions to its use as a potential exit.* <</qSpeak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> <<if $oscarQuestTemp.gardenExitFound>>A statue of a manticore in the garden which might be scaled.<</if>><<if $oscarQuestTemp.successGuardson>> A lenient guard who agreed to look the other way for a price.<</if>><<if $oscarQuestTemp.foundRoomEscape>> An old, disused dumbwaiter in his room.<</if>> <</qSpeak>>
<<if $oscarQuestTemp.foundRoomEscape>>
<<speak "ancha.casual.incredulous">> Goodness! //You searched his room?// I'm shocked that he allow such a thing!<</speak>>
<<qSpeak "quincy.tilt">> . . .<</qSpeak>>
<<speak "ancha.casual.tiltCig">> Oh. //I see.//<</speak>>
<</if>>
<</if>>
<<speak "ancha.casual.smug">> Well, thank you for making my work easier. I do appreciate it; it takes everything I have to keep up with the nonsense of youth at my age...<</speak>>
<<text>>
//"At her age,"// she says, as if she were so old as to be decrepit. She couldn't be. She simply does not look it. But then again - what age //does// she look? The more you study the High Sybil's features, the less confident you become in your ability to judge, and the more eerie she appears. Creased skin clings too taught on a body that does not move as if it were old. Subtle lines frame eyes that appear new, and neither feature feels as if it should belong to a woman over sixty. The trappings of age edge features so youthful they border on uncanny.
``All at once, she becomes unpleasant to behold. You look away.
<</text>>
<<speak "ancha.casual.curious">> *Her voice breaks you free from your thoughts.* I've a question for you boys. This was... Lucas's decision, was it not? <</speak>>
<<qSpeak "quincy.furrow">> No. It was mine, as I said.<</qSpeak>>
<<speak "lucas.eyeroll">> *Lucas snorts.* Is it really hard to believe? <</speak>>
<<speak "ancha.casual.tiltCig">> I was only making sure I had heard correctly. You //know// I'm not well acquainted with Duke Barghur, dear. I'm still learning what he's like. <</speak>>
<<text>>
The High Sybil reclines in her chair. She draws a breath from her cigarette, eyeing you with keen interest. Her gaze is evaluatory; piercing; unnerving. A plume of pale smoke leaves her lips.
``What she says next is even less comfortable than the scrutiny of her gaze.
<</text>>
<<speak "ancha.casual.curious">> Your Grace. You should join me for //morning sacraments!// <</speak>>
<<qSpeak "quincy.surprised">> I'm not a Cerostian.<</qSpeak>>
<<speak "ancha.casual.tilt">> No need to worry, dear; Saint Alistair's Basilica welcomes all. <</speak>>
<<text>>
//That's not the problem,// you think. You do not wish to "welcomed" by any faith. The very idea repulses you. You dearly wish to say this, but even you know better than to disparage faith before the High Sybil of the Church of Ceros. You must end this line of conversation - //and fast.//
``//What is the fastest possible way you might end such a topic?//
<</text>>
<<qSpeak "quincy.surprised">> Alright.<</qSpeak>>
<<text>>
Lucas's eyes bulge behind the frames of his glasses. This is your first cue that you have answered //horribly wrong.// You will the words to crawl back down your throat, but they do not.
<</text>>
<<speak "ancha.casual.pray">> Oh, wonderful! *She clasps her hands together.* I //do// look forward to seeing you there!<</speak>>
<<text>>
What have you gotten yourself into?
<</text>>
<<questNewTask "A1oscarQuest" `[{id: "grandmaMeet", text:"Attend service at Saint Alistair's Basilica in Diadem.", loc:"diadem"}]`>>
<<set _exitsCapable to ($oscarQuestTemp.exitsFound * 2)>>
<<repute "capable" _exitsCapable>>
@@.next;[[Return to map.|C1: map]]@@<<location "sittingroom_alexander.png" "Guest Sitting Room - Diadem Castle">>
<<text>>
Some animate upon your long-awaited return, but most of your companions lay listlessly about on various pieces of furniture. They must've been quite bored in your absence; there are a lot of lolling heads.
``It takes only a few minutes to relay your findings. Slowly, they speak up one by one.
<</text>>
<<qSpeak "quincy.neutral" >> Lucas would prefer I don't deliver my findings to Oscar. <</qSpeak>>
<<speak "vicky.neutralserious" >> So? Do it or don't do it. <i>I would just finish what I started</i>, but I'm not your boss. <</speak>>
<<speak "imani.neutral" >> All men occasionally break their word, but each transgression is a price you pay in repute. You've made a promise. Why renege now? <</speak>>
<<speak "kaitos.casual.disgruntled" >> Yeah. Why even do all this and get his hopes up in the first place...? <</speak>>
<<speak "dangelo.unsure" >> Because it's a //bad idea?//
``*He scratches his cheek.* I've been thinking, Quin. <<if $party.contains("dangelo")>>I know I was running around helping you, but...<</if>> It just doesn't sit right with me. <</speak>>
<<speak "dangelo.yeesh" >> The only thing to be gained in indulging Oscar is the King-Regent's anger. <</speak>>
<<speak "lucas.glance" >> Precisely. And Gamga-- //the High Sybil// spotted us. <<if $oscarQuestTemp.placesVisited >=3>><b>Twice.</b><</if>> <</speak>>
<<speak "dangelo.neutral" >> Just tell the King-Regent. Can't imagine he'd be anything but grateful for a list of all the places he didn't think to escape-proof. <</speak>>
<<speak "lucas.scowl" >> <b>No.</b> //Not my father.// Knowing him, he'd seal off one exit and unwittingly open another. <</speak>>
<<speak "lucas.glance" >> ...He should go to the High Sybil. <</speak>>
<<speak "dangelo.unsure" >> Sure, whatever. I don't care, so long as //someone's// told about what the prince is up to. <</speak>>
<<speak "lucas.neutral" >> So? It is //your// decision, Quintrell. Think on it. <</speak>>
<<qSpeak "quincy.tilt" >>
<<choose>>
<<decide "end" [[I'm finishing what I started.|C1OQ: yes exit oscar]]>>
<<decide "end" [[I'll inform the High Sybil.|C1OQ: yes exit ancha]]>>
<</choose>>
<</qSpeak>><<if $oscarQuestTemp.foundRoomEscape>>
<<opinion "oscar" "schemer" 33>>
<<else>>
<<opinion "oscar" "schemer" 20>>
<</if>>
<<opinion "imani" "conformist" 8>>
<<opinion "dangleo" "leader" 5>>
<<opinion "vicky" "orderly" 5>>
<<opinion "kaitos" "inhuman" 8>>
<<affinity "kaitos" -8>>
<<affinity "lucas" 10>>
<<qSpeak "quincy.lookaway">> ...What D'Angelo says is true. The Convoy is young and we haven't the reputation to spare for Prince Oscar's whims. I think it best we inform the High Sybil. <</qSpeak>>
<<text>>
Your choice brings relief to Lucas and D'Angelo.
<</text>>
<<speak "lucas.smirk">> Well. //My// day just got a bit brighter. <</speak>>
<<speak "dangelo.silly">> Knew you'd come around. <</speak>>
<<speak "vicky.indifferent">> *She gives a half-hearted salute.* You're the boss. <</speak>>
<<text>>
However, not everyone is so pleased with this decision.
<</text>>
<<speak "imani.tilt">> Hm. And just like that, the Right Hand reaches for the dagger...<</speak>>
<<qSpeak "quincy.furrow">> I am doing what is best for the Convoy, Imani. <</qSpeak>>
<<speak "imani.neutral">> You misunderstand me, Quintrell. I think it very pragmatic of you. It is not the choice //I// would have made, but I do not disrespect it. <</speak>>
<<speak "kaitos.casual.scoff">> Yeah? Well, //I// disrespect it. Weak choice, man. <</speak>>
<<affinity "kaitos" -30>>
<<text>>
You do not respond to Kaitos's objections. Neither does anyone else. It seems he is the only one with any real misgivings about your change of plans.
``Realizing he is alone he is in his personal stake in the matter, the viscount slumps into a chair and resigns to disappointment.
<</text>>
<<speak "lucas.pleased">> Alright, then. Quintrell and I will speak with the High Sybil, and then we'll //finally// be on our way. <</speak>>
<<speak "dangelo.neutral">> Sounds good to me.<</speak>>
@@.next;[[Go inform the High Sybil of your findings.|C1OQ: Ancha Tattle]]@@<<opinion "dangelo" "feeble" 3>>
<<opinion "imani" "iconoclast" 4>>
<<opinion "vicky" "deviant" 5>>
<<opinion "kaitos" "human" 6>>
<<affinity "kaitos" 8>>
<<affinity "lucas" -5>>
<<qSpeak "quincy.tilt" >> I made my promise. I'm headed to the conservatory. <</qSpeak>>
<<speak "lucas.eyeroll" >> Well, it was at least worth a try. <</speak>>
<<speak "dangelo.eyeroll" >> Fine, Quin. Do what you want.
``@@.lilt;You're the Right Hand.@@
``I'm gonna go take a leak. <</speak>>
<<text>>
With a heaving sigh, D'Angelo gets to his feet and stretches. He shuffles past you out of the sitting room.
<</text>>
<<speak "kaitos.casual.surprised" >> Wait - are we all going? Or... <</speak>>
<<speak "lucas.scowl" >> Of course not. Just Quintrell and I; the guards would have a fit otherwise. <</speak>>
<<speak "kaitos.casual.glance" >> Oh. 'Kay. <</speak>>
<<include "C1OQ: was partyinator">>
@@.next;[[Go inform Oscar of your findings.|C1OQ: yes return to oscar]]@@<<include "success ending debug 2">>
<<qSpeak "quincy.neutral" >> We're done here. <</qSpeak>>
<<speak "lucas.neutral" >> Wait. <</speak>>
<<speak "lucas.glance" >> Before you go running off to Oscar, you should ask the rest of the Convoy their opinion. <</speak>>
<<qSpeak "quincy.lookaway" >> I- <</qSpeak>>
<<speak "lucas.glasses" >> Think about it: there's nothing forcing you to tell Oscar what you've found. There's <i>others</i> that would be interested in knowledge of the castle's security failings.<</speak>>
<<speak "lucas.neutral" >> We already wasted most of our day here. An extra few minutes to consider sober second thought won't kill you. <</speak>>
<<text>>
No, it won't, you suppose. Doing so would at least assuage Lucas's obsession with investigating <i>all moral possibilities.</i><</text>>
@@.next;[[Allow him to lead to the sitting room where your companions await.|C1OQ: character opinion]]@@<<switch $response>>
<<case "pleasure">>
<<qSpeak "quincy.pleased" >> It was my pleasure. <</qSpeak>>
<<speak "lucas.eyeroll" >> It wasn't mine. <</speak>>
<<speak "oscar.casual.surprise" >> Oh! That reminds me. Your compensation.<</speak>>
<<case "nod">>
<<text>>You nod.<</text>>
<<speak "oscar.casual.neutral" >> Now, that leaves the matter of compensation. <</speak>>
<<case "compensation">>
<<opinion "oscar" "schemer" 5>>
<<qSpeak "quincy.neutral" >> I've done as you asked. Now we discuss compensation. <</qSpeak>>
<<speak "oscar.casual.neutral" >> I was getting there. Patience is a virtue, Duke Barghur. <</speak>>
<<speak "lucas.eyeroll" >> We've been //more than patient// with you. <</speak>>
<</switch>>
<<speak "oscar.casual.fakethink" >> I wish to discuss the matter with Quintrell alone. Do you mind lending us some privacy, Lucas? <</speak>>
<<speak "lucas.scowl" >> I beg your pardon? I <i>also</i> had to dedicate an otherwise would-be-productive afternoon to this venture. Why should I not be here? <</speak>>
<<speak "oscar.casual.neutralserious" >> I'm asking you politely. <</speak>>
<<speak "oscar.casual.wistful" >> Please don't make me resort to other measures. Why, I could tell Quintrell about the time that when you were a boy, you tore your-- <</speak>>
<<speak "lucas.annoyed" >> <b>Architect!</b> Fine, I'm going. He'll tell me whatever you told him later, anyway. <</speak>>
<<text>>With a parting sneer, Lucas stalks his way to the conservatory's exit. The glass rattles in its panes as he slams the door. You can see through the roses that he's made a point to turn his back to face you.
``Oscar leans in closer.
<</text>>
<<speak "oscar.casual.neutralserious" >> Would it not look suspicious if one of the guards were to see through the glass, me handing you a fat coinpurse? I cannot recompense you here. <</speak>>
<<speak "oscar.casual.fakethink" >> We should meet somewhere more discreet. Outside even the castle walls...
``There's a certain gentleman's club I enjoy frequenting in the Tail Quarter. Come alone and come discreetly - it's at the back of the bakery on Rue St. Alistair. <</speak>>
<<speak "oscar.casual.happy" >> I'll even buy you a drink. <</speak>>
<<include "C1OQ: yes return questionlist">><<if not $oscarQuestTemp.decFail>>
<<qSpeak "quincy.neutral" >> He's under the impression he's been reassigned. <</qSpeak>>
<<speak "oscar.casual.happy" >> Well, I shan't relieve him of it. <</speak>>
<<else>>
<<qSpeak "quincy.lookaway" >> He will. But on the condition you pay <<print $oscarQuestTemp.guilderx * $oscarQuestTemp.bribeRate>> guilder per "turn of the head", as he put it. <</qSpeak>>
<<switch $oscarQuestTemp.bribeRate>>
<<case 1.5>>
<<speak "oscar.casual.happy" >> Is that all? I'd expected him to ask for no less than double what I was giving him before after the Daeynor incident. You must be quite the negotiator. <</speak>>
<<case 2>>
<<speak "oscar.casual.neutral" >> A reasonable price to pay for freedom. <</speak>>
<<case 2.5>>
<<speak "oscar.casual.neutral" >> A reasonable enough price to pay for freedom. <</speak>>
<<case 2.75>>
<<speak "oscar.casual.unamused" >> A little high, no? <</speak>>
<<case 3>>
<<speak "oscar.casual.surprised" >> Architect - I'll be paying for the man's salary myself at that rate! <</speak>>
<<speak "oscar.casual.unamused" >> Still... I suppose it's hard to put a price on freedom. <</speak>>
<</switch>>
<</if>>
<<switch $oscarQuestTemp.dorwynnSneaker>>
<<case "imani">>
<<qSpeak "quincy.neutral" >>Then there was the matter of... altering the guard schedule. Imani conducted it. I doubt anyone will notice for some time. <</qSpeak>>
<<case "kaitos">>
<<qSpeak "quincy.lookaway" >>Then there was the matter of... altering the guard schedule. Kaitos conducted it. <</qSpeak>>
<<qSpeak "quincy.neutral" >> It took him a while. I... think he did a careful job of it. <</qSpeak>>
<<case "vicky">>
<<qSpeak "quincy.lookaway" >> Then there was the matter of... altering the guard schedule. Vicky conducted it. It was... <</qSpeak>>
<<speak "oscar.casual.unamused" >> It was? <</speak>>
<<qSpeak "quincy.neutral" >> It should at least take some time for anyone to notice. But ah, Guards "Dorwynn" and "Dorwen" are both assigned to you. <</qSpeak>>
<<case "quincy">>
<<if $oscarQuestTemp.qf>>
<<qSpeak "quincy.pleased" >> Then there was the matter of altering the guard schedule. I conducted it. I made sure to conduct a thorough and exact job. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" >>Then there was the matter of altering the guard schedule. I conducted it. I don't... think anyone will notice... <</qSpeak>>
<</if>>
<</switch>>
<<switch $oscarQuestTemp.guardsonGrade>>
<<case "best">>
<<speak "oscar.casual.happy" >> Bravo! *he gives you some light applause.* And executed with such aplomb. I do think it will take some time for anyone to notice Dorwynn's whereabouts. <</speak>>
<<case "good">>
<<speak "oscar.casual.happy" >> That'll do just fine. Thank you, Quintrell. <</speak>>
<<case "meh">>
<<speak "oscar.casual.neutral" >>Thank you, Quintrell. That'll do just fine - at least until the Guard Captain looks too closely, I suspect. <</speak>>
<</switch>><<switch $response>>
<<case "yay">>
<<qSpeak "quincy.neutral" >> Very well. I'll see you then. <</qSpeak>>
<<speak "oscar.casual.happy" >> @@.posh;Wonderful!@@ <</speak>>
<<case "fine">>
<<qSpeak "quincy.tilt" >> If I must. <</qSpeak>>
<<speak "oscar.casual.happy" >> Do try to look forward to it. Just because it's business doesn't mean it need be a dull engagement. <</speak>>
<</switch>>
<<speak "oscar.casual.giggle" >> You're dismissed. It's best you don't keep my brother waiting, lest he melt from the indignity of disinclusion. <</speak>>
<<speak "oscar.casual.neutralserious" >> Though I ask you don't tell Lucas about our little rendezvous. You may tell him we were discussing just about anything else - something embarrassing about me will please him just fine. <</speak>>
<<questNewTask "A1oscarQuest" `[{id: "oscarMeet", text:"Meet with Oscar in the Tail Quarter to discuss compensation.", loc:"diadem"}]`>>
<<timebreak "day">>
<<text>>Outside the conservatory, Lucas waits with crossed arms and a tapping foot.<</text>>
<<speak "lucas.neutral" >> Well? What did he want? <</speak>>
<<speak "lucas.scowl" >> And moreover, //did he pay you?// <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<check `["dec",10]` [[He needed... advice.|C1OQ: yes return lie lucas]] >>
[[He wants me to meet with him alone in the Tail Quarter.|C1OQ: yes return lucas truth]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> Asenath accompanied us. He said he'd seen something in the courtyard. <</qSpeak>>
<<speak "oscar.casual.neutral" >>Viscount Asenath knows the castle well enough; he used to conduct business here. He's useful company to have.<</speak>>
<<speak "lucas.eyeroll" >> <i>Useful.</i> Oh yes - so very useful - walking us in circles in the courtyard like a confused dog! Did you know it was <b>him</b> who broke that damned window?! He threw a <b>rock to get your attention.</b>
<</speak>>
<<speak "oscar.casual.surprise" >> Was that him? What an odd thing to do. <</speak>>
<<qSpeak "quincy.neutral" >> The statue he was familiar with scaling had been replaced. But - there is a perfectly scalable manticore in its place. <</qSpeak>>
<<speak "oscar.casual.happy" >> Ah - the one with the arced tail, yes? That'll do nicely. Wonderful detective work. <</speak>>
<<speak "lucas.glance" >> . . . <</speak>><<qSpeak "quincy.neutral">>That is all. <</qSpeak>>
<<if $oscarQuestTemp.placesVisited < 3>>
<<speak "oscar.casual.fakethink" >> I'm fairly sure I suggested more leads than that. I can't help but wonder if there might've been other ways out of the castle... <</speak>>
<<elseif $oscarQuestTemp.placesVisited < 5>>
<<speak "oscar.casual.happy" >> I know not all "leads" bore fruit, but it was kind of you to try so many of them nonetheless. <</speak>>
<<else>>
<<speak "oscar.casual.happy" >> Your thoroughness is most greatly appreciated. I wouldn'tve thought to look in so many a place! <</speak>>
<</if>>
<<switch $oscarQuestTemp.exitsFound>>
<<case 1>>
<<speak "oscar.casual.neutral" >> I had also hoped there might be more than one way out of the castle, but I enter the territory of looking a gift horse in the mouth by even saying so. <</speak>>
<<case 2>>
<<speak "oscar.casual.happy" >> Should my father or the High Sybil discover one exit, I'll still have another! It'll be a while yet before they discover how I'm giving them the slip. You've done quite the satisfactory job. <</speak>>
<<case 3>>
<<speak "oscar.casual.happy" >> I asked for but one exit, and yet you've gone so out of your way as to find so many...! I... truly, I hardly know what to say. My debt towards you is immense. <</speak>>
<</switch>>
<<speak "oscar.casual.happy" >> I offer my sincerest gratitude. <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[It was my pleasure.|C1OQ: yes return compensation][$response to "pleasure"]]
[[(Nod.)|C1OQ: yes return compensation][$response to "nod"]]
[[There's still the matter of compensation.|C1OQ: yes return compensation][$response to "compensation"]]
<</choose>>
<</qSpeak>><<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.neutral" >> He needed some advice about scaling the courtyard walls if he suddenly needed to re-enter the castle in haste. I think he was under the impression // smooth stone // would make an easy climb. <</qSpeak>>
<<speak "lucas.eyeroll" >> He'd be better off just turning up at the front gate and admitting his little escape stunt were he in that much danger. <</speak>>
<<qSpeak "quincy.neutral" >> That's what I told him as well. <</qSpeak>>
<<else>>
<<affinity "lucas" -5>>
<<qSpeak "quincy.lookaway" >> Um... he needed advice. About blending in as a commoner while he's out. <</qSpeak>>
<<speak "lucas.scowl" >> I'm not stupid, Quintrell. Whatever he had to say was about me, was it not? What did he say? <</speak>>
<<speak "lucas.annoyed" >> @@.stutter;Actually - I don't even really want to know.@@ Especially if you felt the need to <b>lie</b> about it. <</speak>>
<</if>>
<<speak "lucas.neutral" >> Did he pay you, at the least? <</speak>>
<<qSpeak "quincy.lookaway" >> Ah. Not yet. It was just too suspicious in view of the guards. Conservatory. Glass. <</qSpeak>>
<<qSpeak "quincy.neutral" >> He'll be sending a pigeon shortly, I believe. <</qSpeak>>
@@.next; [[Gather your companions and take your leave.|OQ: Ancha PreRT]]@@<<qSpeak "quincy.neutral" >> What was that about young Lucas? <</qSpeak>>
<<speak "oscar.casual.giggle" >> Oh. It's- oh, I'm sorry, it's so <i>funny</i>. <</speak>>
<<speak "oscar.casual.wistful" >> But I can't tell you! He did as I asked and left. That would destabilize the whole pretense of using embarrassing childhood stories for leverage. <</speak>>
<<if setup.hasTrait("familial")>>
<<qSpeak "quincy.neutral" >> I understand. D'Angelo employs this strategy against me on occasion. <</qSpeak>>
<<qSpeak "quincy.lookaway" >> ...Though I suspect he tells the tale in private, even if I comply. <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I see. *You don't.* <</qSpeak>>
<</if>>
<<include "C1OQ: yes return questionlist">><<qSpeak "quincy.neutral" >> He asked to meet with me in the Tail Quarter. At a gentlemen's club. He said it'd be too suspicious to exchange guilder here. <</qSpeak>>
<<speak "lucas.scowl" >> So he's trying to sidle up to my Right Hand. *He scowls.* I worry breaking him out of the castle is but the first thing he wants from us. <</speak>>
<<qSpeak "quincy.neutral" >> Should I not go? <</qSpeak>>
<<speak "lucas.thinking" >> ...No. //You should. // I'm curious about his aims. <</speak>>
<<speak "lucas.neutral" >> I just wouldn't give freely any sensitive information - especially not information about the Convoy's dealings. The last thing we need is him trying to meddle in our business. <</speak>>
<<speak "lucas.annoyed" >> I'm the Convoy Prince, not he. <</speak>>
@@.next; [[Gather your companions and take your leave.|OQ: Ancha PreRT]]@@<<set $response to "yay">>
<<include "C1OQ: yes return end oscar">><<set $response to "fine">>
<<include "C1OQ: yes return end oscar">><<qSpeak "quincy.neutral" >>
<<choose>>
<<actions [[Isn't the Tail Quarter... unsavory?|C1OQ: yes return unsavory]]>>
<<actions [[Why can't Lucas come?|C1OQ: yes return why not lucas]]>>
<<actions [[Sounds a strange place for a Prince to frequent.|C1OQ: yes return weird place]]>>
<<actions [[What were you about to say about Lucas as a child?|C1OQ: yes return lucas story]]>>
<<decide "end" [[Alright. We will meet then.|C1OQ: yes return oscar 1]]>>
<<decide "end" [[If I must.|C1OQ: yes return oscar 2]]>>
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.exitsFound to 0>>
<<if $oscarQuestTemp.placesVisited > 1>>
<<qSpeak "quincy.neutral" >> I searched the castle thoroughly. I was able to find <<if $oscarQuestTemp.multipleRoutesFound>>a few exits to<<else>>an exit to<</if>> to the castle exterior. <</qSpeak>>
<<text>>
Location by location, you brief Oscar on your eventful afternoon.
<<if $oscarQuestTemp.visitedHall || $oscarQuestTemp.visitedParlor || $oscarQuestTemp.visitedSittingRoom>>
Your recount of the fruitless endeavors in
<<if $oscarQuestTemp.visitedHall>>rattling grates in the Hall of Kings<<if $oscarQuestTemp.visitedParlor>><<if $oscarQuestTemp.visitedSittingRoom>>, <<else>>, and<</if>> being trapped in a game of Kriegsspiel with a none-the-wiser King-Regent<</if>><<if $oscarQuestTemp.visitedSittingRoom>>, and horsing on the High Sybil's sitting room window<</if>>
<<elseif $oscarQuestTemp.visitedSittingRoom>>horsing on the High Sybil's sitting room window
<<if $oscarQuestTemp.visitedParlor>>, followed by your entrapment by a none-the-wiser King Regent in a game of Kriegsspiel for the better part of an hour
<</if>>
<<else>> checking the King-Regent's sitting room doors, only to be all but imprisoned by him for an hour-long game of Kriegsspiel
<</if>>
goes by quickly.
<<if $oscarQuestTemp.visitedGuardson && not $oscarQuestTemp.successGuardson>>
When you mention having visited Guard Dorwynn, his interest piques - but is extinguished upon admittance to your failure in that endeavor.
<</if>>
<<if $oscarQuestTemp.visitedCourtyard && not $oscarQuestTemp.gardenExitFound>>
Right when you think to mention your time in the courtyard, you catch sight of Lucas from the corner of your eye. The fiasco with the manticore stature is likely better left unmentioned.
<</if>>
<</if>>
<</text>>
<<if $oscarQuestTemp.visitedGuardson && $oscarQuestTemp.successGuardson>>
<<set $oscarQuestTemp.exitsFound +=1>>
<<speak "oscar.neutral.giggle" >> Were you able to locate Guard Dorwynn? I don't suppose he's agreed to grace me with his presence... has he? <</speak>>
<<include "C1OQ: yes return dorwynn account">>
<</if>>
<<if $oscarQuestTemp.gardenExitFound && $oscarQuestTemp.visitedCourtyard>>
<<set $oscarQuestTemp.exitsFound +=1>>
<<speak "oscar.casual.neutral">> And I don't suppose any of your <i>companions</i> were able to provide any fruitful suggestions? <</speak>>
<<include "C1OQ: yes return garden account">>
<</if>>
<<if $oscarQuestTemp.visitedRoom>>
<<speak "oscar.casual.fakethink">> Is that the whole of your venture? <</speak>>
<<if not $oscarQuestTemp.foundRoomEscape>>
<<text>>
It most certainly isn't. There's but one thing you hadn't mentioned - that you'd been dreading broaching: the prince's chambers. You hadn't actually <i>found</i> anything - at least anything in relation to his request. Perhaps he needn't know about your trespass at all.
<</text>>
<<speak "lucas.glance" >> *He shakes his head no, almost imperceptibly.* <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[There is one last place I looked.|C1OQ yes return bedroom]]
<<check `["dec",10]` [[Nothing. That was everything.|C1OQ yes return bedroom lie]] >>
<</choose>>
<</qSpeak>>
<<else>>
<<text>>
It most certainly isn't. There's but one thing you hadn't mentioned - that you'd been somewhat dreading broaching: the prince's chambers. Still though, //you found an exit there//, and so broach it you must.
<</text>>
<<set $oscarQuestTemp.exitsFound +=1>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[There is one last place I looked. |C1OQ yes return bedroom]]
<</choose>>
<</qSpeak>>
<</if>>
<<else>>
<<speak "oscar.casual.neutral">> And that's the whole of your venture? <</speak>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[That's all.|C1OQ: yes return judgement]]
<</choose>>
<</qSpeak>>
<</if>>
<<else>>
<<set $oscarQuestTemp.exitsFound +=1>>
<<qSpeak "quincy.neutral" >> It just so happened the first place I looked provided an exit to the castle exterior.<</qSpeak>>
<<if $oscarQuestTemp.visitedCourtyard>>
<<include "C1OQ: yes return garden account">>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[That's all.|C1OQ: yes return judgement]]
<</choose>>
<</qSpeak>>
<<elseif $oscarQuestTemp.visitedGuardson>>
<<qSpeak "quincy.neutral">> I was able to locate Guard Dorwynn.<</qSpeak>>
<<speak "oscar.neutral.giggle" >> Lovely. And I presume he's consented to grace me with his presence once more? <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[That's all.|C1OQ: yes return judgement]]
<</choose>>
<</qSpeak>>
<<include "C1OQ: yes return dorwynn account">>
<<else>>
<<speak "oscar.casual.surprise">> And here might that be? <</speak>>
<<text>>
Ah. There is likely no way to admit this tactfully. You chance a glance at Lucas out the corner of your eyes. His lips have gone tight.
<</text>>
<<qSpeak "quincy.neutral" >>
<<choose>>
[[Your chambers.|C1OQ yes return bedroom]]
<</choose>>
<</qSpeak>>
<</if>>
<</if>><<location "conservatory_day.png" "The Conservatory - Diadem Castle">>
<<text>>
The crown prince is occupied with trimming wilted heads from one of his rose bushes. With the tea table removed, the conservatory looks even more an idyllic garden.
<</text>>
<<speak "oscar.casual.neutral" >> Hello again, Quintrell. *He takes a moment to finish the last few snips, then sets his scissors down and folds his hands.* I suspect the news is good, given the expression about my brother's face? <</speak>>
<<speak "lucas.glance" >> You're lucky I didn't go to Gamgam. <</speak>>
<<speak "oscar.casual.neutral" >> Yes. You very well could've... but you didn't. Perhaps I //should// thank you. <</speak>>
<<speak "lucas.scowl" >> . . . <</speak>>
<<speak "oscar.casual.neutral" >> . . . <</speak>>
<<speak "oscar.casual.happy" >> So - do tell me, Quintrell! The suspense is almost too much! <</speak>>
<<qSpeak "quincy.neutral" >>
<<choose>>
<<if $oscarQuestTemp.multipleRoutesFound>>
[[I found a few routes to the castle exterior.|C1OQ: yes return recount]]
<<else>>
[[I found a route to the castle's exterior.|C1OQ: yes return recount]]
<</if>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" >> Is the Tail Quarter not considered unsavory? Is it safe? <</qSpeak>>
<<speak "oscar.casual.neutral" >> If you'll recall, the location I was fired upon was the safe, well-guarded <i>Horn Quarter</i>. I think it's as safe as any other. <</speak>>
<<speak "oscar.casual.neutralserious" >> Diadem's commoners are just trying to live their lives and provide for their household - from the nightsoilmen in the Tail Quarter to the rich Southern Merchants studding the Mane Quarter. <</speak>>
<<speak "oscar.casual.happy" >> That's one of the few things my brother and I do agree on. Again, I can handle myself outside the castle. You needn't worry about me. <</speak>>
<<include "C1OQ: yes return questionlist">><<qSpeak "quincy.lookaway" >> A club in the Tail Quarter is a strange place for a prince to frequent. <</qSpeak>>
<<speak "oscar.casual.happy" >> ...Who said anything about it being //a prince// who frequents it? <</speak>>
<<include "C1OQ: yes return questionlist">><<qSpeak "quincy.lookaway" >> Can I not bring Lucas? <</qSpeak>>
<<speak "oscar.casual.surprise" >> No. //Good Elysium, no.// <</speak>>
<<speak "oscar.casual.neutralserious" >> I ask you not out of distaste for my brother, nor to disinclude him, but for the purpose of maintaining subtlety. <</speak>>
<<speak "oscar.casual.unamused" >> Which he has not an ounce of. <</speak>>
<<include "C1OQ: yes return questionlist">><p><h2>visited:</h2><p>
<p>
Courtyard? <<checkbox "$oscarQuestTemp.visitedCourtyard" false true autocheck>> Moved statue? <<checkbox "$oscarQuestTemp.gardenExitFound" false true autocheck>>
<br>
Hall of Kings? <<checkbox "$oscarQuestTemp.visitedHall" false true autocheck>>
<br>
Oscar's room? <<checkbox "$oscarQuestTemp.visitedRoom" false true autocheck>> Entered? <<checkbox "$oscarQuestTemp.enteredOscarRoom" false true autocheck>> Angered kaitos? <<checkbox "$oscarQuestTemp.kaitosMad" false true autocheck>>
Found exit? <<checkbox "$oscarQuestTemp.foundRoomEscape" false true autocheck>>
<br>
Dorwynn? <<checkbox "$oscarQuestTemp.visitedGuardson" false true autocheck>> Found escape? <<checkbox "$oscarQuestTemp.successGuardson" false true autocheck>> Who forged?
<<listbox "$oscarQuestTemp.dorwynnSneaker" autoselect>>
<<option "quincy">>
<<option "imani">>
<<option "kaitos">>
<<option "vicky">>
<</listbox>>
Bribed? <<checkbox "$oscarQuestTemp.decFail" false false autocheck>> Bribe rate?
<<listbox "$oscarQuestTemp.bribeRate" autoselect>>
<<option 1.5>>
<<option 2>>
<<option 2.5>>
<<option 2.75>>
<<option 3>>
<</listbox>>
<br>
Sitting room? <<checkbox "$oscarQuestTemp.visitedSittingRoom" false true autocheck>>
<br>
Alexander's study? <<checkbox "$oscarQuestTemp.visitedParlor" false true autocheck>>
</p>
<p>[[continue.|C1OQ: yes find exit]]</p>
</p><<set $oscarQuestTemp.guilderx to 10>>
<<set $oscarQuestTemp.placesVisited to 0>>
<<set _foundroutes to 0>>
<<if $oscarQuestTemp.gardenExitFound>>
<<set _foundroutes +=1>>
<</if>>
<<if $oscarQuestTemp.foundRoomEscape>>
<<set _foundroutes +=1>>
<</if>>
<<if $oscarQuestTemp.successGuardson>>
<<set _foundroutes +=1>>
<</if>>
<<if _foundroutes > 1>>
<<set $oscarQuestTemp.multipleRoutesFound to true>>
<<else>>
<<set $oscarQuestTemp.multipleRoutesFound to false>>
<</if>>
<<if $oscarQuestTemp.visitedHall>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedRoom>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedParlor>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedCourtyard>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>>
<<if $oscarQuestTemp.visitedGuardson>>
<<set $oscarQuestTemp.placesVisited +=1>>
<<set $oscarQuestTemp.guardsonGrade to "best">>
<</if>>
<<if $oscarQuestTemp.visitedSittingRoom>>
<<set $oscarQuestTemp.placesVisited +=1>>
<</if>><<location "castlegrounds_day.png" "Castle Grounds - Diadem Castle">>
<<speak "lucas.neutral" "lucas">> "Lucas,
``
``I hope this letter finds you well. My little brother, Convoy Prince! One can hardly believe it! Ah, to travel to far flung places and conduct such good and noble work. I couldn't be prouder. Alas, I've a selfish secret: Diadem Castle hasn't been the same without you. Each day I pass in your absence makes my heartache grow ever stronger.
``
``How I envy the noblemen you meet in your travels. They're the luckiest men in Vestur! Why, they must cherish being witness to your hours and hours and <i>hours</i> of <i>very</i> important speeches. What wouldn't I give to be held hostage to a classic Lucas dinner table dissertation once again!
``
``Next you find yourself in Diadem, I insist you visit for an afternoon of tea and friendly discussion at my conservatory. We have much to catch up on."
<</speak>>
<<speak "lucas.neutral" "lucas">> "Your forever yearning and loving brother,
``Prince Oscar Andimeur II
``
``<i>P.S: Do also bring your Right Hand.</i>"
<</speak>>
<<speak "lucas.scowl" "lucas">> He thinks himself a comedian. I'm not easily moved to violence, but after reading that I am <i>seriously</i> considering it.
<</speak>>
<<text>>
Lucas holds the letter between his thumb and a forefinger like a soiled garment. You and your prince charge walk along the short garden path that connects Diadem Castle's keep to the conservatory. In spite of spring birdsong, new growth on the trees, and a portentious warmth on the breeze - the sort of things Midlanders write poetry about - Lucas remains eternally severe and gloomy.
``The pair of you are alone. The rest of your Convoy companions, having not been invited, were left to pass the time in one of the castle's sitting rooms.
<</text>>
<<speak "lucas.glasses" "lucas">>
This invitation stinks to high Elysium. He wants something of us - specifically something of <i>you</i>. He wouldn't demand I bring my Right Hand otherwise.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[What could he want of me?|C1OQ: approach conservatory][$response to "whatWant"]]
[[Let's just attend and see.|C1OQ: approach conservatory][$response to "wait"]]
[[You sound paranoid.|C1OQ: approach conservatory][$response to "paranoid"]]
<</choose>>
<</qSpeak>><<if $response != "tsundere" && $response != "noFun">>
<<text>>
You hesitate. Your idea of what constitutes "fun" conflicts with the usual fancies of the average man. But still, he asked...
<</text>>
<</if>>
<<switch $response>>
<<case "dirt">>
<<qSpeak "quincy.tilt" "quincy">>
<<affinity "oscar" 2>>
I can identify a soil's composition by smell alone.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Is that so?
<</speak>>
<<text>>
The prince leans forwards, a forkful of cake paused halfway between plate and mouth. Genuine interest, perhaps?
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Yes. Soil is not just any one thing. *Your words are a wobbly foal testing its legs: slow and ungainly at first, then suddenly coming out in a fast, measured gallop.* Certain features can make it more or less stable for tunnelling, or more or less fertile. Different qualities lead to certain scents.
<</qSpeak>>
<<qSpeak "quincy.pleased" "quincy">>
I've met few other people with this talent. Some green conductors--
<</qSpeak>>
<<speak "oscar.casual.fakethink" "oscar">>
Hm. Hold that thought.
<</speak>>
<<text>>
He vanishes momentarily, then returns with one of his clay pots. In it is a newly transplanted rose trimming. It wilts under its own weight.
<</text>>
<<speak "oscar.casual.fakethink" "oscar">>
What can you tell me about <i>this</i> soil?
<</speak>>
<<text>>
You bring your nose as close as you can without inhaling dirt and sniff. Lucas looks away.
<</text>>
<<qSpeak "quincy.tilt" "quincy">>
Nearly odorless. Not a good sign - fertile soil is aromatic. In fact, it should have a note of decay. We use manure in fields for this reason. Furthermore, it's much too sandy. It can't hold water well; there's not enough clay. This is especially important with the temperature of the conservatory...
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>
Whoever selected this soil made a terrible mistake. You should transplant this rose immediately.
<</qSpeak>>
<<speak "oscar.casual.surprise" "oscar">>
And you aren't a gardener yourself?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
No. Just very knowledgeable about earth.
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
I think you've saved me my project, of which this rose is a part of. No matter how much green meur I pumped into this poor thing, it just wasn't thriving.
<</speak>>
<<speak "oscar.casual.unamused" "oscar">>
That'll teach me to ask the guards to gather potting soil...
<</speak>>
<<qSpeak "quincy.pleased" "quincy">>
I'm happy to be of help.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
So what makes for soil stable enough for excavation? Or stable rock for that matter?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
*You suppress a tremble of excitement.* There are <i>dozens</i> of factors...
<</qSpeak>>
<<timebreak "day" "You enthuse about dirt to the prince.<br>It goes on far too long, yet not long enough.">>
<<case "chilis">>
<<affinity "oscar" 2>>
<<qSpeak "quincy.neutral" "quincy">>
I've been disinvited from every future tunsukh hosted by Lord Suleiman Tebenka.
<</qSpeak>>
<<speak "lucas.thinking" "lucas">>
"Tunsukh"?
<</speak>>
<<speak "oscar.casual.surprise" "oscar">>
..."Tunsukh"?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
It's a Northern tradition. A food ritual where strength is shown through ability to handle spiced dishes. No matter-
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>
This story is about the cause of the ban, not the tunsukh itself. I made the "mistake" of being correct.
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
Is that so?
<</speak>>
<<speak "lucas.smirk" "lucas">>
A man after my own heart.
<</speak>>
<<text>>
There's an apprehension lingering about the edge of the crown prince's voice. No matter - he asked. You're going to tell the tale.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Suleiman was contemplating the removal of Bronvull's hare commons. He found it an eyesore, and felt his territory traversable enough with conventional horses.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
It's not. The northern end of Tebenka lordship is mountainous. I informed him of such. He insisted horses can scale rock. Which they can... so long as the cliffs are not <i>covered in ice.</i> So I then told him his idea was ludicrous. This stopped the whole tunsukh.
<</qSpeak>>
<<speak "oscar.casual.neutralserious" "oscar">>
*It's difficult to tell his reaction, but he's certainly listening.*
<</speak>>
<<speak "lucas.pleased" "lucas">>
I adore this story.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
... D'Angelo suggested I "dare" him to get rid of his hare commons. And so I did. He accepted for whatever reason - probably too many glasses of wine. My father, Lady Delnaisi, Lord Lazgar, and Lord Elkhatu were all in attendance and heard this promise. When he sobered, he likely felt pressured to keep his word.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
The commons were closed, and hares were barred from public use in Bronvull. Winter came. All shipments were now by horse carriage... and so they became stuck in northern Tebenka Lordship for weeks on end following a snowstorm.
<</qSpeak>>
<<speak "lucas.pleased" "lucas">>
And guess who was asked to head a rescue detachment of hare taxis?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
It was obviously me.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
...I know. It was rhetorical. For dramatic effect.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
Oh.
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>Well - yes. It was me. According to D'Angelo, Suleiman was so angry as to who saved his trade that he threw his hat to the ground and stomped it. I was informed by pigeon after the ordeal, that I was no longer welcome to future tunsukhs hosted at his estate.
<</qSpeak>>
<<qSpeak "quincy.pleased" "quincy">>
...But last I was in Bronvull, the hare commons are once again operational.
<</qSpeak>>
<<speak "oscar.casual.giggle" "oscar">>
Oh. Well...
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
As crown prince, I'm all but required to say I discourage any petty disagreements between nobility--
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
It was not petty. Hares are important to Northern life.
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
...I know it isn't. I just discourage this sort of oneupsmanship. However...
<</speak>>
<<speak "oscar.casual.giggle" "oscar">>
I <i>do</i> also know Lord Tebenka to be rather hard-headed. I can let this one instance slide.
<</speak>>
<<case "moose">>
<<qSpeak "quincy.neutral" "quincy">>
I've escaped close encounters with moose no less than four times.
<</qSpeak>>
<<speak "oscar.casual.surprise" "oscar">>
How did you manage that? My father has the head of one hanging in it's study. It's about half my person tall!
<</speak>>
<<text>>
You've provoked sufficient interest.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Moose avoid their natural predators, hares, by hiding among vegetation. The moose that live below the treeline, anyway.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
Most, when encountering a moose, retreat further into the forest to hide among trees. It's the perfect way to end up pinned between a pair of antlers and a trunk. Luckily for me, the first time I encountered one without $licorice, my instincts differed. I ran for open grassland instead.
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>Each time, the moose stopped its charge at the treeline. Though this tactic brings other problems. Open areas like grassland or tundra makes you susceptible to wild hare predation instead, but that's much easier to deal with than a bull moose.
<</qSpeak>>
<<speak "oscar.casual.neutralserious" "oscar">>
Architect. I must say I've never heard someone describe wild hares as being "easy to deal with."
<</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" "quincy">>
*You shrug,* It's easier to deal with a beast you know. Hares, I know well. Most don't. They're right to fear them.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
You know of my affliction. It's a boon in these circumstances at least. It's easier to deal with a beast you know.
<</qSpeak>>
<</if>>
<<speak "oscar.casual.neutral" "oscar">>
Well, I know <i>neither beast</i>. Were I ever to travel the North, I'd be glad to have you at my side. Lucas is lucky.
<</speak>>
<<speak "lucas.surprised" "lucas">>
I've not seen any moose. Have there been moose where we've travelled?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Many. They're black - they blend in with black pine and rock faces. Difficult to spot with an untrained eye.
<</qSpeak>>
<<speak "lucas.stressed" "lucas">>Oh. Good to know...
<</speak>>
<<case "tsundere">>
<<qSpeak "quincy.lookaway" "quincy">>
I'm not particularly "fun". I try to keep to myself.
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
You must think Lucas right. I'm not trying to mock you - I'm merely curious.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
Why don't you tell me about your hare? Did I catch its name right - Something like $licorice?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<i>Her</i> name.
<</qSpeak>>
<<text>>
It's difficult to know where to start - or even if you <i>should</i> start, divulging information of your dearest companion. This is far from the first time you've been asked about her. It's a well-intentioned attempt to bring you into conversational folds, but always in the same tone one indulges a child by asking about their toys.
<</text>>
<<qSpeak "quincy.tilt" "quincy">>
<<choose>>
<<check `["etiq",setup.DCKey.veasy]` [[(Talk about Licorice.)|C1OQ: cons licorice funfact]]>>
[[(Let's just talk about something else.)|C1OQ: no talk licorice]]
<</choose>>
<</qSpeak>>
<<case "noFun">>
<<affinity "oscar" -1>>
<<text>>
You have little interest in entertaining this prompt.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I'm not a "fun" person.
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
You must think Lucas right. I'm not trying to mock you - I'm merely curious.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I just have nothing to share that I think you'd find amusing.
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
...I see.
<</speak>>
<</switch>>
<<if $response != "noFun" && $response != "tsundere">>
<<speak "oscar.casual.happy" "oscar">>
*He claps his hands together.* That was very fascinating! Thank you, Quintrell.
<</speak>>
<</if>>
<<if $response != "tsundere">>
@@.next;[[Discuss something else.|C1OQ: cons oscar talkies]]@@
<</if>><<set $response to "moose">>
<<include "C1OQ cons funfact">><<set $response to "smellLike">>
<<include "C1OQ: market strange greeting">><<if $party.includes("dangelo")>>
<<speak "dangelo.laugh" "dangelo">>
Ha! That's a new one. What do I smell like?
<</speak>>
<<speak "pegasus.nervous" "pegasus">>
*She takes a sniff.* ...Uh, male exertion, Your Other Grace!
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
*She takes the opportunity to shake Pegasus's hand, and leans in and sniffs her.*
<</speak>>
<<speak "pegasus.neutral" "pegasus">>
Oh! *She does the same.*
<</speak>>
<<speak "pegasus.smile" "pegasus">>
...You smell like... oh. It's - very nice.
<</speak>>
<<speak "imani.flirt" "imani">>
You smell like the sea, and the marigolds of the Middle Kingdom plains, and like the mountains of my home. You're a woman who travels, and has known many places.
<</speak>>
<<speak "pegasus.surprised" "pegasus">>
Oh! Hehehe! You got all those fancy words off a little whiff? You just smell like... uh, leather.
<</speak>>
<<speak "imani.surprised" "imani">>
I mean you're a Southerner-- Is... this not supposed to be an exercise in complimentary metaphor?
<</speak>>
<<speak "pegasus.smile" "pegasus">>
What?
<</speak>>
<<speak "imani.lookaway" "imani">>
...Nothing. It's nice to meet you, Madame Asteros.
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral" "kaitos">>
*He gives Pegasus's hand a leisurely shake. You hear him sniff like a dog.*
<</speak>>
<<speak "kaitos.casual.pleased" "kaitos">>
Nice. Crocus.
<</speak>>
<<speak "pegasus.neutral" "pegasus">>
*She sniffs once again.* Subtle. Sandalwood? Perhaps some oakmoss?
<</speak>>
<<speak "kaitos.casual.smug" "kaitos">>
Huh? No. I just kinda washed my face this morning.
<</speak>>
<<speak "pegasus.smile" "pegasus">>
Huh. Wonder what they're putting in that Midland water!
<</speak>>
<<text>>
You resist the urge to yourself lean in and find out exactly what Kaitos-smell Pegasus is talking about.
<</text>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Huh.
<</speak>>
<</if>><<switch $response>>
<<case "whatWant">>
<<qSpeak "quincy.neutral" "quincy">>
What could Oscar want of me?
<</qSpeak>>
<<speak "lucas.neutral" "lucas">> You must be forgetting you're no longer - and I mean no offense - <b>just</b> Archduke Barghur's unfavored son.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
None taken.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
Crawling around mine shafts or what have you is no longer your sole responsibility. A tremendous amount of power has been placed in your hands.
<</speak>>
<<if setup.hasTrait("moleman")>>
<<qSpeak "quincy.furrow" "quincy">>
A mine inspector holds a "tremendous amount of power." A support being three or five inches wide can be the difference between life and death--
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
That's besides the point. Focus!
<</speak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
...Right.
<</qSpeak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
You are my Right Hand. <b>You must take heed of your new role in the light.</b>
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I'd appreciate it if you'd simplify what you mean.
<</qSpeak>>
<<speak "lucas.glasses" "lucas">>
As leaders of the Prince Convoy, our finger sits atop the pulse of the $newNorth conflict. Our actions could decide the fate of Vestur.
<</speak>>
<<speak "lucas.smirk" "lucas">>
A better question would be: what <i>wouldn't</i> Oscar want from us?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
... I'll try to keep that in mind.
<</qSpeak>>
<<case "wait">>
<<qSpeak "quincy.neutral" "quincy">>
We can't know if he even wants anything. We will see.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
<i>You</i> can't know what he wants, sure. But <i>I've</i> had twenty-three years to learn how he operates.
<</speak>>
<<speak "lucas.scowl" "lucas">>
"Inviting my dearest brother for tea" could really only mean two things: either he needs a favor, or wishes to torture me.
<</speak>>
<<speak "lucas.neutral" "lucas">> ... And I'm genuinely not sure which of those I'd prefer less.
<</speak>>
<<case "paranoid">>
<<affinity "lucas" -1>>
<<qSpeak "quincy.lookaway" "quincy">>
You sound... paranoid.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Have you listened once in the past decade we've been friends? Do you not remember when I told you of the time he defaced the back of my overcoat with foul words? Or the many times he bit me with such force I was bruised for days?
<</speak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral" "quincy">>
D'Angelo did similar to me.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
I thought that was standard sibling fare.
<</qSpeak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
This is different. <i>Oscar</i> is different.
<</speak>>
<<speak "lucas.thinking" "lucas">>
The whole letter is one giant insult. And "inviting my dearest brother for tea" could really only mean two things: either he needs a favor, or wishes to torture me.
<</speak>>
<<speak "lucas.glance" "lucas">>
... And I'm genuinely not sure which of those I'd prefer less.
<</speak>>
<</switch>>
<<text>>
He crumples the letter between his hands and tosses it into some nearby bushes. At the end of the path, the conservatory shines brilliantly in the sunlight.
<</text>>
@@.next;[[Approach the conservatory.|C1OQ: enter conservatory]]@@<<once>>
<<set $oscarQuestTemp.failedPunchwaiter to "eh">>
<<set $oscarQuestTemp.failedKnockwaiter to "eh">>
<</once>>
<<text>>
This tiny windowless room is dominated by a claw-footed, gleaming white porcelain bathing tub. A table next to it is heaped with soft towels and bottles of rosewater. The sconces on the wall still bear candles instead of relics; they fill the room with cloyingly floral scent. You shudder to guess how they must smell like when lit...
``The walls here are a soft pink, with the exception of a strange metal panel in the wall. It was once baby blue, but the cracking paint remains in a few places.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[(Look at the strange wall indent.)|C1OQ: room dumbwaiter look]]
[[(Return to Oscar's bedchambers.)|C1OQ: room hub]]
<</choose>>
<</qSpeak>><<g>>
<<qSpeak "quincy.neutral" "quincy">>
That nailkit will do. I'll take it.
<</qSpeak>>
<<speak "pegasus.smile" "pegasus">>
@@.singsong;Thank you for doing business with Pegasus Pieces!@@
<</speak>>
<<itemAdd "nailkit" "item" `{name: "Plain Nailkit", desc: "A box full of implements for tending your nails. Apparently.",obtained:["Pegasus Pieces","Diadem"]}` `{url:"woodbox.png"}`>>
<<questUpdate "A1oscarQuest" `[{id: "nailkit", complete:true}]` `[{id: "returnNailkit", text:"Return to Oscar at Diadem Castle.", loc:"diadem"}]`>>
<<speak "pegasus.smile" "pegasus">> Oh - I have a frequent buyer card for you!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I'm not sure that'll be necessary--
<</qSpeak>>
<<speak "pegasus.happy" "pegasus">>
Well, it certainly won't hurt, will it? You'll find Pegasus Pieces all over Vestur! I'm here in this city one week, in another the next.
<</speak>>
<<text>>She takes out a small square of parchment, fetches an inkwell from somewhere behind the mess of her stall, and fills it out with a few flourishes.
<</text>>
<<speak "pegasus.smile" "pegasus">>
<<if $items.contains("lucasLotion")>>You bought two from me today, that means your third item's free - up to a value of twenty-five guilder!<<else>> You bought the nailkit today! Just one more twenty-five guilder purchase and your third is free!<</if>>
<</speak>>
<<text>>She all but foists the parchment on you, and you're forced to take it. It has upon it... well, you think it's a drawing of a horse with wings, but it more looks like a dog with two tumorous lumps sprouting from its rump.
<</text>>
<<if $items.contains("lucasLotion")>>
<<itemAdd "pegasusCard2" "item" `{name: "Pegasus Pieces Loyalty Card", desc: "This gives you a free item from Pegasus if you have two stamps. You currently have two!",obtained:["Pegasus Pieces","Diadem"]}` `{url:"pegasusCard2.png"}`>>
<<else>>
<<itemAdd "pegasusCard1" "item" `{name: "Pegasus Pieces Loyalty Card", desc: "This gives you a free item from Pegasus if you have two stamps. You currently have one!",obtained:["Pegasus Pieces","Diadem"]}` `{url:"pegasusCard1.png"}`>>
<</if>>
<<speak "lucas.glance" "lucas">>
...Right.
<</speak>>
<<speak "lucas.neutral" "lucas">>
Well - let's bring that nailkit back to my brother and call it a day.
<</speak>>
<<text>>
The suggestion comes as something of a relief. Even beyond the crowds of the market, the Midland sun is making you wish you'd left your cape back at the inn.
<</text>>
@@.next;[[Return to map.|C1: map]]@@<<questUpdateTask "A1oscarQuest" `[{id: "start", complete:true}]`>>
<<img 1 "oq_teaparty.png" "You, Oscar, and Lucas sit around the tea table. Lucass plate is piled high with cake.">>
<<text>>
You don't like tea. Why anyone would think to make "astringent water with particulate matter" is beyond you. Even more ghastly are the lumps of pure white sugar both princes heap into their own cups.
``The "cake" is worse. It's like eating sweet, room-temperature snow - utterly devoid of substance. The sugared cream frosting forms a greasy film on your tongue. At least the tea provides some relief by washing said film away.
``You decide not to touch any more of this Midlander food.
<</text>>
<<speak "oscar.casual.neutral" "oscar">>
How have you found your time in the Convoy thus far, Quintrell?
<</speak>>
<<text>>
That's different from than the standard //"How's the weather been?"//. You like weather.
`` A suitable answer eludes you within a timely manner, so instead all you say is:
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Ah...
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
I'm still trying to discern what you want, Oscar. I'm starting to suspect it's just to chastise me for all the ways you think I've made a mull of the Convoy--
<</speak>>
<<speak "oscar.casual.indignant" "oscar">>
Such a venomous interpretation! 'Twas only a question!
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Sure.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">> *He sighs and takes a long contemplative sip of his tea.*
<</speak>>
<<speak "oscar.casual.unamused" "oscar">> To be candid, I asked you here because I am horrendously, intractably @@.posh;<b>bored</b>@@.
``And you, Lucas, are the only company I've been permitted to entertain. You and your Right Hand, that is.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">> So please, allow me this //single shred// of entertainment!
``I want to hear it all: about the other members of the Convoy, about your duties, about the goings-on of the outside world. Indulge me, I beg of you.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
*his eyes roll skyward.*
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
If not Lucas, then won't you, Quintrell?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[I could... converse. |C1OQ: cons oscar talkies]]
<<decide "end" [[Why you are so bored, Oscar?|C1OQ: cons 2]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
I beg your pardon - how does one get bored in <i>Diadem</i>?
<</qSpeak>>
<<text>>
``Oscar leans his cheek against a hand and toys with one of the tiny dessert forks.
<</text>>
<<speak "oscar.casual.neutral" "oscar">>
Oh - there's no lack of things to do in the city proper. *He smiles wanly.* Were I allowed outside the castle walls, I wouldn't be in here complaining.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
@@.whisper;Here we go. The reason why he asked us here...@@
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
As you already know, there was an attempt on my life some weeks back.
``Father says they can't take any chances regarding my safety. Not only am I barred from leaving the castle - I can't even visit the commode without guards posted outside the room.
<</speak>>
<<speak "oscar.casual.indignant" "oscar">>
I've even been forbidden from tending to my own clinic! They bring in a different white practitioner once a week.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Please. So you're not the only practitioner in Diadem. Is that a problem?
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
It is! The line at the doors gets longer each day. People are suffering, waiting longer for treatment. I see it all from the window in my room. These transient practitioners can't know the people like I do.
<</speak>>
<<speak "oscar.casual.indignant" "oscar">>
<i>I'm the future High King, for Architect's sake.</i> They can't treat me as some sort of kept pet.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
And more selfishly... I miss my freedom. Even letter pigeons are let out to feel the wind in their feathers.
<</speak>>
<<text>>Through the glass of the conservatory, a flock of the domesticated birds bounce along on the spring breeze.<</text>>
<<passiveGate 1 `["dec",11]`>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>Oscar gazes at them and heaves a sigh. You catch his eye flicking back in your direction for but a brief moment.<</text>>
<</if>>
<<speak "lucas.annoyed" "lucas">>
If this gets any more mawkish, <i>I might vomit.</i>
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<if setup.gatePass(1)>>[[...And you wish for me to find you a way out. |C1OQ: cons 3][$response to "wantHelp"]]<</if>>
[[That sounds unfortunate.|C1OQ: cons 3][$response to "unfortunate"]]
[[Uh... Someone just tried to kill you.|C1OQ: cons 3][$response to "stay"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "wantHelp">>
<<opinion "oscar" "schemer" 3>>
<<qSpeak "quincy.furrow" "quincy">>
...And you want me to aid in your escape. That's your implication.
<</qSpeak>>
<<text>>
Oscar averts his eyes and pours himself a refill of tea. His spoon tinkles rhythmically against the porcelain as he stirs a lump of sugar into it, pinky finger raised.
<</text>>
<<speak "oscar.casual.neutral" "oscar">>
Why, I <i>might've</i> had the thought. *He raises the cup to his lips, trying to mask a small but unmistakable smile.*
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
If you'd be so sweet as to find me a way to the outside, I'd owe a great debt to you.
<</speak>>
<<case "stay">>
<<qSpeak "quincy.furrow" "quincy">>
Someone attempted to kill you. Hardly two weeks ago, no less.
<</qSpeak>>
<<speak "oscar.casual.neutralserious" "oscar">>
*His face falls.* That's <i>forever</i> ago in the eyes of society and the court. The papers have long moved on to the newest scandal-du-jour.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>My father will keep me cooped long as he can. I cannot languish for the rest of my life here. *He takes awhile to continue, hands fidgeting.* To be frank, I've grown rather desperate.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
But if I had <i>assistance</i>... if someone could find me a reliable way out from the castle...! I'd owe them a great debt.
<</speak>>
<<case "unfortunate">>
<<qSpeak "quincy.neutral" "quincy">>
That does sound rather unpleasant.
<</qSpeak>>
<<speak "oscar.casual.wistful" "oscar">>
I thought you might understand.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
Yes. During my time at the academy, I was forced to house $licorice in a stall much too small for her. It was supposed to be for her own safety, but...
``I hated seeing her like that.
<</qSpeak>>
<<text>>
Oscar averts his eyes and pours himself a refill of tea. His spoon tinkles rhythmically against the porcelain as he stirs a lump of sugar into it, pinky finger raised.
<</text>>
<<speak "oscar.casual.neutral" "oscar">>
So think of me as your hare for but a moment. I yearn to ah... hop around, as it were.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
They run. It's a misconception that leaping is their main form of locomotion, even if they are adept jumpers.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
But she must've used her <i>adept jumping</i> to try to escape her confines.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Constantly.
<</qSpeak>>
<<speak "oscar.casual.wistful" "oscar">>
Why, if only I had her strength... *He laughs, but it trails off.*
<</speak>>
<<text>>Oscar cups his face in his hand and heaves a soft sigh. Then quite suddenly, his countenance grows a new excitement and he straightens up.
<</text>>
<<speak "oscar.casual.surprise" "oscar">>
But if I had <i>assistance</i>... if someone could find me a reliable way out from the castle...! I'd owe this man a great debt.
<</speak>>
<</switch>>
<<text>>
Lucas, in the midst of cramming more cake into his mouth than his sallow cheeks can fit, struggles to swallow.
<</text>>
<<speak "oscar.casual.happy" "oscar">>
@@.posh;Why, I'd owe him my <i>freedom</i>.@@
<</speak>>
<<speak "lucas.scowl" "lucas">>
And so we arrive at the moment of truth. I knew you wanted something; I just wasn't expecting your ask to involve <b>purposeful endangerment</b>.
<</speak>>
<<speak "lucas.annoyed" "lucas">>
The answer is <b>no</b>, Oscar. I will not entertain your inane ideas.
``When some madman sticks you with his penknife in a Tail Quarter back alley, it won't be //my// pity which let it happen.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
But I'm not asking you, brother... <i>I'm asking Quintrell.</i>
<</speak>>
<<speak "lucas.neutral" "lucas">>
He won't do it either.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
I think he's more than capable of making that decision for himself.
``<i>You</i> must think so too, since you chose him as your chief decision maker -- your <b>Right Hand</b>.
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
So it turns out - if he chooses to help me, then you'd be beholden helping me as well, @@.singsong;would you not~?@@ *He taps his chin with one finger.*
<</speak>>
<<include "C1OQ: cons 3 choices">><<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions
[[You're not afraid of being attacked alone?|C1OQ: cons afraid of attack]]
[[What would you even do if you escaped?|C1OQ: cons what do escape]]
[[What is this about owing me a debt?|C1OQ: cons debt]]
[[That's a lot of cake you're eating, Lucas.|C1OQ: cons lucas cake]]
>>
<<decide "major" [[(Agree to help.)|C1OQ: cons yes help]]>>
<<decide "major" [[(Decline to help.)|C1OQ: cons no help]]>>
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.oscarDisguise to true>>
<<qSpeak "quincy.lookaway" "quincy">>
You're not afraid of being attacked while on your own? Completely unguarded?
<</qSpeak>>
<<speak "oscar.casual.giggle" "oscar">>
Ah, but my ill-wishers must first <i>figure out</i> that I'm me.
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
I know this is the most famous face in all of Vestur, but the right combination of cosmetics and clothing can make an entirely different man.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
I can be subtle when I need be.
<</speak>>
<<speak "lucas.neutral" "lucas">>
I wish you'd demonstrate that more often.
<</speak>>
<<include "C1OQ: cons 3 choices">><<qSpeak "quincy.neutral" "quincy">>
Understood. I'll see what I can do.
<</qSpeak>>
<<text>>
Your long-deserted tea now cold, you get to your feet. Lucas works to pouch yet another slice of that repugnant spongy "cake" into his mouth before doing the same.
``You can sense your friend's wariness about the arrangement, but it's difficult to share his apprehension when an interesting puzzle lies ahead of you.
<</text>>
<<speak "oscar.casual.happy" "oscar">>I eagerly await your findings, Duke Barghur.
<</speak>>
@@.next;[[Return to map.|C1: map]]@@<<qSpeak "quincy.neutral" "quincy">>
You said you'd owe me a debt?
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Certainly. I'm not so naive to expect help out of the goodness of your heart.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
There's both much and very little I can offer. I haven't the authority to order the $newNorth to stand down in their demands, or anything of the like....
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
But I have guilder, which never hurts. And occasionally I can lend a <i>favor</i>.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
...What sort of favor?
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
Depends on the ask.
<</speak>>
<<include "C1OQ: cons 3 choices">><<set $response to "dirt">>
<<include "C1OQ cons funfact">><<set $response to "tsundere">>
<<include "C1OQ cons funfact">><<set $response to "chilis">>
<<include "C1OQ cons funfact">><<switch $response>>
<<case "bow">>
<<text>>
You endeavor to respond in the appropriate way.
<</text>>
<<qSpeak "quincy.hat" "quincy">>
The pleasure is mine, Prince Oscar. *You bow, albeit awkwardly. Sweat drips into your eyes.*
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
At ease! This is tea, not official crown business. Let's do away with stuffy formalities.
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
Though I must say your manners are <i>impeccable</i>, Quintrell. Unlike <i>someone else</i> in attendance.
<</speak>>
<<speak "lucas.annoyed" "lucas">>
I'd strip down to my nethers and move to the Urdagan Lordship before I'd ever bow to you.
<</speak>>
<<speak "oscar.casual.giggle" "oscar">>
Now that's a sight I'd <b>love</b> to see.
<</speak>>
<<speak "lucas.scowl" "lucas">>
Let's just sit and get this over with.
<</speak>>
<<case "blurt">>
<<affinity "oscar" 1>>
<<qSpeak "quincy.neutral" "quincy">>
You're much smaller than I imagined.
<</qSpeak>>
<<speak "oscar.casual.surprise" "oscar">>
...
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
I'm not as vertically gifted as you, Duke Barghur.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Don't apologize. Few are.
<</qSpeak>>
<<speak "oscar.casual.giggle" "oscar">>
*He turns slowly on the spot to look at Lucas, exhaling softly through his nose.*
<</speak>>
<<speak "lucas.scowl" "lucas">>
It's about the level of politeness you deserve. Let's just sit and get this over with.
<</speak>>
<<speak "oscar.casual.giggle" "oscar">>
Oh, no. <i>No offense taken.</i> It's quite funny.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
We all have assumptions about how men of power must look, do we not? Reality is often disappointing.
<</speak>>
<<speak "oscar.casual.giggle" "oscar">>
Though I'd say you look much how I imagined, Duke Barghur.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
...Thank you?
<</qSpeak>>
<<case "quiet">>
<<qSpeak "quincy.lookaway" "quincy">>
*You think to say something. You really ought to. Yet nothing comes out - instead you just jerk your head in something of a nod.*
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
There's no need to be mum in my presence. At ease - this is tea, not official crown business.
<</speak>>
<<speak "lucas.scowl" "lucas">>
It's about the level of politeness you deserve. Let's just sit and get this over with.
<</speak>>
<</switch>>
@@.next;[[Take your seat at the table.|C1OQ: cons 1]]@@<<text>>
Oscar did ask - and who are you to deny the crown prince himself? You may as well try... embarrassing though it is.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Her name is $licorice. I'm... surprised you caught that.
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>
She's only a few years younger than me. I've had her since I was a child. She's a wild type hare.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
I presume "wild type" means she's different?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
In a sense. They're the sort still used by nomads.
<</qSpeak>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<affinity "oscar" 2>>
<<qSpeak "quincy.pleased" "quincy">>
But... she's mine. She's important to me. *You pause, then decide to elaborate. Oscar still seems to be listening, neither waning in interest nor curling his lip in distaste.* Her fur shines many different colors in the sunlight. She's particular about her food. She gets very preoccupied with rolling around in a fresh patch after new snowfall.
<</qSpeak>>
<<speak "oscar.casual.fakethink" "oscar">>
I've seen the beast. That almost makes it-- ah, I mean her, sound... <i>cute</i>. Like a dog, or something.
<</speak>>
<<text>>
You clamp down on a reflex to counter that base comparison, and simply nod.
<</text>>
<<speak "oscar.casual.fakethink" "oscar">>
I can't say I understand, but I appreciate the insight regardless.
<</speak>>
<<text>>
You nod.
<</text>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
But... she's mine. She's important to me. *Oscar is still listening, but the indiscernibility of his fixed, serene smile causes nervousness to seep into your stomach.*
<</qSpeak>>
<<speak "oscar.casual.fakethink" "oscar">>
Why is--
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
*You interrupt him.* @@.stutter;I-I'm... sorry. May we just change the topic?@@
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
Oh. I suppose we could, yes.
<</speak>>
<</if>>
@@.next;[[Discuss something else.|C1OQ: cons oscar talkies]]@@<<qSpeak "quincy.lookaway" "quincy">>
Lucas. That's... quite a bit of cake.
<</qSpeak>>
<<text>>
Lucas's plate, which was only a moment ago stacked high, is again empty. Some frosting sticks to his cheek.
<</text>>
<<speak "lucas.eyeroll" "lucas">>
I have endured weeks of unending <i>saltpork</i> and <i>hardtack</i>. That's nothing to say of the pemmican. *He looks momentarily nauseated.*
<</speak>>
<<speak "lucas.neutral" "lucas">>
Judge me not for enjoying real food while I can.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Pemmican is very nutritionally dense. It's a hearty, practical travel food. How can food get more "real"?
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
This cake is insubstantial by comparison.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
Right. I forget you don't understand these sorts of things, considering what passes as good food in the North.
<</speak>>
<<text>>
Strangely, Oscar comes to your defense.
<</text>>
<<speak "oscar.casual.neutral" "oscar">> I think Quintrell's observations are fair. Tea isn't considered a mealtime for good reason. I can put away about as much cake as you, Lucas, and I'm hungry within the hour.
<</speak>>
<<speak "oscar.casual.giggle" "oscar">>
Perhaps cake truly isn't "real food"?
<</speak>>
<<speak "lucas.scowl" "lucas">>
We can't argue what does and doesn't constitute "real food" without clearly defining its parameters.
``Sustenance is hardly a dish's sole virtue. Why then would we possess the ability to taste if enjoyment weren't a naturally valued factor? Or enjoy colorful fruit if beauty not one, too? Why not just eat lard by the handful?
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
I see your point. I, too, am an appreciator of beauty. But...
<</speak>>
<<timebreak "day" "One culinary debate later...">>
<<speak "lucas.pleased" "lucas">>
For when Saint Alistair hunted unicorns, he did not partake in its raw flesh as is most nutritious. He crafted lavish dishes that pleased both stomach <i>and</i> eye, honoring the beast's beauty and sacrifice. *He is on his feet, pacing, as he explains his point.*
You might consider cake in that same vein. We grow grain and raise goats not only for raw nutrition in the form of bread and milk, but to create edible art in the form of cake and cheese. The pleasure to be experienced holds just as much importance.
<</speak>>
<<text>>
Your chin rests on your hand, which has long fallen asleep.
<</text>>
<<speak "oscar.casual.happy" "oscar">>
*His serene smile hasn't shifted in... how long has it been? You're afraid to ask.* But Saint Alistair was a hedonist, which you detest. Enjoying food for its beauty is as hedonistic a quality as one could display, no?
<</speak>>
<<text>>
It's like hearing double.
<</text>>
<<speak "lucas.thinking" "lucas">>
No - hedonism is in regards to <i>excess</i>. It'd be unfair to call a commoner sprinkling her bread with honey from bees she raised and enjoying the golden glow, "hedonistic."
``Whereas a lord demanding litres of the same precious thing from his charges just to luxuriate in his status would be.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
But what of--
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
Er. Please.
<</qSpeak>>
<<speak "lucas.surprised" "lucas">>
Hm?
<</speak>>
<<speak "oscar.casual.surprise" "oscar">>
Mmm?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
*A pleading note has entered your voice.* We were talking about Oscar's desire to escape.
<</qSpeak>>
<<speak "lucas.surprised" "lucas">>
But I was just getting to a very good point-
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
Oh, dear. We got carried away, didn't we? Let's take mercy on your poor Right Hand, Lucas.
<</speak>>
<<include "C1OQ: cons 3 choices">><<qSpeak "quincy.neutral" "quincy">>
No.
<</qSpeak>>
<<speak "oscar.casual.neutralserious" "oscar">>
Oh.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
*He leans backwards into his seat, energy suddenly extinguished.* I understand. It was a large ask... I can't fault your reluctance.
<</speak>>
<<speak "lucas.neutral" "lucas">>
Lovely. Now that we've established to what designs you've invited us-- <i>and</i> you have your answer, you won't mind if we take our leave.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
I suppose not, no. Thank you for your company.
<</speak>>
<<text>>
Lucas wastes no time in shovelling the final forkfuls of cake into his mouth. He pushes his chair out from the table. The crown prince wilts. You wonder if you should not at least grant a few more moments of your attention...
``It's just as Lucas is beginning to walk away that Oscar speaks again.
<</text>>
<<speak "oscar.casual.fakethink" "oscar">>
Wait-
<</speak>>
<<speak "lucas.scowl" "lucas">>
What now?
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
If not escape, then I have a much smaller ask. Please, it'd only be an hour of your time at most.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
I work @@.whisper;...ungloved...@@ when nobody is in here. The state of my nails is a travesty. I'm in dire need of a nailkit, but my father <b>refuses</b> - doesn't think it's important.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>Too, the servants have been specifically ordered to stop entertaining requests from me -
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
I wonder why?
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
So I'm out of my options. Prithee, would you at least <b class='accent'>nip down to the markets and fetch me one?</b>
<</speak>>
<<text>>
And again, his eyes seem to magnify in size, his eyebrows upturned. His countenance is reminiscent of a mollifying cat begging for a scrap of food, and somehow accomplishes this without losing (much) decorum.
``You're more than aware of the irksome feeling of dirt trapped beneath your nails, or the jagged edges toiling among the soil can impart. <<if setup.hasTrait("cleithro")>>Just an unpleasant side effect of an unpleasant job for you, but you can only imagine the anguish it <<else>> Though the grittiness causes you no distress, you can only imagine what anguish the same sensation <</if>> must inflict on someone as white-linened as Prince Oscar Andimeur.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<decide "major" [[Alright. Just a nailkit, then.|C1OQ: cons nailfile yes]]>>
<<decide "major" "Let's go, Lucas. (DISABLED FOR DEMO)" "fake">>
<</choose>>
<</qSpeak>><<memory "oscar" "helpedEscape" "nail">>
<<memory "lucas" "helpedOscarEscape" "false">>
<<qSpeak "quincy.neutral" "quincy">>
All you're asking is for a uh, "nailkit"?
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Just a nailkit. I'm sure the Mane Quarter Markets must have one. Even one for commoners would do!
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I can do that, at least.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
I'll pay you whatever it's worth, and then some!
<</speak>>
<<speak "lucas.neutral" "lucas">>
*He heaves a sigh, but does not argue.* There's worse things to do than spend the rest of this afternoon wandering the Mane Quarter markets, I suppose.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
We'll return shortly.
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
Quintrell - thank you for this.
<</speak>>
<<speak "oscar.casual.pray" "oscar">>
Architect be with you.
<</speak>>
<<questNewTask "A1oscarQuest" `[{id: "nailkit", text:"Purchase a nailkit from the Mane Quarter markets in Diadem.", loc:"diadem"}]`>>
@@.next;[[Return to map.|C1: map]]@@<<qSpeak "quincy.furrow" "quincy">>
I don't think that's a good idea.
<</qSpeak>>
<<speak "lucas.smirk" "lucas">>
Thank the Architect.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
I understand your hesitation! But please - if you won't do it for me, would you at least do it for the people of Diadem?
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
The public thinks me convalescent. Were I to return to my clinic unannounced beneath Father's nose, he would <i>have</i> to at least let me out of the castle to perform my white practitioner duties. The commoners would throw a fit otherwise.
<</speak>>
<<passiveGate 1 `["dec",11]`>>
<<passiveGate 2 `["emp",10]`>>
<<if setup.gatePass(2)>>
<<skillGate 2>>
<<text>>
His eyes are misty on the edges. Even if Lucas is correct - and this is some sort of ploy of Oscar's for selfish designs - you feel that this aspect of his speech at least is genuine.
<</text>>
<</if>>
<<if setup.gatePass(1)>>
<<skillGate 1>>
<<text>>
<<if setup.gatePass(2)>>But h<<else>>H<</if>>is intonation is quite extreme, so the point of approaching... well, as Lucas so succinctly put it, mawkish. But... say you <i>did</i> agree to find those weaknesses in the castle defences?
``You needn't necessarily bring that information to Oscar. Perhaps you could inform the King-Regent. That would ensure the Prince's continued safety... or, some more mischievous part of you thinks, make Oscar quite cross. Lucas would certainly find that amusing.
<</text>>
<</if>>
<<qSpeak "quincy.furrow" "quincy">>
<<choose>>
<<decide "major" [[Okay. I'll do it.|C1OQ: cons yes help]]>>
<<decide "major" [[No.|C1OQ: cons nailfile ask]]>>
<</choose>>
<</qSpeak>><<img 1 "oq_teaparty.png" "You, Oscar, and Lucas sit around the tea table. Lucass plate is piled high with cake.">>
<<once>>
<<qSpeak "quincy.neutral" "quincy">>
I could converse. That's why we're here.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
*He leans forwards and regards you with great interest.*
Tell me about your Convoy members. I am told my brother has accumulated quite the eclectic group. Or you could tell me a bit about yourself - you were a <i>mine inspector</i>? How fascinating. Or...
<</speak>>
<<speak "lucas.scowl" "lucas">>
Shut up and let him pick something.
<</speak>>
<</once>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Talk about yourself.)|C1OQ: cons talk self]]>>
<<actions [[(Discuss your companions.)|C1OQ: cons talk companions]]>>
<<decide "end" [[I've been meaning to ask - why are you so bored, Prince Oscar?|C1OQ: cons 2]] >>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
Have you any suggestions on where we might look?
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Perhaps. I'm no master escapist--
<</speak>>
<<speak "lucas.annoyed" "lucas">>
Ugh.
<</speak>>
<<speak "oscar.casual.wistful" "oscar">>
But if I had to guess...
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
<b>Guard Dorwynn</b> is a fabulous conversationalist. On occasion he would look the other way when I wanted to pay a trip to the markets. But since he changed schedule, I've hardly seen the fellow.
<</speak>>
<<itemAdd "guardsonNote" "note" `{name: "Guard Dorwynn
's Leniency", desc: "Guard Dorwynn used to let Oscar slip away from the castle. Perhaps you should talk to him?",obtained:["Oscar", "Diadem Castle"]}` `{url:"placeholderNote.png"}`>>
<<speak "oscar.casual.neutral" "oscar">>
And when we were younger, Lucas and I would nip out to the front garden through that one grate in the <b>Hall of Kings</b>.
<</speak>>
<<itemAdd "hallKingsNote" "note" `{name: "Grate in Hall of Kings", desc: "There used to be a loose grate in the Hall of Kings.",obtained:["Oscar", "Diadem Castle"]}` `{url:"placeholderNote.png"}`>>
<<speak "oscar.casual.wistful" "oscar">>
And lastly, there's this <b> window in the sitting room adjacent to the High Sybil's quarters</b> that would allow one out to the roof to look at the stars...
<</speak>>
<<itemAdd "anchaRoom" "note" `{name: "Sitting Room Window", desc: "There
's a sitting room next to the High Sybil's quarters in Diadem Castle. The window opens to the roof.",obtained:["Oscar", "Diadem Castle"]}` `{url:"placeholderNote.png"}`>>
<<speak "oscar.casual.neutralserious" "oscar">>
But I can't be seen poking around these places.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
...I see.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Some of your companions are familiar with the inner workings of the castle. They might be of help. And don't forget that Lucas knows where everything is, much as he wishes he didn't.
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
Your past job was to probe for weaknesses within mines, yes? Perhaps you could treat it like that. Examining the castle for weak points.
<</speak>>
<<if setup.hasTrait("moleman")>>
<<text>>
``The engaging task of poking at every out-of-place support has never left you bored. Those were happier times, before the Convoy and the $newNorth began complicating your life. Navigating court politics just doesn't provide the same pleasures.
``Perhaps this <i>will</i> be fun. This inspection even comes without the unpleasantry of experiencing all the ways in which you could get crushed, maimed, and buried. Helpful though it is... your death sense is ever the burden.
<</text>>
@@.next;[[Understood.|C1OQ: cons agree end]]@@
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
Urk.
<</qSpeak>>
<<speak "oscar.casual.surprise" "oscar">>
Oh - sensitive topic?
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
Well, try to envision some more pleasing activity instead. Maybe searching for er, carcasses to feed your beloved hare?
<</speak>>
<<text>>
That is not how feeding hares goes... but you decide not to launch into the complicated logistics of procuring goat carcasses at ideal levels of decomposition.
<</text>>
@@.next;[[I'll try.|C1OQ: cons agree end]]@@
<</if>><<qSpeak "quincy.neutral" "quincy">>
You're curious of my opinion regarding the Convoy members?
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
Very much so. There's never been a Convoy quite as strange as this one.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
Let's skip over my dear brother - it's rude to talk about someone in attendance as though they're not there. And I know enough about //your// brother already.
<</speak>>
<<speak "oscar.casual.fakethink" "oscar">>
What of your "Man of the Third Estate"? Or I suppose, "Woman of the Third Estate?"
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<trait "packbonded" [[She was my valet in childhood.|C1OQ: imani response packbond]]>>
<<trait "dispersal" [[We're friends.|C1OQ: imani response dispersal 1]]>>
<<trait "dispersal" [[We're friends - but I'm not sure I understand why Lazarus chose her.|C1OQ: imani response dispersal 2]]>>
[[Well-spoken.|C1OQ: imani response][$response to "goodtalk"]]
[[Annoying.|C1OQ: imani response][$response to "badtalk"]]
[[I'm... not sure.|C1OQ: imani response][$response to "idk"]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
You want to know more about me?
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
I do! I've heard the broad strokes as to who "Duke Quintrell Barghur" is. My brother has many stories of your school days, but you can't know a man until you've had a conversation with him.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I'm not sure where I should start.
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
How about something <i>fun?</i>
<</speak>>
<<speak "lucas.neutral" "lucas">>
You'd best not be poking fun at him, Oscar.
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
<<choose>>
<<trait "moleman" [[I can identify certain types of soil by smell alone.|C1OQ: cons funfact moleman]]>>
<<trait "shameless" [[I've been disinvited from every future tunsukh in Tebenka Territory.|C1OQ: cons funfact shameless]]>>
<<trait "cleithro" [[I've escaped close encounters with a moose no less than four times.|C1OQ cons funfact cleithro]]>>
<<trait "shameful"[[Well... there really isn't much to me...|C1OQ: cons funfact shameful]]>>
[[I'm not a "fun" person.|C1OQ cons funfact][$response to "noFun"]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
What would you do with your newfound freedom?
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
You know - <i>things</i>. There's much to do in Diadem! I'm sure my fancies of seeing the spring flower blooms in the Mane District are of little interest to you.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
But lest you think I only seek frivolity: I plan to make a grand reappearance at my clinic and declare my return as head white practitioner.
<</speak>>
<<speak "oscar.casual.unamused" "oscar">>
Grand public declarations have their uses. Father wouldn't be able to dispute without admitting he cannot control his own son.
``Even if my means of escape were discovered... he'd at least have to allow me to heal my subjects.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
Nothing is more important than that.
<</speak>>
<<include "C1OQ: cons 3 choices">><<text>>Oscar bounces his foot. His knee thumps rhythmically against the table's edge. It's like when $licorice turns circles in her pen, restless with unspent energy.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>Alright.
<</qSpeak>>
<<memory "oscar" "helpedEscape" "true">>
<<memory "lucas" "helpedOscarEscape" "true">>
<<prepAction "capable" "freedOscar">>
<<prepAction "inept" "failedFreeOscar">>
<<speak "oscar.casual.happy" "oscar">>
Oh, Quintrell!
<</speak>>
<<text>>
Oscar leans across the table and squeezes your hands in both of his, eyes all but sparkling.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
Er-
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
@@.singsong;This is just@@ <b>@@.singsong;everything@@</b> @@.singsong;to me. Thank you!@@
<</speak>>
<<speak "lucas.annoyed" "lucas">>
For <b>Architect's sake</b>, Quintrell.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
Don't be cross with him, Lucas. I promise my excursions will bring you no trouble.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
*He turns back to you.* It's difficult for Lucas to imagine, but I don't engage in mischief for mischief's sake.
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
*You nod awkwardly, wishing he'd release your hands. When he does finally let go, your fingers are left tingling.*
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
All I ask of you is to <b class='accent'>find me a way outside of the castle walls.</b> It can be an exit within the keep, or somewhere in the garden... so long as it leads outside the castle walls, that's all I need.
<</speak>>
<<speak "oscar.casual.wink" "oscar">>
<b class='accent'>More exits would be better than less...</b> if you can manage such a thing.
<</speak>>
<<questNewTask "A1oscarQuest" `[{id: "investigate", text:"Locate an escape route leading out of Diadem Castle.", loc:"diadem"}]`>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[Do you have any suggestions on where to start?|C1OQ: cons suggested locations]]
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.curDangelConvo>>
<<case "vacay">>
<<speak "alexander.happy" "King-Regent Alexander">>
You enjoying the vacation, D'Angelo?
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
*His eyebrows furrow; he's absorbed in assessing where to move a particular cannon.* ...I'm sorry, I don't follow.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
This little stint in the Prince's Convoy. *He gestures with his hand.*
I'm sorry you didn't get a real furlough when you returned to Vestur. But I figure attending to whining peasants can't be so bad compared to saving counter-revolutionaries in Opona, eh?
<</speak>>
<<text>>
``Alexander chuckles, sliding some of his infantrymen forward into the open field. D'Angelo destroys them a moment later.
<</text>>
<<if $party.includes("imani")>>
<<speak "imani.furrow" "imani">>
... *she opens her mouth, only to shut it when D'Angelo steps on her foot.*
<</speak>>
<</if>>
<<speak "dangelo.neutralserious" "dangelo">>
This Prince's Convoy is the first in a hundred years, sire. I'm giving it my full attention.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>So serious in your duty. I like that about you, Barghur.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
But do learn to relax. Your Convoy will pull a few strings, make a few decrees, and this $newNorth will simmer down as all unhappy subjects do.
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
They said that about Opona, sire.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Sure did. And you see how that shit-show turned out.
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
...Victoria. *he coughs.*
<</speak>>
<<speak "vicky.neutral" "vicky">>
Respectfully, Your Grace. Angie's working hard.
<</speak>>
<</if>>
<<speak "alexander.worried" "King-Regent Alexander">>Yes, well. *His smile falters a little.* This is Vestur. To be callous - <i>we have meur</i>, and Opona's nobility didn't.
``Besides, the $newNorth aren't calling for our heads to come off or anything.
<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.furrow" "imani">>
We've no intentions to escalate to that level of violence, Your Grace.
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Glad to hear it!
<</speak>>
<</if>>
<<speak "dangelo.neutralserious" "dangelo">>
...Red meur viscount to F63.
<</speak>>
<<case "dAngelStory">>
<<speak "alexander.neutral" "King-Regent Alexander">>
This is nice. We should do this more, Lieutenant-General! I've a million things to ask you.
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Oh - I've yet to hear your story about the Siege of Belovodye!
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
Mmm, you don't want to hear <i>that one</i>, Your Grace. It's complicated and boring - and then there's the casualties....
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Any battle worth fighting will have men die. If it weren't for you, nobody would've escaped alive.
<</speak>>
<<speak "dangelo.yeesh" "dangelo">>
. . .
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
I command you regale us! *He laughs.* That's an order from your King-Regent.
You musn't be shy about your accomplishments.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
...Yes, Your Grace.
<</speak>>
<<text>>Lucas, who has been passing the time staring impatiently out the window with his cheek pressed against the glass, comes to life. You can't help but find your interest piqued as well. D'Angelo seldom speaks of his time off the peninsula - at least, not in any detail. <<if hasVisited("CAMP: dangelo about opona write")>>Not even when asked directly.<</if>>
<</text>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutralserious" "vicky">>
He's got better stories than that one, Your Grace. How about he tells you how he--
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
No. He requested this one. I'll tell it.
<</speak>>
<</if>>
<<speak "dangelo.neutralserious" "dangelo">>
...It was the fourth week of the siege against Belovodye. The commoners had full control of the city from the inside-out and were putting up a Hell of a fight.
``We were pinned on both sides: the revolutionaries in the city would shoot and fire artillery from atop the walls. The men of the country would sneak up at night and trample our soldiers in their tents on horseback.
<</speak>>
<<speak "dangelo.eyeroll" "dangelo">>
To make things worse, those bastards hardly let you have a wink of sleep with their constant chanting:
``@@.yell;Accept our freedom or accept your death!@@
<</speak>>
<<text>>
``Alexander is frozen mid-move, the little bronze horse hanging limply from his fingers. He listens with the rapt attention of a child enjoying a particularly good bedtime story.
<</text>>
<<speak "dangelo.neutralserious" "dangelo">>
I was <i>trying</i> to get some sleep one night... when I awoke to a huge explosion. Then screaming. It's never quiet during a siege, but this was big enough that I knew not only something awful happened, but that it was gonna be my mess to clean up.
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
``Can't say I was expecting to see Lieutenant-General Kagthur lying outside my tent. What was left of him, anyway. Poor bastard caught cannon shot through his middle.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
That's when I knew that--
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
You had to take matters into your own hands.
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
*He shifts uncomfortably.* ...That I was suddenly the most senior officer in this siege. The only nobles left were me and Sebastian. Glenmaer's son.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
There was no way to get a message out. Nobody was going to come save us. All I could do was make a final push into the city and <i>try</i> to get the rest of these men and the Oponan King and court to safety.
<</speak>>
<<text>>
``D'Angelo delivers his recount of fighting into the city. The usual enthusiasm in his voice is all but missing. His posture is easy, reclined in the chair, but his tone flat - as though he were describing something mundane like the weather.
<</text>>
<<speak "dangelo.neutralserious" "dangelo">>
When we reached the Palace, I saw that they'd already gotten the King. His head was up on a pike at the gates, middle-ages style.
``Then, a group of these "freedom fighters" caught us in the wrong place at the wrong time.
<</speak>>
<<speak "dangelo.laugh" "dangelo">>
And Sebastian Glenmaer, that foolish bastard...!
<</speak>>
<<speak "dangelo.harrowed" "dangelo">>He tried to surrender on the spot. To reason with them that we only wanted to evacuate the nobility and members of the court. Went waving his arms and shouting, "We admit defeat! Opona is yours!"
``They just swarmed him like so many ants. One man had a sword to his neck. Took a swig from a flask for courage and...
<</speak>>
<<speak "dangelo.smilestress" "dangelo">>
*he draws a thumb across his neck.*
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
We fought like Hell then. There were maybe fifty of us left, but everyone had liked Sebastian. <b>Everyone.</b>
``Our timing was lucky. The siege had been going a long time. They were tired, more than us. We managed to overpower them in the moment, and were able to get the princess and the rest of the court out from the palace.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
*he rubs his forehead.* To be honest, I don't remember the details beyond that.
``It was just running, fighting, fighting, running. Days of it. Don't know if I slept. But when it was all over... I was back at our fort. We were alive. And most importantly, <i>someone else</i> was arranging the travel of barons and princesses and what have you to Vestur.
<</speak>>
<<speak "dangelo.disappointed">> I could finally sleep.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
*He whistles.* What a tale!
<</speak>>
<<speak "dangelo.yeesh" "dangelo">>
There are better ones. That siege lost us the Oponan war. If we had just marched with our full force earlier...
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Like I said. Really was a shit-show.
<</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
*He reaches out towards D'Angelo's shoulder, then diverts and scratches his head instead.*
<</speak>>
<<elseif $party.includes ("imani")>>
<<speak "imani.tilt" "imani">>
Hm.
<</speak>>
<</if>>
<<speak "alexander.happy" "King-Regent Alexander">>
Nonsense! Opona's monarchy still lives on because of you!
``And what's more, you didn't even return to Vestur right away. You went right out to the other cities to rescue anyone who wished to flee the country.
<</speak>>
<<speak "dangelo.disappointed" "dangelo">>
Just finishing what I started.
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
And so you <b>more than earned</b> your promotion, Lieutenant-General!
``Still so modest. I don't understand why you can't have some pride about it, boy!
<</speak>>
<<speak "lucas.thinking" "lucas">>
I fail to see how this was a <i>win</i> for Vestur, father. Opona is now a republic.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>You haven't a soldier's mindset, son. Think of it this way: Opona's "nobility" has dispersed all over the world. And not one of them will ever forget our Lieutenant-General here.<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Vestur has friends all over as a result. @@.singsong;That's worth a lot in the world of politics!@@
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
*he clears his throat.* ...It's your turn, sire.
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Oh, right! My cavalry to I33.
<</speak>>
<<case "vicky">>
<<if $party.includes("vicky")>>
<<speak "alexander.neutral" "King-Regent Alexander">>Lieutenant-General, how are you finding her? Is she keeping up with the other soldiers alright? *He jerks his head towards Vicky.*
<</speak>>
<<speak "vicky.smirk" "vicky">>So easy I could do it in my sleep after Belovodye, Your Grace.
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>That's good to hear... <i>soldier</i>, but... I was speaking to your commander. *He affects a smile that's strange in a way you cannot comprehend.*<</speak>>
<<speak "dangelo.neutral" "dangelo">>Her name is Guard Wylvire. You can speak to her yourself, Your Grace. She doesn't bite.<</speak>>
<<speak "dangelo.silly" "dangelo">>'Least not unless you ask her.<</speak>>
<<speak "vicky.cackle" "vicky">> Ha!<</speak>>
<<text>>``He and Vicky share a hearty cackle. Alexander chuckles a little, but doesn't seem to find it quite as amusing.<</text>>
<<speak "alexander.worried" "King-Regent Alexander">>I only ask because you don't oft see a woman out in the field. It's an easy assignment, but- should she get tired, I'm happy to send a regular soldier in her place.<</speak>>
<<speak "dangelo.smilestress" "dangelo">>*His laughter slows.* Aha. She's doing just fine, Your Grace.<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>Or if you need another guard for the Convoy for the extra assurance, I'll gladly pay his salary. You can't afford to be down a whole man - er, woman, every you know... <i>strawberry week</i>.<</speak>>
<<qSpeak "quincy.neutral" "quincy">>You mean during menses?<</qSpeak>>
<<speak "lucas.stressed" "lucas">>Might we <i>please</i> change the topic?<</speak>>
<<speak "vicky.incredulous" "vicky">>
*She has a hand over her mouth. By the way her shoulders are shaking, you surmise she is trying not to laugh.*<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>...I'll let you know if I ever have need of that offer, Your grace. Thank you. *He moves one of his spearmen, obliterating a unit of the King-Regent's cavalry.*
<</speak>>
<<else>>
<<speak "alexander.neutral" "King-Regent Alexander">>
I heard that a <i>female</i> soldier was selected for the Convoy guard.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>Yep. Vicky - that is, Guard Wylvire.<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>That's the name. It's got to be awkward, isn't it? Tiptoeing around her? <</speak>>
<<speak "dangelo.neutral" "dangelo">>Not at all! I specifically requested her presence.<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>Ohh. I see... need a bit of comfort while in the field, eh?<</speak>>
<<text>>
"Comfort?" You aren't sure what that means.
<</text>>
<<speak "lucas.annoyed" "lucas">>
Of course <i>you</i> would be so callous to imply a soldier you've never met is a travelling light-skirt.<</speak>>
<<if $party.includes("imani")>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Oh. I suppose there is a woman in attendance... *He clears his throat sheepishly*
<</speak>>
<<speak "imani.furrow" "imani">>
*She is once again silenced by D'Angelo's foot over top her own.*
<</speak>>
<<else>>
<<speak "alexander.neutral" "King-Regent Alexander">> What? We're all men here!<</speak>>
<</if>>
<<text>>Oh. ``That was a euphemism, you suppose.<</text>>
<<speak "dangelo.grumpy" "dangelo">>
Nnno. That's not why I picked her.
<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander">>
Oh. *he furrows his eyebrows and looks confused.*
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>With <i>all due respect</i>, Your Grace, I think you underestimate her. She's gotten me out of some tight situations. She was with me through Belovodye.<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>Guard Wylvire's tough as steel. I'd pick nobody else.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>You're a braver man than me, Lieutenant-General. I sure wouldn't envy being around such a wildcat in <i>strawberry season</i>.<</speak>>
<<qSpeak "quincy.neutral" "quincy">>You mean during menses? *You get this one.* <</qSpeak>>
<<speak "lucas.stressed" "lucas">>Might we <i>please</i> change the topic?<</speak>>
<<speak "dangelo.smilestress" "dangelo">> Can't say I've ever noticed! *He moves one of his spearmen, obliterating the King-Regent's cavalry.*<</speak>>
<</if>>
<</switch>><<location "conservatory_day.png" "The Conservatory - Diadem Castle">>
<<text>>
The conservatory is a small building made almost entirely of glass. Roses push up against every inch of wallspace, occluding the prodigious gardener inside. You weren't even aware the flower came in so many colors.
``The total length of the building can't surpass five meters, yet no less than eight castle guards crowd around its tiny perimeter. This gives you pause, but Lucas pays them no mind. He raps sharply on the glass door.
<</text>>
<<speak "lucas.neutral" "lucas">>
No answer. *...He opens the door regardless.*
<</speak>>
<<text>>
One step in, and sweat immediately breaks out over your forehead. The conservatory's interior is so humid that you might be forgiven for assuming you'd been transported to be the height of a Southern summer. The roses in their various forms - bushes, trellises, and the like - overflow tables, walls and floors.
``Only the center of the conservatory is swept bare.
``There stands a metal table and a trio of chairs with spindly golden legs. The places have been set in that peculiar Midland way: no less than three forks and three spoons to a person. The serving plates are piled high with more biscuits and cakes than three men could reasonably eat.
``And delicately perched on one of the chairs, behind steam rising from the teapot, is the crown prince. He animates upon noticing the pair of you. The book he was a moment ago engrossed in snaps shut.
<</text>>
<<speak "oscar.casual.happy" "oscar">>
@@.posh;Brother dearest! I'm so glad you could attend.@@ *He shakes Lucas's hand.* It's been quiet - I'd even venture <i>peaceful</i> - in your absence.
<</speak>>
<<speak "lucas.scowl" "lucas">>
*He snatches his hand away.* Drop the act, Oscar. We're alone.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
'Tis no act. Truly, I missed you.
<</speak>>
<<speak "lucas.neutral" "lucas">> I'm only here because Quintrell thought it inappropriate to ignore your invite.
<</speak>>
<<text>>
Oscar now regards you. And for first time, you are able to regard him in turn.
``He is short, even moreso than his brother. (This means little in your estimation. After all, a weasel - despite it's diminuitiveness - is more fearsome a predator than a beast three times its size.)
``What most catches your interest is the cleanliness of his linens. (How can a garment be so white?) Very archetypically Andimeurian. Small, yet ornate and long-limbed, he reminds you of the looping filigrees which decorate every corner of Diadem Castle. A natural extension of the environment - at home among the conservatory's heat, the cloying smell of the roses, and silk cushions.
``...Now you have been staring too long. You should say something.
<</text>>
<<speak "oscar.casual.neutral" "oscar">>
*He clears his throat.* Duke Barghur. I'm also pleased you could accompany my brother - or as he alleges, at least convince him to endure my presence for a short while.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[The pleasure is mine. (Bow, as is proper.)|C1OQ: cons greet oscar][$response to "bow"]]
[[(Blurt out the first thing that comes to mind.)|C1OQ: cons greet oscar][$response to "blurt"]]
[[(Say absolutely nothing.)|C1OQ: cons greet oscar][$response to "quiet"]]
<</choose>>
<</qSpeak>><<location "diademcastle_entrance.png" "Entrance Hall - Diadem Castle">>
<<once>>
<<set $oscarQuestTemp.placesVisited to 0>>
<</once>>
<<text>>
The entrance hall of Diadem Castle is a long, rectangular chamber filled with statues, paintings, and all manner of things you're sure are meant to impress foreign dignitaries. A plush gold-and-white carpet cushions your feet.
``The guards are unbothered, though they seem quite curious as to your presence. Best not to linger.
<</text>>
<<if setup.taskStatus("A1oscarQuest","investigate") == "true">>
<<qSpeak "quincy.neutral" "quincy">>
*You've found one potential escape for Prince Oscar. You could go inform him, or you search for additional routes.*
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
*Part of you is just curious about the castle, too...*
<</qSpeak>>
<</if>>
<<if visited() <= 1>>
<<speak "lucas.neutral" "lucas">>
So, where should we start?
<</speak>>
<<else>>
<<speak "lucas.neutral" "lucas">>
What next?
<</speak>>
<</if>>
<<set $subTracker to {
barracks: ["item","guardsonNote"],
hallKings: ["item","hallKingsNote"],
sittingRoom: ["item","anchaRoom"],
courtyard: ["item","courtyardNote"],
alexanderStudy: ["item","dadimeurStudy"],
oscarRoom: ["item","roomSnoop"]
}>>
<<if not $inventory.hasOwnProperty("guardsonNote")>>
<<set $subTracker.barracks to false>>
<</if>>
<<if not $inventory.hasOwnProperty("hallKingsNote")>>
<<set $subTracker.hallKings to false>>
<</if>>
<<if not $inventory.hasOwnProperty("anchaRoom")>>
<<set $subTracker.sittingRoom to false>>
<</if>>
<<if not $inventory.hasOwnProperty("roomSnoop")>>
<<set $subTracker.oscarRoom to false>>
<</if>>
<<if $party.includes("kaitos")>>
<<if not $inventory.hasOwnProperty("courtyardNote")>>
<<set $subTracker.courtyard to false>>
<</if>>
<<else>>
<<set $subTracker.courtyard to "hidden">>
<</if>>
<<if $party.includes("dangelo")>>
<<if not $inventory.hasOwnProperty("dadimeurStudy")>>
<<set $subTracker.alexanderStudy to false>>
<</if>>
<<else>>
<<set $subTracker.alexanderStudy to "hidden">>
<</if>>
<<locLinks `[
{id:"barracks",link:"C1OQ: to guard barracks",text:"Guard Barracks",url:"diademcastle_barracks.png"},
{id:"hallKings",link:"C1OQ: hall start",text:"Hall of Kings",url:"diademcastle_hallkings.png"},
{id:"sittingRoom",link:"C1OQ: Enter HS Hall",text:"Upstairs Sitting Room",url:"diademcastle_anchasittingroom.png"},
{id:"courtyard",link:"A1OQ: Garden Entry",text:"Courtyard",url:"diademcastle_courtyard.png"},
{id:"alexanderStudy",link:"C1OQ: parlor start",text:"King-Regent's Study",url:"sittingroom_alexander.png"},
{id:"oscarRoom",link:"C1OQ: room entrance",text:"Oscar's Chambers",url:"diademcastle_oscarroom.png"}
]` $subTracker>>
<<if setup.taskStatus("A1oscarQuest","investigate") == true>>
@@.next; [[End your search and inform Oscar of your findings.|C1OQ: yes find exit]]@@
<<else>>
@@.next;[[End your search and Inform Oscar of your inability to find an exit.|C1OQ: no find exit]]@@
<</if>><<set $oscarQuestTemp.sawLucasAmalthea to true>>
<<affinity "lucas" 5>>
<<qSpeak "quincy.hat" "quincy">>
...Lucas?
<</qSpeak>>
<<text>>He cringes in response.<</text>>
<<speak "lucas.eyeroll" "lucas">>
You needn't waste your pity on me.
<</speak>>
<<speak "lucas.neutral" "lucas">>
She passed long ago. It's just alarming to see her rendered in such detail - these frames are about as large as a man.
<</speak>>
<<text>>
He touches a hand to the canvas and resumes study of his mother's portrait. His eyes search the canvas with a hunger only describable as sacred. His countenance softens, softens, until even you - his oldest friend - can't tell what it is he's feeling.
<</text>>
<<img 1 "oq_lucaslook.png" "Lucas gazes tenderly up at his mothers portrait...">>
<<speak "lucas.neutral" "lucas">>
She should rightfully still be here. More so than the rest of this family, anyway.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
*You venture, delicately:* You were close.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">> <b>No.</b> "Close" implies I loved her.
``Love is for children and brainless young men chasing skirts. <</speak>>
<<speak "lucas.glasses" "lucas">>
I <b>respected</b> her. Orator, poet, public servant, practitioner, master swordsman, and...
<</speak>>
<<speak "lucas.devastated" "lucas">>@@.stutter;Best of women.@@<</speak>>
<<text>>Lucas speaks no more. You leave him with whatever memories he's lost in.<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN CELIA")|C1OQ: hall queen celia]]
[[(Examine the endmost portrait.)|C1OQ: hall oscar]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
I've found no loose grate here.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Then we're wasting our daylight dallying in this undusted - *He huffs.* ...they must've sealed the grates long ago.
``<i>Let's not expend even one moment more of our time here.</i>
<</speak>>
<<if $party.includes ("dangelo") || $party.includes("imani")>>
<<text>>
Lucas is positively bristling at this point. <<if $party.includes("dangelo")>>Even D'Angelo, who had once again found amusement in squinting at some strangely man-shaped infants in the early section of the portrait hall, doesn't object. He exchanges an apprehensive glance with you.<</if>><<if $party.includes("imani")>> Imani takes her last few moments to finish studying Queen Celia's portrait. She seems especially pensive.<</if>>
<</text>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
Interesting monument.
<</speak>>
<</if>>
<<text>>
<<if not $party.includes ("dangelo") && not $party.includes("imani")>>Lucas is positively bristling at this point. <</if>> You follow Lucas from the hall, leaving behind his family's deep past. Only when the double doors swing closed behind you does his countenance slack back into his usual cold, feline tensity.
<</text>>
<<speak "lucas.annoyed" "lucas">>
Ghastly tomb.
<</speak>>
<<itemRemove "hallKingsNote">>
<<include "C1OQ: hallreturn">><<set $oscarQuestTemp.sawRapier to true>>
<<text>>
The empty reliquary is rectangular in shape, and about four times as long as it is wide. A gold engraving depicts a pair of manticores surrounding a defeated unicorn. The creature weeps as fire barrels towards her.
``A plaque describes what once sat within the glass:
<</text>>
<<written "engraved">>
<b>THE MANTICORE BLADE</b>
``A RAPIER MADE FROM THE TAIL OF A MANTICORE.
``IT WAS ONCE WIELDED IN THE LAST UNICORN HUNT BY ARTHUR ANDIMEUR. IT IS PERHAPS THE FIRST RELIC EVER PRODUCED.
``DUE TO ITS POWERFUL AND UNPREDICTABLE NATURE, THE MANTICORE BLADE HAS FEW PRACTICAL MODERN USES. BUT IT SERVES AS A REMINDER OF VESTUR'S HISTORY AND THE GIFT OF MEUR BESTOWED ON US BY THE ARCHITECT.
<</written>>
<<if visited() == 1>>
<<speak "lucas.neutral" "lucas">>
Well, what of that grate? Any luck?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Right. *You redirect your attention to the wall. There is a grate there, but it doesn't move when you pull at it.*
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
"Unpredictable nature"... what nonsense. Unpredictable if you possess the conducting prowess of a first-year VRMA student, maybe.
<</speak>>
<<text>>
He draws the manticore blade from the sheath at his side and examines it against the reliquary. In spite of his sour mood, a self-satisfied smile comes across his features.
<</text>>
<<speak "lucas.pleased" "lucas">>
Nothing so useful should be left to rot in a glass case.
<</speak>>
<<else>>
<<text>>
Lucas examines the manticore blade against the reliquary. In spite of his sour mood, a self-satisfied smile sits upon his face.
<</text>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[How did you get it out of the reliquary?|C1OQ: hall how get]]
[[You've never told me why you took the manticore blade in the first place.|C1OQ: hall why take]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
How did you get it out of there?
<</qSpeak>>
<<text>>
The synthesizer is still intact and humming against the base of the reliquary. You aren't entirely sure what would happen if you were to touch the glass, but... you're reasonably sure it wouldn't be pleasant.
<</text>>
<<speak "lucas.neutral" "lucas">>
Simple. Touch it.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
...You want me to touch the... armed reliquary?
<</qSpeak>>
<<speak "lucas.smirk" "lucas">>
Yes.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
Woah, hey - a few seasons ago I saw a common man who touched one of those! It was gruesome. He was laid up at the white practitioner for at least a month after.
<</speak>>
<</if>>
<<speak "lucas.smirk" "lucas">>
*He raises his eyebrows and gestures to the empty case.* Do you not trust me?
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[(Tentatively place your hands on the glass.)|C1OQ: hall touch glass][$response to "touch"]]
[[Umm...|C1OQ: hall touch glass][$response to "um"]]
[[No.|C1OQ: hall touch glass][$response to "no"]]
<</choose>>
<</qSpeak>><<switch $response>>
<<case "yes">>
<<qSpeak "quincy.lookaway" "quincy">>
Yes. The reliquaries.
<</qSpeak>>
<<speak "lucas.glasses" "lucas">>
Excellent.
<</speak>>
<<text>>
He sweeps past you without so much as another word. Upon finding the first air flow grate in the wall, he sets to testing the connection between metal and stone. He hits it harder than you think necessary.
``...You suppose you'd best investigate.
<</text>>
<<case "disproportionate">>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" "quincy">>
You're angry. Did you interpret my question as an insult on your character?
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
You're angry. Why?
<</qSpeak>>
<</if>>
<<text>>
Lucas's cheeks bloom red. He snatches his glasses off his nose and polishes them furiously.
<</text>>
<<speak "lucas.stressed" "lucas">>
Tsk. No. It's simply - well, you wouldn't understand. There's no point explaining.
<</speak>>
<<text>>
Lucas replaces the glasses upon his face with such force they're left askew. He sweeps past you without so much as another word. Upon finding the first air flow grate in the wall, he sets to testing the connection between metal and stone. He hits it harder than you think necessary.
``...You suppose you'd best investigate.
<</text>>
<<case "ok">>
<<affinity "lucas" 1>>
<<qSpeak "quincy.lookaway" "quincy">>
Are you feeling well?
<</qSpeak>>
<<speak "lucas.annoyed" "lucas">>
I'm fine! You needn't treat me like a child.
<</speak>>
<<text>>
<<if $party.includes("dangelo")>>D'Angelo<<elseif $party.includes("vicky")>>Vicky<<elseif $party.includes("kaitos")>>Kaitos<</if>> continues <<if $party.includes("dangelo")>>his<<elseif $party.includes("vicky")>>her<<elseif $party.includes("kaitos")>>his<</if>> stare. Lucas looks over his shoulder, his cheeks flushing a deep red.
``He sweeps past you without so much as another word. Upon finding the first air flow grate in the wall, he sets to testing the connection between metal and stone. He hits it harder than you think necessary.
``...You suppose you'd best investigate.
<</text>>
<</switch>>
@@.next;[[Explore the reliquaries.|C1OQ: hall reliquaries]]@@<<text>>
While impressive from further away, closer inspection of the manticore leaves you... disappointed. Whoever was in charge of mounting this creature musnt've known what one looked like in life.
<</text>>
<<img 1 "oq_manticore.png" "A stuffed manticore in its display case looms over you with a ghastly face.">>
<<written "engraved">>
<b>BERTRAM</b>
``MANTICORES WERE USED IN THE GREAT UNICORN HUNTS OF OLD BY THE ANDIMEUR FAMILY. ONCE PLENTIFUL, THEIR POPULATION DECLINED IN THE COMING AGES.
``THE LATE BERTRAM, FAITHFUL COMPANION OF KING OSCAR I, WAS THE LAST OF HIS KIND.
<</written>>
<<text>>
<<if $party.includes("dangelo")>>
D'Angelo walks a circle about it, enraptured. Occasionally he cranes his neck to see some part from a different angle.
<<elseif $party.includes("vicky")>>
Vicky leans as close to the glass as she dares.
<<elseif $party.includes("kaitos")>>
Kaitos still gazes upon it, his mouth slack.
<</if>>
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Such poor construction.
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.surprised" "dangelo">>
What now?
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Huh?
<</speak>>
<<elseif $party.includes("kaitos")>>
<<if not $oscarQuestTemp.kaitosMad>>
<<speak "kaitos.casual.idle" "kaitos">>
Huh?
<</speak>>
<<else>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
*He shuts his mouth and moves on from the manticore, throwing a reproachful look over his shoulder.*
<</speak>>
<</if>>
<</if>>
<<qSpeak "quincy.furrow" "quincy">>
Manticores possess the body of a cat. They would've walked upon their toes - not with feet flat like a man. Furthermore, its arms can't possibly bend like that...
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutral" "dangelo">>
You talk like you've seen a living one with your own two eyes.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
I haven't. It's common anatomical sense.
<</qSpeak>>
<<speak "dangelo.silly" "dangelo">>
Well maybe manticores just looked like that? Not like we can just visit a menagerie and find out.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
They've <i>stitched its nostrils</i> shut.
<</qSpeak>>
<<speak "dangelo.surprised" "dangelo">>
Oh, yeah. Look at that.
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.cackle" "vicky">>
You're telling me they messed it up despite having its <i>skin</i> in front of them? Pathetic.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
More goes into stuffing than adding wool to the inside. They must've needed to carve its musculature too. And since it was the last...
<</qSpeak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.stare" "kaitos">>
Hm, yeah. Guess it's kinda hard to tell what a bear looks like just from the rug.
<</speak>>
<</if>>
<<qSpeak "quincy.lookaway" "quincy">>
Still. Even I could've done a better job.
<</qSpeak>>
<<elseif $party.includes("kaitos") && not $oscarQuestTemp.kaitosMad>>
<<speak "kaitos.casual.stare" "kaitos">>
*He regards it silently for a few more moments.* You're right.
``Imagine being the last man alive. Then you die.... and they stuff you full of wool... and they make you like, <i>stand on your knees</i>.
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
Silver...
<</speak>>
<</if>>
<<text>>
As you observe the dim light playing against the manticore's leathery wings and chitinous tail, it's almost possible to imagine the magnanimity the beast once possessed... //almost.//
<</text>>
<<speak "lucas.scowl" "lucas">>
Quintrell? Any luck over there? *His irritated voice cuts through your ponderings.*
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
Er-
<</qSpeak>>
<<text>>
You try the grate closest to the manticore. It does not budge.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
No.
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
Then <b>move on</b>.
<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions
[[(Examine the empty reliquary.)|C1OQ: hall firestick]]
[[(Examine the crown jewels.)|C1OQ: hall the crown]]
>>
<<decide "end" [[Move on.|C1OQ: hall not mommys portrait]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
I've had no success with the vents on this side of the room. We should check the portrait side.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Hff... unfortunate.
<</speak>>
<<if $party.includes("dangelo")>>
<<text>>D'Angelo, who has been no help thus far, is busy kneeling to see if the manticore does indeed possess an anus.<</text>>
<<speak "dangelo.neutral" "dangelo">> Fine, fine.
``I'd much rather spend time over here though, I haven't even gotten a good look at that fancy hat -
<</speak>>
<<speak "lucas.scowl" "lucas">> We're here for a purpose, Lieutenant.
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
Sheesh, alright.
<</speak>>
<<text>>With a last reluctant glance back at its disfigured face, he leaves the beast be for the portrait side. As D'Angelo walks past, you hear him mutter under his breath.
<</text>>
<<speak "dangelo.silly" "dangelo">>
<sup><span class='whisper'>@@.lilt;We'Re hErE fOr A pUrPoSe, Lieutenant.@@</span></sup>
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
I'll start at this end, then.
<</speak>>
<<text>>
As he nears the furthest length of the portrait wall, his foot catches upon a section of the rug. D'Angelo loses his balance, and you tense as you watch him try and fail to right himself. Instead he begins to teeter in the direction of one of the portraits. You can just make out the plaque of <b>"HER MAJESTY QUEEN AMALTHEA ANDIMEUR - MOTHER OF VESTUR".</b>
<</text>>
<<elseif $party.includes("vicky")>>
<<text>>
Vicky, who has been no help thus far and instead seems busy commentating on the size of the manticore's testicles, looks up.
<</text>>
<<speak "vicky.think" "vicky">>
Whuh?
<</speak>>
<<speak "lucas.annoyed" "lucas">>
We're moving on! Pick one end of the portrait wall and start checking the grates.
<</speak>>
<<speak "vicky.neutral" "vicky">>
No need to get all hot on me, Princey. *She holds up a hand.* I'm goin'.
<</speak>>
<<text>>
As she nears the furthest length of the portrait wall, her foot catches upon a section of the rug. Vicky loses her balance, and you tense as you watch her try and fail to right herself. Instead she begins to teeter in the direction of one of the portraits. You can just make out the plaque of <b>"HER MAJESTY QUEEN AMALTHEA ANDIMEUR - MOTHER OF VESTUR".</b>
<</text>>
<<speak "vicky.think" "vicky">>
<b>Shit -</b>
<</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral" "kaitos">>
*He doesn't respond, still busy staring among the reliquaries.*
<</speak>>
<<speak "lucas.annoyed" "lucas">>
Asenath!
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
Mmm? *He looks up, eyebrows furrowed slightly.*
<</speak>>
<<speak "lucas.annoyed" "lucas">>
We're moving on. The portrait wall. Pick an end and actually make yourself useful.
<</speak>>
<<text>>Kaitos begins to shuffle off.<</text>>
<<speak "lucas.scowl" "lucas">>
Quicker, Asenath!
<</speak>>
<<speak "kaitos.casual.scoff" "kaitos">>
Dunno how screaming makes me move any faster.
<</speak>>
<<text>>
As he nears the furthest length of the portrait wall, his foot catches upon a section of the rug. Kaitos loses his balance, and you tense as you watch him try and fail to right himself. Instead he begins to teeter in the direction of one of the portraits. You can just make out the plaque of <b>"HER MAJESTY QUEEN AMALTHEA ANDIMEUR - MOTHER OF VESTUR".</b>
<</text>>
<</if>>
<<speak "lucas.surprised" "lucas">>
@@.yell-loud;No!@@
<</speak>>
<<text>>
Lucas's response is swift. The prince closes the gap between himself and <<if $party.includes("dangelo")>>D'Angelo<<elseif $party.includes("vicky")>>Vicky<<elseif $party.includes("kaitos")>>Kaitos<</if>> in almost no time, and just manages to crash his shoulder into <<if $party.includes("dangelo")>>his<<elseif $party.includes("vicky")>>her's<<elseif $party.includes("kaitos")>>his<</if>>. <<if $party.includes("dangelo")>>D'Angelo<<elseif $party.includes("vicky")>>Vicky<<elseif $party.includes("kaitos")>>Kaitos<</if>> just barely misses the portrait, instead slamming sideways into the stone wall. Lucas stands huffing, rubbing his shoulder.
<</text>>
<<speak "lucas.bigmad" "lucas">>
@@.yell;You bumbling oaf! Watch your feet!@@
<</speak>>
<<speak "lucas.stressed" "lucas">>
@@.stutter;The @@<b>@@.stutter;damage@@</b> @@.stutter;that could've been done...!@@
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
<b>Ow. </b> *He rubs his head.* What was that for? Isn't like you to care for some portrait. I thought you hated - what was it - <i>royal hedonism</i>?
<</speak>>
<<speak "lucas.stressed" "lucas">> Artwork is history! <</speak>>
<<speak "lucas.bigmad" "lucas">> Even if the reason for its creation is... nngh, royal decadence. Just start off at <b> that </b>end instead. *He points in the opposite direction.*
<</speak>>
<<text>>D'Angelo shuffles away once again, looking thoroughly confused on the manner. <</text>>
<<speak "dangelo.unsure" "dangelo">>
You're going to give yourself a hernia at this rate.
<</speak>>
<<elseif $party.includes("vicky")>>
<<text>>Vicky is back on her feet in a moment and reaches out as though ready to shove Lucas back in response, but thinks better of it. She looks to the painting Lucas just saved from imminent destruction<</text>>
<<speak "vicky.indifferent" "vicky">>
<i>Ohhh.</i> It's about your mama.
<</speak>>
<<speak "lucas.stressed" "lucas">> @@.stutter;No. It isn't - it's just that artwork is history!@@
<</speak>>
<<speak "lucas.bigmad" "lucas">>
Even if the reason for its creationis... nngh, royal decadence, it should be preserved. Especially from women who can't even watch where they're going!
``Just - go. Just start off at <b> that end</b> instead. *He points in the opposite direction.*
<</speak>>
<<text>>Vicky shrugs, scratching the back of her head, and heeds his request.<</text>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.sulk" "kaitos">>
<i>Ow.</i> *He rubs the back of his head and then looks at his hand, as though expecting blood.* That hurt.
<</speak>>
<<speak "lucas.stressed" "lucas">>Much as I despise this room, that is <i>history</i> you nearly put your elbow through. <</speak>>
<<speak "kaitos.casual.neutralserious" "kaitos">> Not like I meant to. <</speak>>
<<speak "lucas.bigmad" "lucas">> When do you ever mean to do anything? *He pinches his nose.*
``@@.stutter;Just - go.@@ Just start off at <b> that end</b> instead. *He points in the opposite direction.*
<</speak>>
<<text>>Without complaint, Kaitos slinks off.<</text>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
*She speaks under her breath just loudly enough for you to hear.*
``@@.whisper;And so he answers the question that I'm sure was on all our minds: what troubles him about this place?@@
<</speak>>
<<speak "imani.tilt" "imani">>
@@.whisper;I wonder why so many a man has his most complex relationship with his mother....@@
<</speak>>
<</if>>
<<text>>Lucas turns back to the portrait and delicately shifts the frame back and forth so that it hangs correctly on the wall.<</text>>
@@.next;[[Look at the portrait wall...|C1OQ: hall portraits]]@@<<written "engraved">>
<b>HIS MAJESTY, KING ARTHUR ANDIMEUR THE GREAT, FOUNDER OF VESTUR</b>
<</written>>
<<text>>
Vestur's first High King is rendered strangely: flat, almost entirely two dimensional. The paint cracks with age, the varnish long yellowed and discolored. This scene is in fantastical contrast to the more realistic and recent portraits of the late Queens.
``King Arthur holds a severed unicorn head in his hand. It looks balefully toward its captor. The manticore opposite at his other shoulder gazes adoringly up at its master.
``None of the air intakes along the wall are kind enough to budge. You walk along the wall's length leisurely, watching the depictions and clothing change with age. Sleeves widen and then shrink and widen again, tunics turn to waistcoats... but what never shifts is the abundant locs of the subject, the gold-and-white vestments, and the unilateral maleness of Vestur's rulers and heirs.
``Now nearing the Andimeurs of the 1690s, you can't help but notice some of the portrait's subjects being quite young. <b>"HIS MAJESTY, KING NORMAN ANDIMEUR THE CHERUBIC"</b> looks hardly older than fifteen. Some, like <b>"PRINCE DAVID"</b>, don't appear to have escaped infancy...
``...At any rate, you're none the closer to finding this elusive loose grate.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN CELIA")|C1OQ: hall queen celia]]
[[(Examine "HER MAJESTY QUEEN AMALTHEA")|C1OQ: hall queen amalthea]]
[[(Examine the endmost portrait.)|C1OQ: hall oscar]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.visitedOscarPortrait to true>>
<<text>>It's... Oscar.<</text>>
<<img 1 "oq_oscarport.png" "A large portrait of a child Prince Oscar hangs on the wall above a plaque.">>
<<text>>
A <i>very young</i> Oscar.
``He is posed much in the same way as those portraits before him - hands folded, staring benevolently at his beholder. He is too young to have the Andimeur gild, his dreads coming only to his ears.
``The painter musn'tve been particularly skilled. Oscar's eyes, though half-closed in that regal manner, bulge out of sockets painted dark enough to look blue. Whatever shade of brown was used only adds to the waxen quality of his face.
<</text>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
Next I hear a Midlander call the Old Ways "dark" or "frightening", I'll raise them this. Talk of a hare cowering from a crow's death omen.
<</speak>>
<</if>>
<<if $party.includes("kaitos") && not $oscarQuestTemp.kaitosMad>>
<<text>>Kaitos draws near where you're standing. He looks upon the portrait, his eyes first widening, then furrowing very suddenly.<</text>>
<<speak "kaitos.casual.stare" "kaitos">>
It's him.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Yes.
<</qSpeak>>
<<speak "kaitos.casual.stare" "kaitos">>
*The longer he looks, the more his mouth's corners twitch*...Kinda cute.<</speak>>
<</if>>
<<text>>
<<if $party.includes("kaitos") && not $oscarQuestTemp.kaitosMad>>
<p>
You beg to differ.
</p><</if>>
``It's altogether unpleasant to look at. This portrait of the living prince seated amongst the immortalized dead feels... well, <i>haunting</i> might be the correct word.
``Time to stop staring and return to your search.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN CELIA")|C1OQ: hall queen celia]]
[[(Examine "HER MAJESTY QUEEN AMALTHEA")|C1OQ: hall queen amalthea]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>><<text>>
The portraits run about three quarters of the length of the hall, each as Andimeurian as the last. Dozens of smiling faces surrounded by a mane of flowing black locs fringed with gold at the end, their postmortem likeness framed by metal roses and a plaque bearing their name.
``Upon the death of a High King or his heir, another portrait would be installed. Or something of the sort...
``Most are High Kings from ages past, their names long escaped from your memory since your days of history class. Towards the end though, the last two reigning Queens are more familiar. Mysteriously, one final portrait hangs after the late <b>"QUEEN AMALTHEA ANDIMEUR"</b>...
``Lucas bobs along the most distal end of the hall, turning the screws holding the grates in place with his little fingers. Every now and then, he glances up at the portraits and scowls.
``<<if $party.includes("kaitos")>>
Kaitos seems more interested in looking at the pictures than actually trying the grates.
<<if $oscarQuestTemp.kaitosMad == false>>
Each time you get close to him, he moves further away.
<</if>>
<</if>>
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN CELIA")|C1OQ: hall queen celia]]
[[(Examine "HER MAJESTY QUEEN AMALTHEA")|C1OQ: hall queen amalthea]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>><<img 1 "oq_amaltheaport.png" "A large portrait of the late Queen Amalthea hangs on the wall above a plaque.">>
<<text>>
When you reach <b>"QUEEN AMALTHEA ANDIMEUR - VESTUR'S LOVING MOTHER"</b>, you nearly bump directly into Lucas. Having assumedly found no success with the nearby grate, the prince stares upwards at the portrait of his mother, transfixed.
``This is far from the first depiction of Queen Amalthea you've seen. Her smile graces many a room in Diadem Castle. This likeness in particular shows a rather beautiful young woman, her eyes full of gentle mischief, staring at the viewer with a rapier clutched proudly in her hand.
<</text>>
<<if not hasVisited("C1OQ: hall about amalthea")>>
<<speak "lucas.neutral" "lucas">>
. . .
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[Lucas?|C1OQ: hall about amalthea]]
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN CELIA")|C1OQ: hall queen celia]]
[[(Examine "HER MAJESTY QUEEN AMALTHEA")|C1OQ: hall queen amalthea]]>>
[[(Examine the endmost portrait.)|C1OQ: hall oscar]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>>
<<else>>
<<speak "lucas.devastated" "lucas">>
. . .
<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN CELIA")|C1OQ: hall queen celia]]
[[(Examine "HER MAJESTY QUEEN AMALTHEA")|C1OQ: hall queen amalthea]]>>
[[(Examine the endmost portrait.)|C1OQ: hall oscar]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>>
<</if>><<set $oscarQuestTemp.sawCelia to true>>
<<img 1 "oq_celiaport.png" "A large portrait of the late Queen Celia hangs on the wall above a plaque.">>
<<written "engraved">>
<b>HER MAJESTY QUEEN CELIA ANDIMEUR - VESTUR'S FIRST QUEEN.</b>
<</written>>
<<text>>
``Lucas and Oscar's grandmother. Her eyes look unfocused and dreamy, and-
``Strange.
``One patch of the portrait - across the late Queen's right cheek, is a slightly different color than the rest. You lean in close. It seems to have been repainted at some point. Behind the gauzy brown top coat, you just barely see some letters...
``Nose now just inches away from the canvas, you can read it. It's an expletive that you shan't repeat. You draw back from the portrait, frowning.
<</text>>
<<if $party.includes("dangelo")>>
<<set $oscarQuestTemp.heardAssets to true>>
<<speak "dangelo.surprised" "dangelo">>
Ohh - she's the one! From those old woodcuts of the High Sybil.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Come again?
<</qSpeak>>
<<speak "dangelo.neutral" "dangelo">>
Some of the old books at VRMA have them. Whod've known libraries have <i>fun</i> things sometimes?
``A fellow showed me once. The High Sybil was holding her uh, you know...
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Assets.
<</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.lookaway" "quincy">>
That... sounds highly inappropriate.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
And this... was amusing to you.
<</qSpeak>>
<</if>>
<<speak "dangelo.silly" "dangelo">>
Hey - depictions of <i>assets</i> were hard to come by at VRMA. We had to treasure each and every one.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
*He tuts.* Don't think she was very popular in her day, Celia.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Mmm.
<</qSpeak>>
<<elseif $party.includes("kaitos") && $oscarQuestTemp.kaitosMad == false && $oscarQuestTemp.visitedSittingRoom>>
<<speak "kaitos.casual.neutral" "kaitos">>
Oh. There she is. The ground painter.
<</speak>>
<<speak "kaitos.casual.neutral" "kaitos">>
...She seems gold.
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I must wonder: was she as fraught a Queen as old men like to rave about?
<</speak>>
<<speak "imani.neutral" "imani">>
Or was she merely so unlucky as to be the first?
``I know more of her... <i>praying with the High Sybil</i> than her actual policy.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.silly" "dangelo">>
Her <i>alleged</i> praying with the High Sybil.
<</speak>>
<<speak "quincy.lookaway">>
Is it so odd that she was religious? Every leader of Vestur is.
<</speak>>
<<speak "imani.lookaway">>
. . .
<</speak>>
<<speak "dangelo.laugh">>
<i>Oh, Quin.</i>
<</speak>>
<<text>>
Frustratingly, they do not elaborate.
<</text>>
<<else>>
<<speak "quincy.lookaway">>
Is it so odd she be religious? Every leader of Vestur is.
<</speak>>
<<speak "imani.lookaway">>
*She sighs, but frustratingly does not answer your question.*
<</speak>>
<</if>>
<</if>>
<<text>>Just before her's is the portrait of a young Andimeur boy: <b>"PRINCE SUTTON - FOREVER MISSED."</b> He's six, maybe seven. A brother, perhaps. Seems he didn't make it out of childhood.
``The grate here resists your tampering like all the others. Time to move on.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions [[(Examine the oldest portraits.)|C1OQ: hall old portraits]]
[[(Examine "HER MAJESTY QUEEN AMALTHEA")|C1OQ: hall queen amalthea]]
[[(Examine the endmost portrait.)|C1OQ: hall oscar]]>>
<<decide "end" [[(Move on.)|C1OQ: hall conclusion]]>>
<</choose>>
<</qSpeak>><<text>>
The Andimeur family's most precious objects sit within gold-and-glass displays. They are arranged in rows of two, all leading up to the most elaborate case of all, inside which the Andimeur's crown jewels sit upon a white cushion.
``One reliquary is completely empty.
``In the center, the large stuffed manticore stands on its hind legs. It menaces like a heraldic beast leapt off some illuminated page.
``At the base of each reliquary, an Andimeur synthesizer hums away, serving as a warning that any tampering would be an unwise decision.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<actions
[[(Examine the stuffed manticore.)|C1OQ: hall manticore]]
[[(Examine the empty reliquary.)|C1OQ: hall firestick]]
[[(Examine the crown jewels.)|C1OQ: hall the crown]]
>>
<<decide "end" [[Move on.|C1OQ: hall not mommys portrait]]>>
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.placesVisited +=1>>
<<location "diademcastle_hallkings.png" "Hall of Kings - Diadem Castle">>
<<set $oscarQuestTemp.visitedHall to true>>
<<itemShow>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.surprised" "dangelo">>
Huh. I've never bothered to <i>actually</i> set foot in here.
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
*She whistles.*
<</speak>>
<</if>>
<<text>>
The Hall of Kings is one of few parts of Diadem Castle open to the public. During the Season, Vesturians of any class may take a reprieve from the courtyard's abundant gardens and enter the shady keep. Here in the Hall of Kings, they're invited to marvel at the Andimeur family's splendor.
``Being that it is late spring, the Hall sits almost forgotten - neither prepped for the coming Season nor tended to since the former.
``A few low-burning candles provide just enough illumination. A Diadem Castle hallmark white-and-gold carpet runs the length of the hall. On the left side, a series of portraits spans the wall. Candlelight bounces off their gilt frames. On the right, an assortment of very old and expensive-looking objects sit in reliquary cases.
``You run a finger along a wall. It comes up caked in dust.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>I imagine we're some of the first to enter in months - asides from the castle help.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
Checking the grates should be a quick task. We needn't be here long.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.surprised" "dangelo">>
Woah, hey - I've never seen one of these in person before!
<</speak>>
<<text>>
D'Angelo meanders off, magnetically drawn to the mounted manticore that dominates the cluster of reliquaries. <<if $party.includes("vicky")>>Vicky follows him, screwing up her face at it.<</if>>
<</text>>
<<speak "dangelo.neutral" "dangelo">>
Couldn'tve been easy to stuff that thing.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
They <i>really</i> fucked up the face.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
Nah, I've seen illustrations - in textbooks and stuff. They really did look like that.
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I wonder if the first manticore knew what he was consigning his descendents to, when he let an Andimeur place a saddle upon him?
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Does that look like a fellow with a lot of thoughts in his head? *He gestures to the manticore.* He was probably just thinking "I'm hungry, thank you very much for the steak, strange two-legged manticore".
<</speak>>
<<speak "imani.bow" "imani">>
Well, it looks a fair bit like you after a few glasses of Asenath Rum, Lieutenant...
<</speak>>
<<speak "dangelo.laugh" "dangelo">>
You can't <i>not</i> look like that after a few glasses.
<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Now <i>that's</i> a beast.
<</speak>>
<<text>>Vicky struts forward, magnetically drawn to the mounted manticore that dominates the cluster of reliquaries.
<</text>>
<<speak "vicky.neutral" "vicky">>
Would've liked to have brought down one of those things.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral" "kaitos">>
I think they like, hunted <i>with</i> them... or something.
<</speak>>
<<speak "vicky.neutral" "vicky">>
Even better! Takin' on a moose with one of these would've been child's play.
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.furrow" "imani">>
For the reason of hanging its head upon your wall, I presume?
<</speak>>
<<speak "vicky.smirk" "vicky">>
No, no... That thing deserves to be a <i>rug</i>. Imagine: *she makes a square with her hands, as if framing the scene* You walk right into your sitting room and <i>bam</i> - that face starin' at you from in front of the hearth.
<</speak>>
<<speak "imani.neutral" "imani">>
I'm imagining. I don't think I get it.
<</speak>>
<<speak "vicky.neutral" "vicky">>
Yyyeah, women usually don't. Don't worry about it.
<</speak>>
<<speak "lucas.neutral" "lucas">>
I don't think it's anything to do with being a woman or not. It's the destructive act of in exchange for aesthetic barbarism -
<</speak>>
<<speak "vicky.smirk" "vicky">>
I ain't surprised you don't get it, either.
<</speak>>
<<speak "lucas.scowl" "lucas">>
And what do you mean by that?
<</speak>>
<<speak "vicky.unimpressed" "vicky">>
*She snickers.* @@.singsong;Noooothin'.@@
<</speak>>
<</if>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral" "kaitos">>
...Woah.
<</speak>>
<<text>>
Kaitos meanders forward, magnetically drawn to the mounted manticore that dominates the cluster of reliquaries.
<</text>>
<<speak "kaitos.casual.stare" "kaitos">>
He's got the face of a fellow.
<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.furrow" "imani">>
A grotesque one at that.
<</speak>>
<<speak "imani.neutral" "imani">>
I wonder if the first manticore knew what he was consigning his descendents to, when he let an Andimeur place a saddle upon him?
<</speak>>
<<speak "kaitos.casual.idle" "kaitos">>
Hope not. I mean, that'd be <i>disturbing</i>. Woulda have to have <b>really</b> hated his children.
<</speak>>
<</if>>
<</if>>
<<speak "lucas.annoyed" "lucas">>
Hrrgh. <b>Focus, please.</b> There are only thirteen grates in this hall.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
For once we're actually in a part of the castle open to anyone, right? Nothin' suspicious. No rush.
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
This part of the castle is open to everyone. There's nothing suspicious about our presence here. I'd like to look, if you don't mind.
<</speak>>
<</if>>
<<text>>
Lucas bounces on his heels with growing impatience. You try to redirect back to the task at hand.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Would you know which grate it might be, Lucas?
<</qSpeak>>
<<speak "lucas.annoyed" "lucas">> Why would I? The last time Oscar and I gave the guards the slip in that manner was before VRMA!
``@@.intense;I don't expect <b>you</b> to remember things you did in the single digit age range.@@
<</speak>>
<<text>>
His voice echoes around the high-vaulted room. <<if $party.includes("dangelo")>>D'Angelo's attention is drawn away from the manticore. He looks back with raised brows. <<elseif $party.includes("vicky")>>Vicky revolves slowly on the spot, her eyebrows raised.<<elseif $party.includes("kaitos")>> Kaitos spins towards the source, cowering like a dog from a thunderstorm from the force of Lucas's voice.<</if>>
<</text>>
<<speak "lucas.stressed" "lucas">>
Ah.
<</speak>>
<<speak "lucas.flustered" "lucas">>
That is, no. I don't know which. Let's just start with the reliquary area.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[Er, okay...|C1OQ: hall lucas outburst][$response to "yes"]]
[[That was disproportionate.|C1OQ: hall lucas outburst][$response to "disproportionate"]]
[[Are you alright?|C1OQ: hall lucas outburst][$response to "ok"]]
<</choose>>
<</qSpeak>><<text>>
This reliquary is older than the rest. Most of the glass is foggy and gray-green, made in an era less sophisticated than your own. Only the front panel has been replaced with a clear pane.
``Inside is a silk cushion, upon which sits the Andimeur Crown Jewels: Saint Alistair's crown, and the Ampulla.
``The Crown is an object of ornate craftsmanship. A unicorn stands at one end of the rose diamond, a manticore the other. Together they flank the jewel, having paused in their usual rivalry for the good of Vestur. Around the rest of the diadem are precious stones and flourishes of gold flowers, and spirals reminiscent of the unicorn's horn.
``The Ampulla - a gold unicorn statue stood on its hind legs - holds oil for anointing new monarchs through a hole in its horn.
``Beneath these two items is a plaque:
<</text>>
<<written "engraved">>
``<b>THE ANDIMEUR CROWN JEWELS</b>
``THE TREASURE OF THE TRI-KINGDOM. BESTOWED UPON ARTHUR ANDIMEUR BY THE ARCHITECT HIMSELF.
``WITH THESE, THE HIGH KING HOLDS DOMINION OVER THE VESTURIAN PENINSULA.
<</written>>
<<speak "lucas.eyeroll" "lucas">>
Ah. The most despicable set of objects in this whole hall.
<</speak>>
<<text>>
Lucas stalks in your direction, face sour and drawn tight, arms clasped behind his back. <</text>>
<<speak "lucas.scowl" "lucas">>
It's a small comfort my family isn't <i>quite</i> so tacky as to don that antediluvian monstrosity on the daily. Even //Oscar// has enough taste to think it ugly!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Mmm. It is rather... old-fashioned.
<</qSpeak>>
<<speak "lucas.pleased" "lucas">>
Though I <i>do</i> take some joy in imagining him being made to wear such a hideous thing upon his coronation. *A pensive smile comes across his features.* It'll be glorious.
<</speak>>
<<if $party.includes("imani")>>
<<text>>Imani suddenly speaks.<</text>>
<<speak "imani.neutral" "imani">>
I think I've settled on what this hall reminds me of.
<</speak>>
<<speak "lucas.smirk" "lucas">>
Please, do share.
<</speak>>
<<speak "imani.neutral" "imani">>
It's like a church. I've only been a few times, but - it's like a Saint's relic. Spaces like this are dedicated to purposeful mythologization.
<</speak>>
<<speak "lucas.thinking" "lucas">>
In a way, yes. Any space meant to be filled with information and depictions is something like a temple.
``In that way - your political club, the $newNorth, is a church in of itself, no? When you place a bust of the character of <i>Lazarus</i> in your meeting hall, he's a god you're all looking to...
<</speak>>
<<text>>You think you'd best continue on your search.<</text>>
<</if>>
<<speak "lucas.neutral" "lucas">>
Ah. By the by, Quintrell - there is no grate here.
``Don't go crawling around this area. This is my family's most precious reliquary... I'm unfamiliar with the protections on it. I'd hate for my Right Hand bumping the case to be how I find out how intense they are.
<</speak>>
<<speak "quincy.neutral">>
<<choose>>
<<actions
[[(Examine the stuffed manticore.)|C1OQ: hall manticore]]
[[(Examine the empty reliquary.)|C1OQ: hall firestick]]
[[(Examine the crown jewels.)|C1OQ: hall the crown]]
>>
<<decide "end" [[Move on.|C1OQ: hall not mommys portrait]]>>
<</choose>>
<</speak>><<switch $response>>
<<case "touch">>
<<if $party.includes("dangelo")>>
<<speak "dangelo.smilenervous" "dangelo">>
Oh Quincy... no... c'mon...
<</speak>>
<</if>>
<<text>>
You hesitantly reach out.
``The cool glass meets your fingers... and thankfully nothing happens. Before you can ask why that is, Lucas has knelt by the synthesizer and launched into full loquacity.
<</text>>
<<case "um">>
<<qSpeak "quincy.lookaway" "quincy">>
Um...
<</qSpeak>>
<<text>>It isn't as though you don't trust your best friend... or perhaps it is, but instinct balks against slamming your hand down on an object meant to immolate you for doing just that. <</text>>
<<speak "lucas.pleased" "lucas">>
I thought you might not, Look. *He places his hand upon the glass. Nothing happens.* See?
<</speak>>
<<case "no">>
<<affinity "lucas" -1>>
<<qSpeak "quincy.lookaway" "quincy">>No.
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutral" "dangelo">>
I wouldn't either.
<</speak>>
<</if>>
<<speak "lucas.eyeroll" "lucas">>
Aha. I hope you jest. Am I so treacherous?
<</speak>>
<<speak "lucas.neutral" "lucas">>
I've no desire to set fire to my Right Hand. *He places his hand upon the glass. Nothing happens.* I only asked for demonstrative purposes.
<</speak>>
<</switch>>
<<speak "lucas.pleased" "lucas">>
Red meur relics power the defensive mechanism in these reliquaries - ah, what a lovely coincidence in etymology. <i>Reliquaries powered by relics.</i>
``They require a large amount of mythril - hence the size of these synthesizers. As a result of this cumbersome size, the device must be housed outside the reliquary's casing. Quite the design flaw.
<</speak>>
<<speak "lucas.neutral" "lucas">> ...Anyone who knows //anything// of these old autonomous synthesizers need only open it up.
<</speak>>
<<text>>
``Lucas grabs a screw at the corner of the device. It is loose enough for him to untwist by hand. The casing swings off, revealing an incomprehensible mess of tiny metal pipes and gears beneath.
<</text>>
<<speak "lucas.smirk" "lucas">> Disconnecting //this// mythril rod //here// severs the device's connection with the salamander jaw //here//. Set off the trigger mechanism all you like - it will never so much as make a spark!
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutralserious" "dangelo">> Sounds like a great way to accidentally kill yourself.
<</speak>>
<<speak "lucas.pleased" "lucas">> If you're ignorant, yes. But I'm still standing here before you! The results speak for themselves. *He looks fondly upon his rapier.*
<</speak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
How were you so sure of your skills?
<</qSpeak>>
<<speak "lucas.smirk" "lucas">>
It was a risk I took, touching the reliquary. I'm a lawyer, not a meur scientist... but it was as simple as reading a few books on theory.
<</speak>>
<<speak "lucas.pleased" "lucas">>
The results speak for themselves. *He looks fondly upon his rapier.*
<</speak>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if !hasVisited("C1OQ: hall why take")>>
[[You've never told me why you took the manticore blade in the first place.|C1OQ: hall why take]]
<</if>>
<<actions
[[(Examine the stuffed manticore.)|C1OQ: hall manticore]]
[[(Examine the crown jewels.)|C1OQ: hall the crown]]
>>
<<decide "end" [[Move on.|C1OQ: hall not mommys portrait]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">> You've never shared why you took it. <</qSpeak>>
<<speak "lucas.smirk" "lucas">>
Pure rebellion.
<</speak>>
<<speak "lucas.pleased" "lucas">>
We men of the law are weak for a good metaphor. What better than to be the manticore to my brother's <i>"Unicorn Prince?"</i>
<</speak>>
<<speak "lucas.neutral" "lucas">>...And it was gathering dust - quite literally. *He runs his finger across the glass case, then flicks the dust off distastefully.*
Unlike some, I'm not so reductionist on the functions of red meur. It's folly to dismiss an object this powerful as an unrefined fire hazard.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>I see.
<</qSpeak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if !hasVisited("C1OQ: hall how get")>>
[[How did you get it out of the reliquary?|C1OQ: hall how get]]
<</if>>
<<actions
[[(Examine the stuffed manticore.)|C1OQ: hall manticore]]
[[(Examine the crown jewels.)|C1OQ: hall the crown]]
>>
<<decide "end" [[Move on.|C1OQ: hall not mommys portrait]]>>
<</choose>>
<</qSpeak>><<switch $oscarQuestTemp.placesVisited>>
<<case 1>>
@@.next;[[Return to the entrance hall.|C1OQ: interrupting ancha 1]]@@
<<case 3>>
@@.next;[[Return to the entrance hall.|C1OQ: interrupting ancha 2]]@@
<<default>>
@@.next;[[Return to the entrance hall.|C1OQ: entrance hall hub]]@@
<</switch>><<switch $response>>
<<case "valet">>
<<qSpeak "quincy.neutral" "quincy">>
We used to play together, as children. She was my valet once.
<</qSpeak>>
<<speak "oscar.casual.surprise" "oscar">>
It must've come as a shock to learn she was so involved in the $newNorth movement.
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
Yes. How could one anticipate that?
<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
One might be able to. How well does your father treat the servants in his employ?
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
Well, I'm //fairly certain// that...
<</qSpeak>>
<<speak "lucas.glance" "lucas">>
Hmph. //"Fairly certain."// I might reassess that "certainty" if I were you.
<</speak>>
<<speak "oscar.casual.glance" "oscar">>
*He clears his throat.*
Well...
<</speak>>
<<case "friend">>
<<qSpeak "quincy.lookaway" "quincy">>
I've always considered her a friend. We've known each other since childhood.
<</qSpeak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" "quincy">>
Our hares are from the same litter.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
We have a lot in common.
<</qSpeak>>
<</if>>
<<speak "oscar.casual.surprise" "oscar">>
It must've come as a shock to find she was so prominent in the $newNorth movement.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I don't know. Perhaps. Imani always had strong convictions.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
...She must've deemed it a just cause.
<</qSpeak>>
<<speak "oscar.casual.fakethink">>
Indeed, she must have.
<</speak>>
<<case "unsureFriend">>
<<qSpeak "quincy.lookaway" "quincy">>
I've always considered her a friend. We've known each other since childhood.
<</qSpeak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" "quincy">>
Our hares are from the same litter.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
We have a lot in common.
<</qSpeak>>
<</if>>
<<qSpeak "quincy.lookaway" "quincy">>
But I can't say I ever expected her to be so... prominent in the $newNorth movement.
<</qSpeak>>
<<speak "oscar.casual.surprise" "oscar">>
I can only imagine.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
It's been a strange adjustment.
<</qSpeak>>
<<case "goodtalk">>
<<qSpeak "quincy.neutral" "quincy">>
She has a way with words and knows to say them to the right people. I'd say Lazarus chose well.
<</qSpeak>>
<<speak "oscar.casual.fakethink" "oscar">>
I've only met her briefly. I'd be interested to know if I'd come to the same conclusion...
<</speak>>
<<case "badtalk">>
<<qSpeak "quincy.neutral" "quincy">>
Overly verbose. Difficult to understand sometimes...
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
You're just bad at interpreting metaphor.
<</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.furrow" "quincy">>
The $newNorth has many a haretouched supporter. It's not rare for us to prefer plain Vesturian.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
I suppose that's true.
<</qSpeak>>
<</if>>
<<speak "oscar.casual.fakethink" "oscar">>
Curious. I've only seen her a few times in passing...
<</speak>>
<<case "idk">>
<<qSpeak "quincy.lookaway" "quincy">>
I'm not sure yet.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
You're "not sure"? You've known the woman <i>since childhood</i> and never given her any thought?
<</speak>>
<<speak "oscar.casual.fakethink" "oscar">>
She was his valet, correct? Sometimes we airheaded nobles forget our servants live full and interesting lives when not pouring us our tea. Clearly Lazarus sees something of use in her.
<</speak>>
<</switch>>
<<speak "oscar.casual.happy" "oscar">>
The court is dying to know why Lazarus chose <i>that particular</i> Man of the Third Estate. Some with anticipation, some with fear. Me, though... I'm just interested to learn what sort of woman she is.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
Let us move on. There's another curiosity I must sate: what do you make of your Convoy Prince's other hand?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Asenath is...
<<choose>>
[[Friendly enough.|C1OQ: kaitos response][$response to "friendly"]]
[[A little idle...|C1OQ: kaitos response][$response to "idle"]]
[[Mysterious.|C1OQ: kaitos response][$response to "mystery"]]
[[Stupid.|C1OQ: kaitos response][$response to "stupid"]]
<</choose>>
<</qSpeak>><<set $response to "friend">>
<<include "C1OQ: imani response">><<set $response to "unsureFriend">>
<<include "C1OQ: imani response">><<set $response to "valet">>
<<include "C1OQ: imani response">><<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Nope. Nothing.
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I'm of little help here.
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.neutral" "kaitos">>
Mmm... is the courtyard fair game?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Yes.
<</qSpeak>>
<<speak "kaitos.casual.neutral" "kaitos">>
I've been out there a few times.
<</speak>>
<<speak "kaitos.casual.idle" "kaitos">>
There's a thing, and it's just big enough that you can kinda - *he makes some kind of gesture.*
<</speak>>
<<speak "lucas.neutral" "lucas">>
To what? Swan-dive?
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
No. Like - over. *he repeats the gesture.*
<</speak>>
<<speak "kaitos.casual.smile" "kaitos">>
Just trust me. I'll show you.
<</speak>>
<<itemAdd "courtyardNote" "note" `{name: "Thing in the Courtyard", desc: "Kaitos has indicated there's... something in the courtyard that might facilitate escape.",obtained:["Kaitos", "Diadem Castle"]}` `{url:"placeholderNote.png"}`>>
<</if>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
I probably shouldn't be enabling you, but... there's something in the King-Regent's study worth looking at.
<</speak>>
<<itemAdd "dadimeurStudy" "note" `{name: "King-Regent Alexander
's Study", desc: "D'Angelo thinks the King-Regent's study is worth investigating.",obtained:["D'Angelo", "Diadem Castle"]}` `{url:"placeholderNote.png"}`>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
What of you, Lucas?
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
...Oscar's already shared the ones which bore fruit in the past. The sitting room window has always been <i>my</i> escape of choice.
<</speak>>
<<speak "lucas.scowl" "lucas">>
I'm not even sure how he found out.
<</speak>><<switch $response>>
<<case "myIdea">>
<<qSpeak "quincy.neutral" "quincy">>
Oscar presented me with a few suggestions.
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>
...There's this <b>window in a sitting room</b> near the High Sybil's quarters... some grates in the <b>Hall of Kings</b>, and something about a <b>Guard Dorwynn</b>.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
We could start with one of those. There's a possibility that they might've been discovered already, so other suggestions would be appreciated.
<</qSpeak>>
<<case "yourIdea">>
<<opinion "dangelo" "feeble" 1 true>>
<<qSpeak "quincy.lookaway" "quincy">>
I was actually hoping some of you might have suggestions.
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
Quincy. Brother. <i>You don't have a plan?</i>
<</speak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
I would've hoped you thought this through.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I do. Oscar gave me some suggestions - I'm just... fielding ideas.
<</qSpeak>>
<</switch>>
<<include "C1OQ: inter charsuggests">>
<<if $party.includes("imani") && $party.includes("vicky")>>
<<qSpeak "quincy.lookaway" "quincy">>
None of you have any suggestions...?
<</qSpeak>>
<<speak "imani.neutral" "imani">>
Were it me looking for intimate knowledge of Diadem Castle, I wouldn't have brought the two common Northern women.
<</speak>>
<<speak "vicky.neutral" "vicky">>
She said it. Really, what'dyou expect?
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
...Oscar's suggestions will have to do, then.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
Thank you. You've given me more to work with.
<</qSpeak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
If that's all, let's not waste daylight.
<</speak>>
<<speak "lucas.thinking" "lucas">>
The guards will allow us just about anywhere with me in your company, but we shouldn't dawdle long enough for any of them to start getting suspicious.
<</speak>>
<<text>>
He takes the lead and opens the next set of doors leading from the vestibule into a wider entrance hall. Your companions trail behind him.
``As you walk, you cast about for other ideas. Estates and castles are often built with secret passages leading to or from areas of safety in the case of emergency. A prince's quarters seems like the perfect area of interest for such a thing...
``But he'd know if his own quarters held such a thing, you reason. It's his own room. ...Then again, an escape could exist in such plain sight that he's never given it any thought. There's no harm in checking, right?
``(Then there's your own curiosity, too...)
<</text>>
<<speak "lucas.neutral" "lucas">>
Quintrell? *He looks back quizzically at you.*
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
*You'd stopped walking somewhere along your thought journey. You jog to catch up* Just thinking - sorry.
<</qSpeak>>
<<itemAdd "roomSnoop" "note" `{name: "Prince Oscar
's Room", desc: "Perhaps Oscar
's room will provide a way out that he overlooked?",obtained:"A hunch"}` `{url:"placeholderNote.png"}`>>
@@.next;[[Get searching!|C1OQ: entrance hall hub]]@@<<location "diademcastle_day.png" "Diadem Castle">>
<<text>>
With the prince by your side, your group of companions walks right into the castle without scrutiny. The keep's medieval doors now closed behind you, the bustle of the castle grounds vanishes into silence.
Lucas is the first to speak, barely above a whisper.
<</text>>
<<speak "lucas.neutral" "lucas">>
You'd best make good use of this afternoon, Quintrell. In fact, you should thank me for <i>enabling you</i> to skulk about my family home like a common burglar. It's not how I'd choose to spend my time.
<</speak>>
<<speak "lucas.annoyed" "lucas">>
Every coffeehouse in Diadem has been plying me with pigeons to orate for them. It took a full afternoon of letter drafting to clear plans just for today.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
What we're looking for is an unguarded route that leads to the outside of Diadem Castle.
<</qSpeak>>
<<set _pNames to setup.partyNames(["lucas","oscar"])>>
<<set _pty1 to _pNames[0]>>
<<set _pty2 to _pNames[1]>>
<<qSpeak "quincy.lookaway" "quincy">> ...Too many of us might arouse suspicion. _pty1 and _pty2 can stay. Everyone else should wait in the sitting room.
<</qSpeak>>
<<if $party.includes("dangelo") == false>>
<<speak "dangelo.neutralserious" "dangelo">>
This all smells like a bad idea to me. But if you're going to sneak about under the King-Regent's nose - at least have the good sense not to get caught, alright?
<</speak>>
<</if>>
<<if $party.includes("vicky") == false>>
<<speak "vicky.unimpressed" "vicky">>
Ugh. Shoulda left me at the inn if you were going to have me rot in that sitting room again. I could be knocking back that fancy Diadem ale on Convoy coin.
<</speak>>
<</if>>
<<if $party.includes("kaitos") == false>>
<<speak "kaitos.casual.idle" "kaitos">>
'Kay. Not like I learned anything about this castle from visiting every few months or anything...
<</speak>>
<</if>>
<<if $party.includes("imani") == false>>
<<speak "imani.neutral" "imani">>
I understand. There's only so much I could lend to the investigation anyway.
<</speak>>
<</if>>
<<text>>
Once the rest have shuffled out of the vestibule, you, Lucas, _pty1 and _pty2 gather in a loose circle.
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutralserious" "dangelo">>
Just to be clear - I'm <b>super not</b> loving the sound of this, Quin. If the King-Regent catches even a whiff of what we're up to, we're in trouble.
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
Not to mention the danger you're putting the crown prince in...
<</speak>>
<<speak "lucas.neutral" "lucas">>
Architect, this is such a piss-poor idea that I'm agreeing with <i>D'Angelo Barghur</i>. The consequences are precisely what I've been trying to get through his thick skull this entire time.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Eh, it's not really your problem what His Highness Oscar Andimeur wants to do with his life, Angie.
<</speak>>
<<speak "vicky.indifferent" "vicky">>
I say why not help him. Sounds like he said there's something in it for us. And 'sides, we get paid for Convoy duty today either way, whether we're scratching our ass or doing whatever this is. And <i>this</i> beats being stuck on a train for three days heading North or back again.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
It's our problem because someone recently tried to shuffle "His Highness" off the mortal coil. Are you all <i>hearing</i> yourselves? Or have I lost it?
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
Quincy is well aware of any potential dangers involved. He's using discretion - Why else would he pick his own brother and his former valet to accompany him on the search?
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
Lil' bastard probably thinks we won't squeal.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Would you?
<</qSpeak>>
<<speak "imani.neutral" "imani">>
No.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
*He sighs.* No.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Then I chose wisely.
<</qSpeak>>
<</if>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
A well-cultivated tree provides protection for all the plants in its shade. Let's not disappoint Prince Oscar.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Really? Why would //you// seek to curry his favor?
<</speak>>
<<speak "imani.neutral" "imani">>
I don't. But the promise has already been made. I'd rather be <i>owed a favor</i> by the crown prince by succeeding, than incur his ill-will by not. Those are the only two outcomes.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
What she said. And 'sides, we get paid for Convoy duty today either way, whether we're scratching our ass or doing whatever this is. And <i>this</i> beats being stuck on a train for three days heading North or back again.
<</speak>>
<<speak "vicky.smirk" "vicky">>
<i>And even better</i>... nobles always keep the weirdest shit in their houses. It'll be <i>educational</i>.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
*He sighs.* Yes, the castle is an Andimeurian zoo exhibit. Which is one of many reasons why I don't feel like spending my day crawling through it.
<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Not sure what Princey's problem is with helping his brother. *She moves to nudge Lucas with her elbow, but he leans wildly out of the way.*
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
You act like he's stupid...
<</speak>>
<<speak "lucas.neutral" "lucas">>
Which "he"? Quintrell or Oscar?
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
*He shrugs.*
<</speak>>
<</if>>
<<speak "lucas.neutral" "lucas">>
<i>Anyway.</i> *He pinches the bridge of his nose.* I assume you have a plan-of-attack, Quintrell?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[Oscar gave some ideas for where to start.|C1OQ: inter ideas][$response to "myIdea"]]
[[I was hoping one of you had further ideas...|C1OQ: inter ideas][$response to "yourIdea"]]
<</choose>>
<</qSpeak>><<location "diademcastle_entrance.png" "Entrance Hall - Diadem Castle">>
<<text>>
You've one foot on the staircase to the entrance hall, when a soft voice calls out from the stair bottom.
<</text>>
<<speak "ancha.casual.surprised" "ancha">>
The Prince's Convoy! Why, isn't this a surprise?
<</speak>>
<<text>>
The High Sybil of the Church of Ceros stands similarly to you - paused with one foot in the stairway, your surprise mirrored on her face.
``Lucas nearly walks into you. From the corner of your eye, you can see his forehead has erupted into a light sheen of sweat. You, on the other hand, find yourself so struck by the sight of the Holy Mother that you've forgotten to feel caught. You've seen her in passing, of course, but never like //this:// without her habit, silver hair uncovered, in //sporting clothes,// wearing //breeches// of all things. You stand there dumbly, mouth slack.
<</text>>
<<speak "lucas.surprised" "lucas">>
@@.surprise;Gamgam!@@
<</speak>>
<<speak "lucas.scowl" "lucas">>
Ugh - ah, Oscar invited us for morning tea. We were just heading that way. He's been <i>missing me</i>. Apparently.
<</speak>>
<<speak "ancha.casual.neutral" "ancha">>
We all miss you, dear. But why ever are you coming from upstairs? He's in the conservatory - he's been spending most of his days there.
<</speak>>
<<speak "lucas.glance" "lucas">>
I know. We were just - checking his quarters.
<</speak>>
<<speak "ancha.casual.neutral" "ancha">>
I see.
<</speak>>
<<speak "lucas.neutral" "lucas">>
...And he wasn't there. So now we're on our way to the conservatory.
<</speak>>
<<speak "ancha.casual.curious" "ancha">>
<i>I see.</i>
<</speak>>
<<speak "lucas.glance" "lucas">>
. . .
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
. . .
<</qSpeak>>
<<speak "ancha.casual.pray" "ancha">>
@@.posh;I hope you have a wonderful teatime.@@ May The Architect keep you well. *She clasps her hands together in prayer, and offers the pair of you a gentle bow. Then, she continues up the stairs.*
<</speak>>
<<speak "ancha.casual.tiltCig" "ancha">>
*... but when she draws level to you, she stops.* @@.whisper;Though I can't say I've ever heard of morning tea happening in the <i>afternoon.</i>@@
<</speak>>
<<text>>
The High Sybil resumes her climb, and is soon out of sight, down one of the castle's many hallways to Architect-knows-where. She offers you not even a second glance.
<</text>>
<<speak "lucas.stressed" "lucas">>
...Damnation.
<</speak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.surprised" "dangelo">>
The High Sybil. Wearing pants! I almost feel like I'm not supposed to see that..
<</speak>>
<</if>>
<<speak "lucas.glance" "lucas">>
We need to be more discreet. We don't need her suspecting we're up to something. I don't even <i>want</i> to be up to something.
<</speak>>
@@.next;[[Return to the entrance hall.|C1OQ: entrance hall hub]]@@<<location "diademcastle_entrance.png" "Entrance Hall - Diadem Castle">>
<<text>>
You round a hallway corner and find yourself faced with the High Sybil again. She's admiring one of the hallway portraits idly this time, and doesn't look in your direction. Perhaps you could just slip out of sight.
``You take one step backwards...
<</text>>
<<speak "ancha.casual.neutral" "ancha">> Duke Barghur. How was your late-afternoon-morning-tea with the prince?
<</speak>>
<<qSpeak "quincy.surprised" "quincy">>
Pleasurable. *You respond much too fast.*
<</qSpeak>>
<<speak "ancha.casual.pray" "ancha">>
I am glad to hear that.
<</speak>>
<<speak "ancha.casual.tiltCig" "ancha">>
Although... I do wonder why it is you linger, then. I happened by his conservatory an hour ago, and you had already left by then. //Curious!//
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
I'm not a guest. This is my <i>place of dwelling</i> as much as it is Oscar's.
<</speak>>
<<speak "ancha.casual.glance" "ancha">>
Homesick, darling?
<</speak>>
<<speak "lucas.flustered" "lucas">>
Tch! No...
<</speak>>
<<speak "ancha.casual.curious" "ancha">>
Hm. Then why is it that you crawl through every nook and corner of the castle, I wonder? If I didn't know better, I'd think you were searching for something...!
``You //will// tell me if you need anything, won't you, Lucas?
<</speak>>
<<speak "lucas.scowl" "lucas">>
I don't need anything. We're fine.
<</speak>>
<<speak "ancha.casual.pray" "ancha">>
@@.posh;Architect keep you well, then.@@
<</speak>>
@@.next;[[Return to the entrance hall.|C1OQ: entrance hall hub]]@@<<if $inventory.hasOwnProperty("guardsonNote")>>
<<itemRemove "guardsonNote">>
<</if>>
<<if $inventory.hasOwnProperty("hallKingsNote")>>
<<itemRemove "hallKingsNote">>
<</if>>
<<if $inventory.hasOwnProperty("anchaRoom")>>
<<itemRemove "anchaRoom">>
<</if>>
<<if $inventory.hasOwnProperty("courtyardNote")>>
<<itemRemove "courtyardNote">>
<</if>>
<<if $inventory.hasOwnProperty("dadimeurStudy")>>
<<itemRemove "dadimeurStudy">>
<</if>>
<<if $inventory.hasOwnProperty("roomSnoop")>>
<<itemRemove "roomSnoop">>
<</if>>
<<if $inventory.hasOwnProperty("floorNote")>>
<<itemRemove "floorNote">>
<</if>><<switch $response>>
<<case "stupid">>
<<affinity "oscar" -5>>
<<qSpeak "quincy.neutral" "quincy">>
A dullard.
<</qSpeak>>
<<speak "lucas.smirk" "lucas">>
*He snickers.*
<</speak>>
<<speak "oscar.casual.unamused" "oscar">>
Oh - you find that funny, Lucas? Must I remind you Asenath was <i>your pick</i> of Left Hand?
<</speak>>
<<speak "lucas.pleased" "lucas">>
Mine, yes, but a charity pick. I needn't like him.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
He never seems to have much on his mind, is all.
<</qSpeak>>
<<speak "oscar.casual.unamused" "oscar">>
Perhaps - or perhaps not. I might've thought <i>you</i> of all men would know some don't wear their every thought and emotion on their countenance.
<</speak>>
<<speak "oscar.casual.neutral" "oscar">>
Maybe it's just too early to judge the man?
<</speak>>
<<case "idle">>
<<qSpeak "quincy.neutral" "quincy">>
He's idle. Stares into space often.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
Makes it difficult to form a strong opinion.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Could he be lost in <i>productive</i> thought, rather than idle? Not all men wear their intentions plain on their countenance.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Lost in productive thought about <i>what</i>? Whether he should pick his nose or scratch his rear next?
<</speak>>
<<speak "oscar.casual.unamused" "oscar">>
Must I remind you Asenath was <i>your pick</i> of Left Hand?
<</speak>>
<<speak "lucas.pleased" "lucas">>
Mine, sure, but a charity pick. I needn't like him.
<</speak>>
<<case "mystery">>
<<qSpeak "quincy.lookaway" "quincy">>
He's a strange man. I'm not sure what to think of him.
<</qSpeak>>
<<qSpeak "quincy.tilt" "quincy">>
He leaves little impression. Maybe it's purposeful. Maybe not.
<</qSpeak>>
<<speak "lucas.eyeroll" "lucas">>
Don't trouble yourself. Any conclusion other than "Asenath is a dullard" is a gross overcomplication.
<</speak>>
<<speak "oscar.casual.unamused" "oscar">>
Must I remind you Asenath was <i>your pick</i> of Left Hand?
<</speak>>
<<speak "lucas.pleased" "lucas">>
Mine, sure, but a charity pick. I needn't like him.
<</speak>>
<<case "friendly">>
<<qSpeak "quincy.neutral" "quincy">>
He's pleasant enough to be around.
<</qSpeak>>
<<speak "oscar.casual.neutral" "oscar">>
Hm. Glad to hear it.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
You only feel he's pleasant because he rarely opens his mouth.
<</speak>>
<<speak "oscar.casual.unamused" "oscar">>
Might I remind you Asenath was <i>your pick</i> of Left Hand?
<</speak>>
<<speak "lucas.pleased" "lucas">>
Mine, yes, but a charity pick. I needn't like him.
<</speak>>
<</switch>>
<<speak "oscar.casual.neutralserious" "oscar">>
Is he able to do the work, though? He's faring fine in his position?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I think. He doesn't enjoy the cold. Though... neither does Lucas.
<</qSpeak>>
<<speak "oscar.casual.giggle" "oscar">>
I see. Well - he can't be too catastrophic at managing Convoy finances... I've yet to hear Lucas complain about not having his preferred type of quill.
<</speak>>
<<speak "lucas.neutral" "lucas">>
By some miracle he hasn't spent all our guilder on sandwich-makings. Yet.
<</speak>>
<<speak "oscar.casual.giggle" "oscar">>
I'm curious about others in the Convoy, but I shan't bore you by asking after each one.
<</speak>>
<<speak "oscar.casual.happy" "oscar">>
We'll all shortly be well-acquainted once marriage season arrives.
<</speak>>
@@.next;[[Discuss something else.|C1OQ: cons oscar talkies]]@@<<g>>
<<qSpeak "quincy.neutral" "quincy">>
@@.whisper;I'd like to purchase this.@@
<</qSpeak>>
<<text>>
You whisper so as not to alert Lucas to your intentions, but Pegasus nearly topples a pile of merchandise in her eagerness.
<</text>>
<<speak "pegasus.smile" "pegasus">>
@@.yell;Splendid! Great eye, Your Grace! Very popular with the ladies of the ton!@@
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">> *You deposit your guilder into her outstretched hand, then tuck the bottle of moisturizer into one of your pockets.*
<</qSpeak>>
<<itemAdd "lucasLotion" "item" `{name: "Apricot Moisturizer", desc: "A bottle of moisturizer. Perhaps to Lucas's liking...?",obtained:["Pegasus Pieces","Diadem"]}` `{url:"bottle.png"}`>>
<<speak "lucas.surprised" "lucas">>
What was that you just bought, Quintrell?
<</speak>>
<<text>>
You hesitate. In the middle of a busy market is probably not the time to present your gift.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
I'll tell you later.
<</qSpeak>>
<<questAdd "ashyLucas" `{
name: "Ashen Skin",
type: 2,
description: "You've purchased a bottle of moisturizer. You know exactly who might find this appealing...",
updates: [
{id:"start",text: "Present Lucas with the Apricot Moisturizer at camp.",loc:"camp"}
],
}`>>
<<campPerson "lucas" "event" "lucaslotion" `{deadline:false, link:"C1LL: intro",port:"lucas.thinking"}`>>
<<speak "lucas.neutral" "lucas">>
Hm. *His eyes flit between your face and the hand still buried in your pocket.* Very well, then.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<if not visited("C1OQ: market where glove")>><<choice [[Where's your other glove?|C1OQ: market where glove]]>><</if>>
<<buy 25 [[I'll take the nailkit.|C1OQ: buy nailkit][$response to "pay"]]>>
<</choose>>
<</qSpeak>><<location "manequarter_markets_day.png" "Mane Quarter Markets - Diadem">>
<<text>>
``Diadem is home to the largest marketplace in the Tri-Kingdom outside of the Southern heartland. Market Lane stretches the whole circumference of the Mane Quarter. Storefronts and the awning-covered booths advertise a myriad of wares. Exotic trinkets from the continent sit behind the glass of one shop. Another stand overflows with spices only found in the meur fonts of Segrengachi Lordship.
``The crowds are just as varied. Noblemen edge past groups of gentlemen who chatter while common children run past like darting fish, dodging their clean-breeched legs.
``If something can be bought, you can likely find it here... that is, if you know what you're looking for.
``You may as well admit it out loud.
<</text>>
<<qSpeak "quincy.lookaway" "quincy">>
I don't know what a "nailkit" looks like.
<</qSpeak>>
<<text>>
If your companions have any idea of such, you'd like to know //immediately//. Even with a buffer of guards between yourself and the rest of the market, the sheer volume of people means that <i>someone</i> is always someone jostling into you. <<if setup.hasTrait("cleithro")>> The crowd is so dense it's difficult to see more than a short ways ahead of you. You can't stretch out your arms. The effect is altogether too much like being in a tunnel. The only solace is that this is at least an open-air market.<</if>>
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.neutral" "dangelo">>
Me neither. Didn't even know there was more to nails than using your teeth to keep 'em short.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Seems kind of like a skirt thing, you know?
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "dangelo.unsure" "dangelo">>
Maybe we should've brought one of the girls along?
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
Didn't know <i>Vicky</i> cared about her manicure.
<</speak>>
<<speak "dangelo.yeesh" "dangelo">>
Look, I don't know. Maybe we can just find a woman and go from there.
<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
It's just a--
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "dangelo.neutral" "dangelo">>
Imani! You're a girl.
<</speak>>
<<speak "imani.neutral" "imani">>
Eyes like the hawk, Your Grace.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
D'you know what a nailkit looks like?
<</speak>>
<<speak "imani.neutral" "imani">> *She holds up her hand in response. Her nails are finely rasped but... very, very grimy.*
<</speak>>
<<speak "lucas.flustered" "lucas">>
Put that away.
<</speak>>
<<speak "imani.neutral" "imani">>
Right. *She retracts her hand.* A bare hand is like lifting a skirt to a nobleman's eyes.
<</speak>>
<<speak "lucas.stressed" "lucas">>
No! They're just -- Architect's sake, <i>please</i> cleanse them.
<</speak>>
<<speak "imani.tilt" "imani">>I see what you mean. But - It's my turn to feed $salmiak and $licorice later. My hands will soon be covered in liver juices anyway. Grooming can wait until after.<</speak>>
<<speak "imani.neutral" "imani">> Why water your turnips when the forecast calls for rain?<</speak>>
<<speak "lucas.stressed" "lucas">>
. . .
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Ha. Forget I asked.
<</speak>>
<<else>>
<<speak "vicky.neutral" "vicky">>
Ha! Don't look at me.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
Yeah, yeah, I know.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
I've felt your hands enough times. I don't think you've ever so much as thought about your nails...
<</speak>>
<<speak "lucas.flustered" "lucas">>
@@.whisper;We're in public!@@
<</speak>>
<</if>>
<<elseif $party.includes("imani")>>
<<speak "imani.neutral" "imani">>Nor I.
<</speak>>
<<speak "imani.tilt" "imani">>
It may be a question for someone of the fairer sex, in their endless toil to keep their body appealing.
<</speak>>
<<speak "lucas.neutral" "lucas">>
But-
<</speak>>
<<speak "imani.neutral" "imani">>
...One that isn't a lioness who prefers to wear a mane such as I, anyway.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
It isn't <i>just</i> women--
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
I don't care about none of that either. Our best bet is probably finding one of those stalls that sells fancy fans and face paint and stuff-
<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Hell would I know? Dirty nails are the least of my problems. Try asking a skirt.
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
Actually -
<</speak>>
<</if>>
<</if>>
<<speak "lucas.eyeroll" "lucas">>
It isn't so difficult to spot one! Everyone uses a nailkit.
<</speak>>
<<speak "lucas.neutral" "lucas">>
. . .
<</speak>>
<<speak "lucas.scowl" "lucas">>
None of you have seriously ever used a nailkit?
<</speak>>
<<if $party.includes("kaitos")>>
<<text>>
Kaitos half-raises a hand. Lucas doesn't seem to notice.
<</text>>
<<else>>
<<text>>
Silence meets him.
<</text>>
<</if>>
<<speak "lucas.eyeroll" "lucas">>They usually come in an ornate box - and there's things in it. A small pair of scissors for trimming, a brush-- oh, nevermind.
<</speak>>
<<speak "lucas.annoyed" "lucas">>
Finding a Southern noblewoman merchant is probably faster than trying to explain this to all of you.
<</speak>>
@@.next;[[Continue.|C1OQ: market meet pegasus]]@@<<if $response == "glossover">>
<<qSpeak "quincy.neutral" "quincy">>
I'm in the market for a nailkit. I don't suppose you'd have one in stock?
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.yeesh" "dangelo">>
@@.whisper;So, we're just going to not talk about smelling thing that, or...?@@
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.unimpressed" "vicky">> @@.whisper;So that's <i>not</i> one of those glove things?@@
<</speak>>
<<speak "dangelo.yeesh" "dangelo">>
@@.whisper;Not last I checked.@@
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.lookaway" "imani">>
@@.whisper;...I was assuming it was some sort of custom I was unaware of.@@
<</speak>>
<</if>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
@@.whisper;Sooo - I <i>shouldn't</i> have the guards intervene about the whole smelling thing...?@@
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
No.
<</qSpeak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.idle" "kaitos">>
It's just a Syros Lordship thing. Islanders, you know? Way of saying hello.
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.tilt" "imani">>
Hm. I wonder what sort of information is even gleaned through that ritual.
<</speak>>
<</if>>
<<speak "pegasus.neutral" "pegasus">>
Huh? Something wrong?
<</speak>>
<<speak "lucas.glance" "lucas">>
...<i>Apparently</i> not.
<</speak>>
<<speak "pegasus.smile" "pegasus">>
Great!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Now... about that nailkit?
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
I'm in the market for a nailkit. I don't suppose you'd have one in stock?
<</qSpeak>>
<</if>>
<<speak "pegasus.happy" "pegasus">>
@@.singsong;Ooh, buying something for a special lady in your life?@@
<</speak>>
<<speak "pegasus.smile" "pegasus">>
With marriage season coming up, the discerning bachelor just must prep himself with the best gifts he can provide a lady to stand a fighting chance! That's just a fact!
<</speak>>
<<speak "pegasus.neutral" "pegasus">> There's some special misses on the market this year. Mistress Delnaisi is being presented this summer. Talk among the haute-monde indicates she'll cause quite a stir!
<</speak>>
<<speak "pegasus.smile" "pegasus">>A nailkit -- and I do have one-- is a great start, but have you considered perfume? Or perhaps this necklace - it's made with <i>real blue pearls</i> from all the way down in the Thalaren Lordship!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I just--
<</qSpeak>>
<<speak "pegasus.happy" "pegasus">>
And a male must make his own best qualities known! Perhaps you would consider this silk cravat, hand-embroidered with wolves--
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
But the nailkit--
<</qSpeak>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.silly" "dangelo">>Woah, ma'am. *His voice projects over Pegasus's with ease.* Just show him the nailkit before you talk yourself out of a sale, yeah?
<</speak>>
<<speak "pegasus.surprised" "pegasus">>
Right. Of course.
<</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.stare" "kaitos">>
Uh. Hey. Hey. *He wraps his knuckles on the table, which seems enough to gain Pegasus's attention.*
<</speak>>
<<speak "kaitos.casual.smile" "kaitos">>
You're losing him. Softer pitch.
<</speak>>
<<speak "pegasus.surprised" "pegasus">>
Right. Of course.
<</speak>>
<<elseif $party.includes("imani")>>
<<speak "imani.furrow" "imani">> He wishes to see the nailkit and nothing more. Please. *Her voice takes on a sharp edge.*
<</speak>>
<<speak "pegasus.surprised" "pegasus">>
Alright! Can't blame a girl for trying.
<</speak>>
<</if>>
<<text>> She pushes a small wooden box forward from the pile of clutter. Pegasus lifts the lid to reveal a series of implements inside. It's rather plain, but Oscar indicated aesthetics were of no consequence. It's fine, functional metalwork, by the looks of the various scissors and... whatever else these implements are. It almost looks like surgical equipment.
<</text>>
<<speak "pegasus.neutral" "pegasus">>
Though <i>again</i>... I have other wares if you're up for browsing, mm?
<</speak>>
<<text>>
Her infant mouths a clump of her hair, creating a trail of spittle.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<choice [[(Browse her other wares.)|C1OQ: market see lucas gift]]>>
<<choice [[Where's your other glove?|C1OQ: market where glove]]>>
<<buy 25 [[I'll take the nailkit.|C1OQ: buy nailkit][$response to "pay"]]>>
<</choose>>
<</qSpeak>><<text>>
It doesn't take long to locate the suggested "Southern noblewoman merchant".
``A peculiar stall appears on your left, so colorful it borders on obscenity. It is absolutely packed with all sorts of - well, it might be rude to call it <i>junk</i>. The wares overflow to the point of spilling onto the ground. What makes you stop is the white of a noble's hand among the clutter.
``Said hand is attached to a woman, who rearranges her haphazard stall in a way that doesn't seem to help things (at least, not in a way that makes sense to you). She flits about, a bird neurotically rearranging the twigs in its nest. She dons an unnaturally hued, bright blue gown. Definitely Southern.
``You cut a direct line towards her.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Hello.
<</qSpeak>>
<<text>>
The noblewoman nearly drops the decorative gas lamp she's holding. She is completely silent, eyes wide and staring. Affixed to her back is an infant in a sling. It burbles absently, a string of bubbles foaming from its mouth.
``Unnervingly, it stares at you too.
<</text>>
<<speak "pegasus.nervous" "???">>
. . .
<</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral" "quincy">>
What?
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
Sorry.
<</qSpeak>>
<</if>>
<<speak "pegasus.smile" "???">>
<<if setup.hasTrait("shameful")>>@@.yell;SORRY?! WHY, YOUR GRACE, YOU'VE NO NEED TO BE SORRY!@@<<else>>@@.yell;WHAT?? WHY YOUR GRACE, WHAT'S WHAT IS THAT YOU'RE IN LUCK!@@<</if>>
``You've just made your way to the most luxurious stall of all Market Lane! Pegasus Pieces is <b>HONORED</b> to have the <b>PRINCE'S CONVOY</b> as a patron!
<</speak>>
<<text>>
She takes your hand in her gloved one and shakes it up and down vigorously. A Southern custom, but not usually so violent that it jostles your whole upper torso.
``Even more unexpected is the sniff she takes of you.
<</text>>
<<speak "pegasus.happy" "pegasus">>
@@.singsong;Mme. Pegasus Asteros at your service!@@
<</speak>>
<<addCodex "people.pegasus">>
<<qSpeak "quincy.surprised" "quincy">>
<<choose>>
<<trait "shameless" [[(With great interest.) Did you just... smell me?|C1OQ cons market shameless]]>>
[[(With great apprehension.) Did you just... smell me?|C1OQ: market strange greeting][$response to "smellFear"]]
[[(Pretend that didn't just happen.) Er. I'm uh, looking for a nailkit.|C1OQ: market looking nailkit][$response to "glossover"]]
<</choose>>
<</qSpeak>><<text>>
There's little fare at "Pegasus Pieces" of any interest to you. No end of perfumes, cravates, breechclips, and pocket watches... What you really could use is a good curry comb for $licorice - the traded duty of occasionally brushing $salmiak has dulled the bristles of your old one.
``You pick up a glass bottle containing some white substance, hoping it might be a balm ($licorice occasionally gets a chapped nose)... but it turns out to be skin moisturizer, advertising its "apricot scent". You're not even sure what an apricot is. Not to Licorice's liking, but perhaps...
<</text>>
<<alert `["Demo Context","Lucas has long been complaining about his "ashen skin", and spurned any suggestions to use lard for moisturizing."]`>>
<<speak "lucas.glasses" "lucas">>*He looks down his nose over his spectacles, busy perusing the publishing information of some old tome.* An <i>off-peninsula book</i>? I've not heard of this one before...
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
*Perhaps this could assuage the foul mood visiting Oscar has put him in?*
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<buy 25 [[I'll take this, er - "apricot skin moisturizer."|C1OQ: market buy lucas gift]]>>
<<if not visited("C1OQ: market where glove")>><<choice [[Where's your other glove?|C1OQ: market where glove]]>><</if>>
<<buy 25 [[I'll take the nailkit.|C1OQ: buy nailkit][$response to "pay"]]>>
<</choose>>
<</qSpeak>><<switch $response>>
<<case "smellFear">>
<<text>>
Now <i>that's</i> an abnormal thing to do.
``You pull your hand out of her grasp and take a few steps back, nearly knocking into Lucas. He seems equally alarmed, staring at her as though she's grown an extra head.
<</text>>
<<qSpeak "quincy.surprised" "quincy">>
Did... did you just smell me?
<</qSpeak>>
<<speak "pegasus.smile" "pegasus">>
You smell like dirt, Your Grace!
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.surprised" "kaitos">>
*He blinks rapidly, as though something just went off in his head.* Wait, wait-
<</speak>>
<<speak "kaitos.casual.thinking" "kaitos">>
You from Syros Lordship?
<</speak>>
<<speak "pegasus.smile" "pegasus">>
S'where I spent the first years of my life, yeah!
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
Oh. Okay.
<</speak>>
<<text>>
He holds up his hands, stopping the guard from whatever threats they were about to levy at this "Pegasus".
<</text>>
<<speak "kaitos.casual.neutral" "kaitos">>She's - it's a Syros thing. My friend's cousin's uncle sniffs. It's fine.
<</speak>>
<<speak "lucas.surprised" "lucas">>
They <i>smell</i> each other? Like dogs?
<</speak>>
<<speak "kaitos.casual.idle" "kaitos">>
S'not any weirder than Oponans kissing each other when they say hi?
<</speak>>
<<speak "pegasus.nervous" "pegasus">>
Oh! Right, you don't do that here. I'm supposed to bow, aren't I?
<</speak>>
<<elseif $party.includes("dangelo")>>
<<text>>
One of the guards advances towards Pegasus.
<</text>>
<<speak "guard1.neutral" "Guard">>
Be advised that it's strictly forbidden to--
<</speak>>
<<speak "guard1.neutral" "Guard">>
*He falters, then turns to D'Angelo.* @@.whisper; ...Is smelling the Right Hand allowed, Your Grace?@@
<</speak>>
<<speak "dangelo.yeesh" "dangelo">>
I-- uh. I don't... know.
<</speak>>
<<speak "pegasus.nervous" "pegasus">>
Oh! Oh - I'm so sorry. It's a Syros thing. It's a greeting!
<</speak>>
<<speak "lucas.surprised" "lucas">>You <i>smell</i> each other? Like dogs?
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.snarl" "vicky">>
@@.yell;Woah! @@
``*She shoulders herself forward.* @@.yell;No smelling the Right Hand!@@ At least... I don't think so.
<</speak>>
<<speak "vicky.incredulous" "vicky">> ...Never asked Angie about that one. @@.whisper; D'you boys know?@@ (She turns towards a fellow Convoy guard.)
<</speak>>
<<speak "guard1.neutral" "Guard">>
*He shrugs.*
<</speak>>
<<speak "pegasus.nervous" "pegasus">>
Oh! Oh - I'm so sorry. It's a Syros thing. It's a greeting!
<</speak>>
<<speak "lucas.surprised" "lucas">>You <i>smell</i> each other? Like dogs?
<</speak>>
<</if>>
<<case "smellLike">>
<<opinion "imani" "iconoclast" 1 true>>
<<qSpeak "quincy.neutral" "quincy">>
Did you just <i>smell</i> me?
<</qSpeak>>
<<text>>
Interesting. Beasts like dogs glean all sorts information pertaining to another individual from scent alone. You've never thought that a man- or woman, might be able to do the same.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
Why?
<</qSpeak>>
<<speak "lucas.surprised" "lucas">>
<i>Why</i>? Does it matter why?
<</speak>>
<<speak "pegasus.nervous" "pegasus">>
Didn't even realize I did it! I'm sorry! It's a Syros Lordship thing. It's just saying hello. Like - you're supposed to bow or something here, right?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
No, it's fine. I wish to try.
<</qSpeak>>
<<text>>
You engage in the ritual. She smells floral, and slight in the way women often do. Then, there's the sour smell of the infant. It tries to touch your face as your nose comes close. Disappointingly, that's about all you can glean.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
You smell floral.
<</qSpeak>>
<<speak "pegasus.happy" "pegasus">>
Why, thank you!
<</speak>>
<<speak "lucas.surprised" "lucas">>
Truly - you <i>smell</i> each other? Like dogs?
<</speak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.idle" "kaitos">>
My father's uncle's cousin does it. Isn't so weird.
<</speak>>
<</if>>
<</switch>>
<<include "C1OQ market sniff reactions">>
<<qSpeak "quincy.neutral" "quincy">>
*You can't help your own curiosity.* ...Do I <i>really</i> smell like dirt?
<</qSpeak>>
<<speak "pegasus.happy" "pegasus">>
Yup!
<</speak>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.tilt" "quincy">>
I try not to.
<</qSpeak>>
<<else>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.pleased" "quincy">>
Thank you.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway" "quincy">>
*The thought pleases you. Unfortunately, you doubt others appreciate this fact.*
<</qSpeak>>
<</if>>
<</if>>
<<speak "lucas.glance" "lucas">>While this has all been uh - very <i>educational</i>, we're here for a reason, aren't we?
<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[I'm looking to purchase a nailkit.|C1OQ: market looking nailkit]]
<</choose>>
<</qSpeak>><<qSpeak "quincy.neutral" "quincy">>
Where's your other glove?
<</qSpeak>>
<<speak "pegasus.nervous" "pegasus">>
Nowhere!
<</speak>>
<<speak "lucas.surprised" "lucas">>
What do you mean, "nowhere"? Did you lose it?
<</speak>>
<<speak "pegasus.smile" "pegasus">>
Yep!
<</speak>>
<<text>>
A silence follows. Lucas blanches. <<if $party.includes("dangelo")>>D'Angelo's mouth has fallen open. <</if>><<if $party.includes("kaitos")>>Kaitos's jaw has gone slack. <</if>><<if $party.includes("imani")>>Imani's eyebrows shoot skyward. <</if>><<if $party.includes("vicky")>>Vicky doesn't seem anywhere near as nothered as Lucas, though she does scratch the side of her jaw in open curiosity.<</if>>
<</text>>
<<speak "lucas.surprised" "lucas">>
You should report that to my father at once. That way, a full search must be done for it. Surely a viscount shouldn't be seen with... @@.whisper; bare hands.@@
<</speak>>
<<speak "pegasus.happy" "pegasus">>You think I'm a viscount? Oh, you flatter me. I'm titleless!
<</speak>>
<<speak "pegasus.neutral" "pegasus">>
Father lost it years ago, along with the family relic. Haven't conducted a thing since VRMA.
<</speak>>
<<speak "pegasus.happy" "pegasus">>
Guess we're alike in that way, Duke Barghur!
<</speak>>
<<text>>
It's not meant as a slight, at least you don't think. Everything she says is an even, peppy babble.
<</text>>
<<if setup.hasTrait("noguilt")>>
<<qSpeak "quincy.neutral" "quincy">>
True.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
Mmm...
<</qSpeak>>
<</if>>
<<speak "lucas.surprised" "lucas">>
But what of--
<</speak>>
<<speak "pegasus.smile" "pegasus">>
Oh, don't worry about it! Let's talk about something else, yes? I've got a sale on combs! Look, this one is <i>pure silver</i>. Matches your hair, Your Grace!
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<if not visited("C1OQ: market see lucas gift")>><<choice [[(Browse her other wares.)|C1OQ: market see lucas gift]]>><</if>>
<<buy 25 [[I'll take the nailkit.|C1OQ: buy nailkit][$response to "pay"]]>>
<</choose>>
<</qSpeak>><<location "camp.png" "The Convoy's Camp">>
<<text>>
Some days later, Lucas receives a pigeon. When he unscrolls the letter bound to the creature's foreleg, his face drops into a scowl.
<</text>>
<<speak "lucas.eyeroll" "lucas">>
For <i>Architect's sake.</i>
<</speak>>
<<qSpeak "quincy.surprised" "quincy">>What?
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
*He wordlessly hands you the letter.*
<</speak>>
<<written>>
<span class='written-to'><b>Son,</b></span>
``Hope this letter finds you well. I write because we're in a bit of a snag at the moment. You're brother went missing again. You won't believe it! I sent a servant to his chambers with his dinner on a tray... and the bars on that damned window of his were just GONE. Snapped off!
``Lots of metal shavings about, too. It's like he got a hold of a <b>hoof rasp</b> or something. The boy used his bedsheets to climb out.
``Don't worry - he's safe. He was gone for a few hours... and then he just showed up at his own clinic and booted the practitioner filling in for him. We can't really stop him from practicing now that he's been seen outside, miraculously well again. The subjects would riot.
``How in this? Did you have something to do with it? I'd... really like to know.
``<span class='written-from'>That boy'll be the death of me,
<br>@@.written-from-signature;<b><s>King-Regent Alexa</s> Your Father.</b>@@</span>
<</written>>
<<text>>
``You make eye contact with Lucas. Neither of you need say a word, but still he intones:
<</text>>
<<speak "lucas.annoyed" "lucas">>
I told you so.
<</speak>>
<<questEnd "A1oscarQuest" true "You delivered the nailkit as Oscar asked. But - it seems his innocuous request had greater designs...">>
<<include "C1OQ: item cleanup">>
<<if $quests.hasOwnProperty("ashyLucas")>>
@@.next;[[Return to map.|C1: map]]@@
<<else>>
@@.next;[[Return to map.|C1OQ: demo end]]@@
<</if>><<location "conservatory_day.png" "The Conservatory - Diadem Castle">>
<<opinion "oscar" "schemer" -10>>
<<text>>
The crown prince is occupied with trimming wilted heads from one of his rose bushes. With the teatable removed, the conservatory looks even more an idyllic garden.
<</text>>
<<speak "oscar.casual.neutral" "oscar">>
Hello again, Quintrell. *He finishes the last few snips before setting the scissors down and folding his hands.* Did you happen to find that nailkit?
<</speak>>
<<itemShow "nailkit">>
<<qSpeak "quincy.neutral" "quincy">>
I did.
<</qSpeak>>
<<text>>
Oscar opens the box and picks up the implements one by one. He pauses on one piece in particular - a small, rectangular tool of some sort. He beams.
<</text>>
<<speak "oscar.casual.happy" "oscar">>
These are exactly what I wanted. Thank you so much, Quintrell. How much did this set you back?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Twenty-five guilder.
<</qSpeak>>
<<speak "oscar.casual.happy" "oscar">>
I'll give you forty, then.
<</speak>>
<<g 40>>
<<speak "oscar.casual.neutral" "oscar">>
I won't trouble you any further - I know you've important Convoy work to attend to. But I do hope you'll come by and visit again soon.
<</speak>>
<<speak "lucas.scowl" "lucas">>
Hopefully not <i>too soon</i>.
<</speak>>
<<itemRemove "nailkit">>
<<questUpdateTask "A1oscarQuest" `[{id: "returnNailkit", complete:true}]`>>
@@.next;[[(Take your leave.)|C1OQ: nail end]]@@<<qSpeak "quincy.lookaway" "quincy">>
I'm... sorry. Could we change the topic?
<</qSpeak>>
<<speak "oscar.casual.wistful" "oscar">>
...I really did want to hear.
<</speak>>
<<speak "oscar.casual.neutralserious" "oscar">>
But I suppose we could, yes.
<</speak>>
@@.next;[[Discuss something else.|C1OQ: cons oscar talkies]]@@<<include "C1OQ: demo setup">>
<<questAdd "A1oscarQuest" `{
name: "In A Mansion Grand",
type: 1,
giver: "Prince Oscar Andimeur II",
description: "A letter has arrived for Lucas from his brother. He's invited the two of you to tea. It would be rude to ignore a request from the Crown Prince.",
updates: [
{id:"start",text: "Have tea with Oscar.", loc: "diademCastle"},
],
}`>>
<<img 1 "oq_teaparty.png" "You, Oscar, and Lucas sit around the tea table. Lucass plate is piled high with cake.">>
<<text>>Just a landing page - giving you the quest and adding Lucas to the party...<</text>>
<p>
Trait1:<br>
<<listbox "$t1" autoselect>>
<<option "moleman">>
<<option "cleithro">>
<</listbox>>
</p>
<p>
Trait2:<br>
<<listbox "$t2" autoselect>>
<<option "packbonded">>
<<option "dispersal">>
<</listbox>>
</p>
<p>Trait3:<br>
<<listbox "$t3" autoselect>>
<<option "guilty">>
<<option "noguilt">>
<</listbox>>
</p>
<p>
Trait4:<br>
<<listbox "$t4" autoselect>>
<<option "shameless">>
<<option "shameful">>
<</listbox>>
</p>
<<qSpeak "quincy.neutral">>
jump to... (note quests will break)
<<choose>>
[[party select|C1OQ: party select]]
[[lucas lotion|C1LL: intro]]
[[success ending debug]]
[[bad end debug]]
[[dick harding start|BAR init]]
[[ancha hangout debug]]
[[C1OQ: Enter HS Hall]]
[[OQ: Ancha PreRT Setup]]
<<buy 25 [[test]]>>
<</choose>>
<</qSpeak>>
@@.next;[[Lets begin!|A1OQ: to garden 1]]@@<<affinity "kaitos" -5>>
<<text>>
Without resorting to physical force, there is no way to rid of the stubborn Left Hand. You take a few steps back from Kaitos and incline your head to signal compliance.
``He lets out a loud, breathy sigh of relief. His features smooth back out.
<</text>>
<<speak "kaitos.casual.glance" "kaitos">>
Just... like, <i>you shouldn't</i>, you know?
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Damn. I was curious.
<</speak>>
<</if>>
<<text>>
You decline to comment. After a quick knock on Lucas's door you are ready to leave the wing.
There are other leads. But leaving the room unexplored gives you an irksome feeling... like an unreachable itch.
<</text>>
<<itemRemove "roomSnoop">>
<<include "C1OQ: hallreturn">><<text>>You take your time in the washroom, hoping nobody can discern that you're examining the ceiling moulding rather than relieving yourself.
When you exit, Alexander gestures for you to sit with him.<</text>>
<<include "C1OQ: parlor game invite">><<if $oscarQuestTemp.isPlaying>>
<<text>>``Tabulating a final score takes many minutes. It involves the King-Regent pulling out a scrap of paper and tallying numbers from held land, to casualties, to earned wealth....<</text>>
<<if $oscarQuestTemp.gamewins >=2>>
<<text>>
``When he is finally finished, he nearly drops his quill in shock.
<</text>>
<<speak "alexander.happy" "King-Regent Alexander">>
I... lost. *He laughs.* To both of you!
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>D'Angelo I'd expect but... Quincy put up quite the fight. Perhaps there's more of your brother in you than I thought.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">> ...What did you think before?<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">> ...Though of course, D'Angelo is still the sole winner. By more than twice your score. *He slides the guilder towards D'Angelo.*<</speak>>
<<speak "dangelo.neutral" "King-Regent Alexander">>Thank you, your Grace. But I feel bad emptying your pockets so often. I'll just take back my wager. *He pockets the twenty-five guilder, and then deposits the rest into your hands.*<</speak>>
<<speak "dangelo.silly" "dangelo">>Let's give the rest of the winnings to my Quin. He's earned it.<</speak>>
<<g 50>>
<<qSpeak "quincy.neutral" "quincy">>*You suppose you have?* ...Thank you. <</qSpeak>>
<<else>>
<<speak "alexander.neutral" "King-Regent Alexander">>About what I expected. *He shoves the seventy-five guilder towards D'Angelo.* Good job, Lieutenant-General.<</speak>>
<<speak "dangelo.neutral" "dangelo">>Thank you, your Grace. *He counts it, and satisfied, pockets it.* Though I do feel bad cleaning out your pockets like this every time.<</speak>>
<<qSpeak "quincy.neutral" "quincy">>...Er, what were the scores?<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">> D'Angelo had three hundred... I one-twenty-five, and you...<</speak>>
<<speak "alexander.anxious" "King-Regent Alexander">>
Five.<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.cackle" "vicky">> Five?!<</speak>>
<</if>>
<<qSpeak "quincy.lookaway" "quincy">> Oh.<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">>Don't worry, boy. Keep practicing! You might get as good as me one day.<</speak>>
<<speak "lucas.neutral" "lucas">>Yes. And then you can squander all your pocket-guilder gambling against your brother just like Father. How aspirational!<</speak>>
<<speak "alexander.angry" "King-Regent Alexander">>@@.yell;Boy!@@
``Please.<</speak>>
<</if>>
<<else>>
<<if $party.includes("imani")>>
<<text>>
With a resigned groan, Alexander pushes the winnings of seventy-five guilder across the table towards Imani.<</text>>
<<speak "alexander.worried" "King-Regent Alexander">>Losing to a common woman. Absolutely humiliating...<</speak>>
<<speak "dangelo.silly" "dangelo">>I dunno, it's kind of refreshing. Winning all the time was getting a little boring.<</speak>>
<<speak "imani.neutral" "imani">>Thank you for allowing me to partake in this game, Your Grace. *She doesn't look up from counting the guilder.* <</speak>>
<<else>>
<<speak "alexander.neutral" "King-Regent Alexander">>Bested me again, Lieutenant-General. *He tosses the fifty guilder the two of them wagered in D'Angelo's direction.*<</speak>>
<<speak "dangelo.neutral" "dangelo">>Thank you, your Grace. *He counts it, and satisfied, pockets it.* Though I do feel bad cleaning out your pockets like this every time.<</speak>>
<</if>>
<</if>>
<<speak "dangelo.neutralserious" "dangelo">> We must get going. It was a pleasure, Your Grace.<</speak>>
<<text>>
You'd been sitting so long that your legs ache when you stand.<</text>>
<<if $party.includes("kaitos")>>
<<speak "lucas.neutral" "lucas">> Asenath! We're leaving.<</speak>>
<<speak "kaitos.casual.neutral" "kaitos">>*He looks up from staring into the eyes of the moose mount on the wall.* 'Kay.<</speak>>
<</if>>
<<speak "alexander.neutral" "King-Regent Alexander">>I suppose I've kept you long enough. Just as well...<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>I need to speak to the guards about fixing the lock on the doors to this room.<</speak>>
<<speak "lucas.annoyed" "lucas">>. . .<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>. . .<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.furrow" "imani">>. . .<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>. . .<</speak>>
<</if>>
<<qSpeak "quincy.lookaway" "quincy">>. . .<</qSpeak>>
<<speak "dangelo.smilestress" "dangelo">> . . . <</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>//...What?//<</speak>>
<<speak "dangelo.smilestress" "dangelo">> Nothing. Good to have the castle secure, Your Grace.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>I'll see you again in a few weeks time, Lieutenant-General. For more serious matters.<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>We must discuss what's to be done with the Oponan princess - she's been heckling me. They're seeking your council.<</speak>>
<<speak "dangelo.neutralserious" "dangelo">> Understood.<</speak>>
<<text>>``Alexander opens his door, and there is little else to do go but shuffle quietly outward. Before he closes it, he bestows a parting word.<</text>>
<<speak "alexander.neutral" "King-Regent Alexander">> Mind Lucas for me, Quincy. It was... pleasant to see you again. Just follow your brother's advice and I'm sure you'll make a fine Right Hand.<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>...Ah, to be a young soldier. How I wish I could be in your place, Lieutenant-General.<</speak>>
<<speak "dangelo.smilestress" "dangelo">>As do I yours. Until then, your Grace.<</speak>>
<<text>>``As the door closes behind you, so too do your hopes of using that particular route. And you were so close, too.
``D'Angelo suddenly looks much more fatigued than he did before.
<</text>>
<<itemRemove "dadimeurStudy">>
<<include "C1OQ: hallreturn">><<text>>``For the time being, you are prisoner to the King-Regent.<</text>>
<<set $oscarQuestTemp.curDangelConvo to "vacay">>
<<include "C1OQ: dangel king discussion">>
<<if $oscarQuestTemp.isPlaying>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Your turn, Quincy.
<</speak>>
<<passiveCheck 1 `["hare",8]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<set $oscarQuestTemp.gamewins +=1>>
<<text>>
Looking at the game board is overwhelming. But if there's one thing you know, it's probably <i>bad</i> to have enemy combatants behind your claimed territory.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I'd like to use my cavalry to destroy your axemen here, King Regent. *You point to where he has begun to creep behind your lines.*
<</qSpeak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Ah, good. You're at least paying attention, then!
<</speak>>
<<text>>He removes the cavalry from your side of the board. So far this is... alright.<</text>>
<<else>>
<<text>>Parsing the game board is overwhelming. In just one turn, there has been a great shift in location of the various pieces. D'Angelo and the King-Regent seem to have already entered combat, so... perhaps you'd best follow suit?<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I'd like to move my cannon to E42 and fire upon your uh... whatever these are. *You point to one of the small bronze men owned by Alexander.*
<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Tough luck. E42 is swamp - see, you can tell by the brown coloring. That's wet terrain. I'm afraid your gunpowder will be unusable for two turns.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Ah.
<</qSpeak>>
<<text>>...And a moment later, your cannon has been reduced to smithereens by D'Angelo.<</text>>
<</if>>
<<else>>
<<if $party.includes("imani")>>
<<text>>It's only moments into the game, and you haven't a clue as to the workings of the game board. Imani is taking an abnormally long amount of time on her turn.
<</text>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Miss -
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
Khatar.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Miss Khatar. Do you need some help?
<</speak>>
<<speak "imani.neutral" "imani">>
No more than a hare needs advice on how to jump. Archduke Barghur and I used to play often.
<</speak>>
<<speak "imani.neutral" "imani">>
I expend two supply tokens to fire my cannoneer thrice - on E67, E77, and E87. Between these two mountains.
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
But Miss Khatar, there's no enemy units there. <i>You're sure you've played this before?</i>
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
Sire. That changes the terrain to "cratered". Both our supply lines relied on that pass.
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
...Well. Hell.
<</speak>>
<<speak "imani.bow" "imani">>
It's your turn, Your Grace.
<</speak>>
<</if>>
<</if>>
<<speak "alexander.neutral" "King-Regent Alexander">>
As I was saying, Quintrell - I worry about your brother! You'll remind him to relax, won't you?
<</speak>>
<<speak "lucas.neutral" "lucas">>
*He snorts.* I think you're asking the wrong person, father.
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
<<choose>>
[[Can't. Too busy.|C1OQ: parlor game 2][$response to "busy"]]
[[Sure...?|C1OQ: parlor game 2][$response to "sure"]]
[[No. That's stupid.|C1OQ: parlor game 2][$response to "dumb"]]
[[(Say nothing.)|C1OQ: parlor game 2][$response to "silent"]]
<</choose>>
<</qSpeak>>
<<saveCheck>><<switch $response>>
<<case "busy">>
<<qSpeak "quincy.neutral" "quincy">>
I'm afraid I can't. I've my own Convoy duties to tend. I hardly have recreational time for myself.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>*He chuckles a little, but seems uneasy.* Surely you must have time for <b>some</b> fun?
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
It's on us to see to it that there's a peaceful resolution to the $newNorth conflict.
<</speak>>
<<speak "lucas.neutral" "lucas">>
We can't all waste our day playing games, Father.
<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander">>
Alright, I get it.
<</speak>>
<<text>>An awkward silence follows.<</text>>
<<case "sure">>
<<qSpeak "quincy.neutral" "quincy">>
I could try.
``...But I'm not sure D'Angelo and I share the same idea of recreation.
<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
What <i>do</i> you like to do, boy?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Most of it is non-applicable. D'Angelo isn't haretouched. Other than that, there is reading... or recording your experiences in a journal.
<</qSpeak>>
<<speak "alexander.unsure" "King-Regent Alexander">>
Oh.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>On occasion, the mind can be cleared by submerging oneself into an icy lake. But I'd only suggest it if you have an indoor fire at the ready. <</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>The sensation brings a certain clarity. I like to partake when I need to think.
<</qSpeak>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.stare" "kaitos">>
Sounds cold.
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Huh. Never tried that.
<</speak>>
<</if>>
<<speak "dangelo.laugh" "dangelo">>
Ooh, yeah. <i>Exactly</i> how I want to spend my spare time.
<</speak>>
<<speak "lucas.neutral" "lucas">>
My Right Hand is entitled to his predilections in the same way <i>you</i> are entitled to enjoy drink and... solicitation, Barghur.
<</speak>>
<<text>>A more easy silence follows for a time.<</text>>
<<case "dumb">>
<<qSpeak "quincy.furrow" "quincy">> Of course I won't. That's foolish.
<</qSpeak>>
<<speak "alexander.angry" "King-Regent Alexander">>...Pardon me? *His expression hardens, and he draws himself up like an animal anticipating an attack.*
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.indifferent" "vicky">>
*She lets out a long whistle.*
<</speak>>
<<elseif $party.includes("kaitos")>>
<<speak "kaitos.casual.frighten" "kaitos">>
. . .
<</speak>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
We are all very busy with Convoy duties. I can't waste my precious recreation time telling my brother to "relax".<</qSpeak>>
<<speak "lucas.neutral" "lucas">>
It's a stupid suggestion, father.
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
...Ah-ha.
``Your Grace, you might recall my brother can be blunt. <b>To a fault.</b>
<</speak>>
<<speak "alexander.angry" "King-Regent Alexander">>
*He deflates somewhat.* ...If that's the level of diplomatic tact the Prince Convoy's Right Hand has, perhaps you're correct to be concerned,
``D'Angelo. Calling the King-Regent foolish!
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
I called the <i>request</i> foolish, not--
<</qSpeak>>
<<speak "dangelo.smilestress" "dangelo">>
*He shakes his head frantically, signalling an 'X' with his hands. So you fall silent.*
<</speak>>
<<text>>Lucas snickers, but he is the only one. Nobody says anything for awhile.<</text>>
<<case "silent">>
<<qSpeak "quincy.neutral" "quincy">>... <</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>Not very talkative, is he?<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
Ah, no.
<</speak>>
<<speak "lucas.pleased" "lucas">>Or perhaps he would rather not answer vacuous questions?
<</speak>>
<<text>>There is an awkward silence.<</text>>
<</switch>>
<<if $oscarQuestTemp.isPlaying>>
<<passiveCheck 1 `["dec",8]`>>
<<speak "alexander.happy" "King-Regent Alexander">>
Quintrell! You're rather low on food by the looks of it. I'd like to propose a trade deal.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>I'll give you three turns worth of food in exchange for just one of your cannoneers. How about that?<</speak>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<set $oscarQuestTemp.gamewins +=1>>
<<text>>``You decide to examine the state of the King-Regent's troops. Considering the bounty of food tokens accumulated on Alexander's side, three turns worth would hardly make a dent in his stocks.<</text>>
<<qSpeak "quincy.neutral" "quincy">>And you are low on artillery. Seven turns' food and a battalion of spearmen.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>
Seven?! *He squints, agonized, at the game board, before huffing a breathy sigh through his moustache.*
Alright, Barghur. They're yours.
<</speak>>
<<else>>
<<text>>``As it is, you've two turns before your little bronze men enter into "starvation". If you have to start flipping coins about whether they mutiny each turn, this game will drag on even longer.<</text>>
<<qSpeak "quincy.neutral" "quincy">>
That's agreeable. <</qSpeak>>
<<speak "alexander.happy" "King-Regent Alexander">>Excellent! Excellent. *He tosses the food tokens your way and joyously snatches your cannoneer from the board.*
<</speak>>
<<text>>...And in the next turn, D'Angelo is marching on your capital. Down an artillery battalion, his Vestur-specific meur-wielding nobles all but quash your defenses.<</text>>
<<speak "dangelo.neutral" "dangelo">> Sorry, Quin.
<</speak>>
<</if>>
<<else>>
<<if $party.includes("imani")>>
<<text>>Imani's previous blockade of their supply lines has left D'Angelo and the King-Regent in trouble. They agonize over the state of their troops, muttering conspiratorily together about food tokens.
``Meanwhile, Imani sits with so many food tokens she has to split them into four stacks.
<</text>>
<<speak "alexander.angry" "King-Regent Alexander">>
Did you coach this commoner, D'Angelo?! Half my cavalry will starve next turn.<</speak>>
<<speak "dangelo.surprised" "dangelo">>
No, Your Grace! I swear it.
<</speak>>
<<speak "imani.tilt" "imani">>
You wish to trade. *It's a statement. Not a question.*
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
What other choice do we have?
<</speak>>
<<speak "imani.neutral" "imani">>
Your eighteen units of starving cavalry for five food tokens, Your Grace.
<</speak>>
<<speak "imani.neutral" "imani">>
And, Your Excellency -- *She turns to D'Angelo.* Half your gunpowder for the same.
<</speak>>
<<speak "alexander.angry" "King-Regent Alexander">>
That's hardly fair!
<</speak>>
<<speak "imani.neutral" "imani">>
You may take it or leave it.
<</speak>>
<<text>>D'Angelo and Alexander look at each other for several moments, before sighing and handing over fistfuls of their indicated resources to Imani. She drops the paltry amount of tokens into their palms in return.<</text>>
<<speak "imani.bow" "imani">>
Pleasure doing business.
<</speak>>
<<else>>
<<text>>The board has gotten increasingly complicated as the turns wear on. D'Angelo and the King-Regent continue their miniaturized war against each other. In the meantime, Lucas looks as though he may die from sheer boredom.<</text>>
<</if>>
<</if>>
<<set $oscarQuestTemp.curDangelConvo to "dAngelStory">>
<<include "C1OQ: dangel king discussion">>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
[[(Attempt to change the subject.)|C1OQ: parlor game 3][$response to "changeSubject"]]
[[He didn't want to talk about Belovodye. You shouldn'tve forced him.|C1OQ: parlor game 3][$response to "hesTraumatized"]]
[[How much longer will this game wear on?|C1OQ: parlor game 3][$response to "isItOver"]]
<</choose>>
<</qSpeak>>
<<saveCheck>><<speak "alexander.neutral" "King-Regent Alexander">>
Really, Opona was a beautiful show of Vestur's generosity. I was thinking--
<</speak>>
<<switch $response>>
<<case "changeSubject">>
<<affinity "dangelo" 10>>
<<qSpeak "quincy.lookaway" "quincy">>
Your Grace. Might I ask the story behind the sphinx head on your wall?
<</qSpeak>>
<<speak "alexander.happy" "King-Regent Alexander">>
*He is momentarily caught off guard* Oh! Yes! Quite the large specimen, isn't he? Well, when the boys were young, I went off the peninsula. I travelled the continent...
<</speak>>
<<text>>
``You try to listen, but the King-Regent has a way of getting off topic. It isn't long before he's instead talking about gambling pursuits or the attire of foreign women. You turn your head minutely to find D'Angelo looking at you.
<</text>>
<<speak "dangelo.smilestress" "dangelo">>
*He gives you a nod of gratitude, his lips drawn into a tight smile like a distressed dog.*
<</speak>>
<<case "hesTraumatized">>
<<affinity "dangelo" -5>>
<<opinion "lucas" "just" 2>>
<<opinion "kaitos" "human" 2 true>>
<<qSpeak "quincy.furrow" "quincy">>Why ask him to tell the tale? He's clearly uncomfortable with it.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>
Nonsense. I wasn't forcing the man.
<</speak>>
<<speak "lucas.thinking" "lucas">>
Mmm. *he plays with the dewlap of the moose head hung upon the wall.*
I believe your exact words were, "that's an order from your King-Regent!".
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
I... well. I. *He looks to D'Angelo like a lost kitten, cowed.*
<</speak>>
<<speak "dangelo.grumpy" "dangelo">> I've got two balls just like the rest of you. I don't need you to speak for me, Quincy.
<</speak>>
<<speak "dangelo.smilestress" "dangelo">>
Ignore them, your Grace. It's an honor to regale you with the adventures of the King's Army.
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">> Oh. *He laughs.* I thought for a moment you were going soft on me, Lieutenant-General.<</speak>>
<<speak "dangelo.smilestress" "dangelo">>
Never.
<</speak>>
<<text>>``D'Angelo places his next piece with a little too much enthusiasm, almost upending the game board. When you make brief eye contact, he glowers. You look away.<</text>>
<<case "isItOver">>
<<qSpeak "quincy.lookaway" "quincy">>
...Ah. Is there much longer left in the game?
<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
Oh, no. I think it's quite obvious who's goose is cooked at this point.
<</speak>>
<<speak "lucas.eyeroll" "lucas">>
Thank the Architect.
<</speak>>
<</switch>>
<<if $oscarQuestTemp.isPlaying>>
<<speak "alexander.neutral" "King-Regent Alexander">>
*After examining the board on his turn, he leans back, self-satisfied.* I'm afraid you're about done, Quintrell. I think I can wipe out the entire left arm of your army this coming turn.
<</speak>>
<<text>>``Well, your hidden mine tokens, turned away from his view, say otherwise. You need only goad him into trying.<</text>>
<<passiveCheck 1 `["dec",8]`>>
<<skillCheck 1>>
<<if setup.checkPass(1)>>
<<set $oscarQuestTemp.gamewins +=1>>
<<qSpeak "quincy.tilt" "quincy">>Oh. *You assume your best approximation of disappointment.* Well perhaps if I... no...<</qSpeak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Sorry, boy, Kriegsspiel is a game of skill! Only way to learn to win is to lose.
<</speak>>
<<text>>``To your satisfaction, he moves his little bronze men to march on your own imaginary army. When you flip the small parchment square up revealing the hidden explosives, he chuckles and shakes his head.<</text>>
<<speak "alexander.neutral" "King-Regent Alexander">> ...Was certain those were just moats or something. You got me good, Barghur.
<</speak>>
<<text>>``And so more of Alexander's men are removed from the board.<</text>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>Please do.<</qSpeak>>
<<speak "alexander.neutral" "King-Regent Alexander">> *He moves to move his token, but stops short, scrutinizing you.*
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">> ... I think I'll try your right flank instead.<</speak>>
<<text>>``Unfortunately for you, your right flank is woefully unprepared. Though Alexander doesn't break through your ranks, several of your little game pieces are removed from the board.
<</text>>
<</if>>
<<else>>
<<if $party.includes("imani")>>
<<text>>``D'Angelo and the King-Regents game pieces lie huddled in one corner of the board, hiding like hunted mice from Imani's encroaching army.<</text>>
<<speak "imani.tilt" "imani">>
*She is silent again.*
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
Dear Architect, I don't like how long she's been staring at my cavalry. Tell me you have a brilliant last-minute plan, Lieutenant.
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
If I told you that I'd be lying, Your Grace.
<</speak>>
<<text>>The King-Regent rests his face on one hand in defeat.<</text>>
<<else>>
<<text>>``If you were lost before to the goings-on of this game, you are all but adrift at sea now. You've nothing to do but bounce your leg and hope the pair of them wrap up soon. A stack of little bronze figurines sit heaped on either side. Imaginary fallen soldiers.<</text>>
<</if>>
<</if>>
<<set $oscarQuestTemp.curDangelConvo to "vicky">>
<<include "C1OQ: dangel king discussion">>
<<speak "alexander.neutral" "King-Regent Alexander">>
Game's about over.
<</speak>>
<<if $oscarQuestTemp.isPlaying == "yes">>
@@.next;[[Last turn...|C1OQ: parlor end]]@@
<<else>>
@@.next;[[Only a little longer...|C1OQ: parlor end]]@@
<</if>>
<<saveCheck>><<speak "alexander.neutral" "King-Regent Alexander">>
Are you familiar with <i>Kriegsspiel</i>, Quincy?
<</speak>>
<<speak "quincy.neutral" "quincy">>
No. But I've seen D'Angelo play.<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Ah, your brother is a prodigy at it. You'll enjoy it! *He's preoccupied placing the little bronze statues on various parts of the board.*
It's part of officer training in the King's Army, you know.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
One game, sire. Then we must get going.
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
Just one?
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Hah-ho! Better than nothing. Let's make it a bet!
``How's twenty-five guilder?
<</speak>>
<<text>>
D'Angelo fishes into his pocket and pulls out a crumpled wad of paper, then a half-eaten biscuit, and then finally his coin purse. He tosses the twenty-five guilder onto the game board. Alexander does the same, before looking at you expectantly.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<buy 25 [[I'll participate.|C1OQ: parlor pay]]>>
[[I'd really rather not.|C1OQ: parlor nopay][$response to "no"]]
[[I don't have that much guilder...|C1OQ: parlor nopay][$response to "broke"]]
<</choose>>
<</qSpeak>><<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.tilt" "quincy">>
I... was looking for the commode. I just so happened to get lost.
<</qSpeak>>
<<speak "dangelo.smilenervous" "dangelo">>
...Oh, Architect.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
It happens. Lots of doors! Well, there's one just off the study. Go on. *He gestures to a door along one wall.*
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Yes. Thank you.
<</qSpeak>>
<<text>>
You <i>do not</i> need to urinate. But you've little choice but to shuffle obediently into the adjacent washroom.
<</text>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
I need to urinate.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>
...Outside? <i>On my balcony?</i>
<</speak>>
<<speak "dangelo.smilenervous" "dangelo">>
...Oh, Architect.
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
No. I was ah - lost.
<</qSpeak>>
<<speak "alexander.happy" "King-Regent Alexander">> ...I know we all get the urge to ah, relieve ourselves off the edge off a high balcony when the offer presents itself. It's amusing.<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
But I'd prefer if you didn't do it <i>here</i>.
<</speak>>
<<text>>
...<i>Is</i> that universal? You can't remember ever having that particular urge. D'Angelo however, is nodding sagely.
<</text>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.idle" "kaitos">>
Yeah... S'like a waterfall.
<</speak>>
<</if>>
<<speak "dangelo.laugh" "dangelo">>
There's a commode right there, Quin.
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.cackle" "vicky">>
Let's hope he doesn't get lost this time.
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
*He laughs.* ...Oh! This woman has jokes!
<</speak>>
<</if>>
<<text>>
You <i>do not</i> need to urinate. But you've little choice but to shuffle obediently into the adjacent washroom, filled with horror that you've <i>somehow</i> managed to imply you wished to relieve yourself from three stories. Solely for recreation.
<</text>>
<</if>>
@@.next;[[Pretend to urinate, you suppose.|C1OQ: parlor bathroom]]@@
<<saveCheck>><<set $oscarQuestTemp.isPlaying to false>>
<<switch $response>>
<<case "no">>
<<qSpeak "quincy.neutral" "quincy">>
I'm not familiar with the rules. I'd rather not.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>
Oh. Very well, I suppose...
<</speak>>
<<case "broke">>
<<qSpeak "quincy.neutral" "quincy">>
I'm short on guilder.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>
You don't even have twenty-five guilder...? Didn't know your brother was so irresponsible with his money, Lieutenant-General.
<</speak>>
<<speak "dangelo.neutralserious" "dangelo">>
Nor did I.
<</speak>>
<<speak "lucas.thinking" "lucas">>
<i>Or</i> it could be he has better things to spend guilder on than gambling.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
*He ignores Lucas.* Well, it's his first time handling his own guilder. Be lax on him.
<</speak>>
<</switch>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I will play in his stead.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
<i>You</i>? *He chuckles.* I'm sorry, it'd take too long to explain the rules. Do you even have that sort of money, young miss?
<</speak>>
<<speak "imani.neutral" "imani">>
No need. I'm aware of how to play.
<</speak>>
<<speak "alexander.unsure" "King-Regent Alexander">>
But surely you can't have twenty-five guilder...?
<</speak>>
<<speak "imani.bow" "imani">>
'Tis your coffers that fund my Convoy salary, Your Grace. Of course I can afford it - you pour your cup so generously.
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
I don't know, Imani...
<</speak>>
<<text>>
She counts out twenty-five guilder and places it on the table with the rest.
<</text>>
<<speak "alexander.worried" "King-Regent Alexander">>
Kriegsspiel's a men's game. We like to get competitive. Please don't take it personally when you lose.
<</speak>>
<<speak "imani.neutral" "imani">>
I assure you I won't.
<</speak>>
<<text>>
Imani takes her seat, and the three set to their game.
<</text>>
<<else>>
<<text>>
D'Angelo and Alexander set to their game.
<</text>>
<</if>>
@@.next;[[Continue.|C1OQ: parlor game 1]]@@<<set $oscarQuestTemp.isPlaying to true>>
<<opinion "dangelo" "funny" 10>>
<<g>>
<<text>>
You count out twenty-five guilder and place it upon the table. Quite the hefty fee for a game, you think.
<</text>>
<<speak "alexander.happy" "King-Regent Alexander">> Good man! Here's the basics, then...<</speak>>
<<text>>
``Twenty minutes later, and your head is full of supply chains, different unit types, acts of the Architect, trade deals.... you dare not ask for clarification lest it take twenty more. It would be best to make peace with the fact you will never see those twenty-five guilder again.
``D'Angelo controls the game pieces meant to be Vestur. King-Regent Alexander takes control of Opona, and you are left with Laurentia.
``Soon, the game begins.
<</text>>
@@.next;[[Continue.|C1OQ: parlor game 1]]@@<<location "sittingroom_alexander.png" "King-Regent Alexander's Study - Diadem Castle">>
<<itemShow>>
<<set $oscarQuestTemp.gamewins to 0>>
<<set $oscarQuestTemp.visitedParlor to true>>
<<set $oscarQuestTemp.placesVisited += 1>>
<<text>>
``D'Angelo leads you with practiced ease through the castle's many corridors and staircases. Eventually, you arrive at an out-of-the-way hallway with a pair of guards standing watch. They spring apart upon seeing your brother, throwing casual //"G'day, Lieutenant-General!"//s. D'Angelo inclines his head and shoots them a wink as he passes.
<</text>>
<<speak "dangelo.neutral" "dangelo">>
King-Regent's study overlooks the Horn Quarter. He likes to watch the carriages go by while he smokes his pipe. The man's pretty forgetful with closing those balcony doors.
<</speak>>
<<speak "dangelo.silly" "dangelo">>
That'd give Princey a way out. Assuming he can climb down from the third floor.
<</speak>>
<<text>>
``D'Angelo stops abruptly in front of a pair of double doors. He throws them open. They make a terrible clatter against the wall.<</text>>
<<speak "lucas.neutral" "lucas">>Make enough noise to let the whole castle know what we're up to, shall you?<</speak>>
<<speak "dangelo.unsure" "dangelo">>Ehh. I think you're overestimating how upset The King-Regent would be to find us in his study.<</speak>>
<<speak "dangelo.silly" "dangelo">>...He's usually more preoccupied tryin' to get me <i>in</i> here than out. It's like he's in love with me.
``@@.lilt;Staring to think he's been lonely since the Queen-@@<</speak>>
<<speak "lucas.scowl" "lucas">><b>Don't</b> make me suffer another of your gauche "jokes", Barghur.<</speak>>
<<speak "dangelo.silly" "dangelo">>. . .<</speak>>
<<text>>
The study is more akin to what you'd expect of a sitting room. The walls bear the mounted heads of past successful royal hunts.
``There is no desk in sight, only several overstuffed sitting chairs around a table. Most of the table's abused surface is taken up by the board for some sort of wargame. A series of miniature horses, cannons, barricades, and cavalrymen cast in bronze lay across it, some even littering the floor.
``In what tablespace is free of the game board are a collection of dirty wine glasses and an overfilled ashtray. Lingering traces of tobacco smoke cling to every surface. You wrinkle your nose.
``The balcony doors let a healthy amount of sunlight in. Were it not for the smell and mess, this might make a pleasant seating area.
<</text>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Heh. Look, Angie. The King plays with toys like you. *She picks up one of the small bronze figurines.*
<</speak>>
<<speak "dangelo.silly" "dangelo">>
Hey, now. I owe my military success to being real good at "playing with toys" like those.
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
*She picks up one of the small bronze figurines.* Kriegsspiel. Sophisticated game for a man of such little mind to enjoy.
<</speak>>
<<speak "dangelo.smilestress" "dangelo">>
O-kayy. Probably a bad idea to speak ill of the King-Regent in his own house.
<</speak>>
<<speak "lucas.pleased" "lucas">>
Is it? I've never had trouble doing so.
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.stare" "kaitos">>
*He picks up one of the small bronze figurines.* Huh. He's got a little coat and everything... just like a real man.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
Think that's impressive? Check out the detail on this cavalry unit.
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
Yeah... they even included the horse's - <i>you know</i>. Dedication.
<</speak>>
<<text>>``The pair of them crouch over the game board, marvelling at the craftsmanship.<</text>>
<<speak "lucas.neutral" "lucas">>
We didn't come here to play with toys. Quintrell? The balcony doors?
<</speak>>
<</if>>
<<qSpeak "quincy.neutral" "quincy">>
*You try the balcony doors. They do not budge.* ...Huh.
<</qSpeak>>
<<speak "dangelo.neutral" "dangelo">>
Doors're old -- latch sticks sometimes. Just give them a good yank.<</speak>>
<<text>>``You continue to pull at the latch. No progress is made. Eventually, Lucas makes an exasperated sigh and comes over.<</text>>
<<speak "lucas.pleased" "lucas">>
It's not difficult - you need to pull it up, left, then <b>then</b> out.
``*And as if on command, the balcony doors swing open.* See?
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Thank you. *You breathe a sigh of relief as fresh air meets your nostrils.*
<</qSpeak>>
<<speak "dangelo.neutral" "dangelo">>
Well, against my better judgement, I've done my part. Princey's problem is solved. Now we can--
<</speak>>
<<text>>He stops mid-sentence. Heavy footfalls sound from the hall, steadily growing louder.
``A moment later, the King-Regent himself appears in the doorframe.<</text>>
<<speak "alexander.neutral" "King-Regent Alexander">>
*He starts.* @@.surprise;Oh!@@
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
*Then, his face erupts into a large smile.* Well, well! If it isn't Vestur's newest hero!
<</speak>>
<<speak "dangelo.smilestress" "dangelo">>
. . . *D'Angelo is on the receiving end of a hearty smack as Alexander slaps his back in greeting.*
<</speak>>
<<if $party.includes("vicky")>>
<<speak "vicky.salute" "vicky">>
*She hastily buttons her shirt to hide her usual cleavage, and stands at attention.* Er - Your grace.
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.glance" "kaitos">>
*He drops the figurine he was holding and gets into a more alert standing position.* Your grace. *He bows.*
<</speak>>
<</if>>
<<speak "alexander.happy" "King-Regent Alexander">>
Kind of you to treat me to a surprise visit! Bet you can't get enough of our talks, eh?
<</speak>>
<<speak "dangelo.smilestress" "dangelo">>
They're very enlightening, sir.
<</speak>>
<<text>>
``To your extreme displeasure, the King-Regent makes eye contact with you next. You, still with the handle of his open balcony door in your hand.
<</text>>
<<speak "alexander.neutral" "King-Regent Alexander">>
*His smile falters a little, replaced with confusion.* Oh. Hello, Quincy. Checking out my balcony, are you?
<</speak>>
<<text>>``Alexander's eyes scan the room, and he notices for the first time that Lucas <<if $party.includes("kaitos")>>and Kaitos<<elseif $party.includes("imani")>>and Imani<<else>>and Vicky<</if>> are here.<</text>>
<<if $party.includes("kaitos")>>
<<speak "alexander.worried" "King-Regent Alexander">>
Have we met...?<</speak>>
<<speak "kaitos.casual.glance" "kaitos">>
No.
<</speak>>
<<speak "alexander.worried" "King-Regent Alexander">>
Oh.
``...Alright.<</speak>>
<</if>>
<<speak "alexander.anxious" "King-Regent Alexander">>
Ah - and hello, boy.
<</speak>>
<<speak "lucas.neutral" "lucas">>
...Hello, Father.
<</speak>>
<<speak "alexander.neutral" "King-Regent Alexander">>
D'Angelo doesn't usually bring company...
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
<<choose>>
<<check `["dec",5]` [[D'Angelo speaks highly of your "talks". I thought I'd accompany him on his visit.|C1OQ: parlor wanted chat]]>>
<<check `["dec",5]` [[Balcony? ...I got lost searching for the commode.|C1OQ: parlor gotta pee]]>>
<</choose>>
<</qSpeak>><<skillCheck>>
<<if setup.checkPass(0)>>
<<qSpeak "quincy.neutral" "quincy">>
D'Angelo speaks highly of your conversations together. I was curious. So I accompanied him.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
...And protecting Lucas is my duty, so he came as well. Then others wished to-
<</qSpeak>>
<<speak "alexander.happy" "King-Regent Alexander">>
Say no more! You're all welcome here. Take a seat.
<</speak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
D'Angelo frequently says that... Your talks are interesting.
``So I came with him.
``Voluntarily.
<</qSpeak>>
<<speak "alexander.worried" "King-Regent Alexander">>
You don't sound so enthused.
<</speak>>
<<speak "dangelo.neutral" "dangelo">>
*Seeing your fumble, he jumps in.* He's just trying to be polite.
`` <b>I</b> dragged him along. Figured it'd be good for him.
<</speak>>
<<speak "dangelo.unsure" "dangelo">>
``I said you could uh-- teach him a thing or two about tactics. You know, a game of Kriegsspiel.
<</speak>>
<<speak "alexander.happy" "King-Regent Alexander">>
*His eyes grow some kind of new, manic light you're unsure if you like.* I'd be more than happy! Come, boy, take a seat.<</speak>>
<</if>>
<<text>>
``You slowly close the balcony door and take a seat in one of the overstuffed chairs, loathe to be part from the clean outside air.
``Lucas stays standing.
<</text>>
<<include "C1OQ: parlor game invite">>
<<saveCheck>><<buildParty "C1OQ: inter start" `{party:["lucas"]}` 2>><</buildParty>><<buildParty "C1OQ: market intro" `{party:["lucas"]}` 2>><</buildParty>><<text>>
On the door at the furthest end of the hall, a unicorn rests on a bed of roses. This door has not one, but two placards: the first reading <b>"HER HIGHNESS - QUEEN AMALTHEA".</b> Beneath it, the second, much less tarnished placard bears <b>"HIS GRACE - PRINCE OSCAR".</b>
``The door is in rough shape; paint fades at the edges. The doorframe fares no better. No less than a half-dozen locks-- some keyed, some latched, pepper the connection between door and wall. Around them are the nails and screws and divots in the wallpaper where even more locking mechanism might've been.
``<<if setup.hasTrait("cleithro")>>...It is with unease that you note they all lock from the //outside,// as if to keep its occupant //in// rather than visitors //out.// One by one, you undo each bolt and latch.<<else>>Oddly, the locking mechanism faces outward. It's quick work to undo them.<</if>>
<<if $party.includes("kaitos")>>
<p>You reach for the handle. Before your hand gets anywhere near, there is suddenly a lanky torso blocking the way. You blink up and find yourself eye-level with Kaitos's face. His eyebrows are pushed up in the center.</p>
<</if>>
<</text>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Woah. <i>What's wrong with you?</i>
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
Nothing. I understand it's untoward, but I'm just fulfilling Oscar's request.
<</qSpeak>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
S'not right, man.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
Please move.
<</qSpeak>>
<<speak "kaitos.casual.scoff" "kaitos">>
He'd already know if there was a way out in his room.
<</speak>>
<<text>>
He flattens himself firmly against the door.
<</text>>
<<qSpeak "quincy.furrow" "quincy">>
<<choose>>
[[Why do you care?|C1OQ: room kaitos privacy]]
<<check `["phys",10]` [[(Push him out of the way.)|C1OQ: room kaitos push]]>>
[[Very well.|C1OQ: osc kaitos leave]]
<</choose>>
<</qSpeak>>
<<else>>
@@.next;[[Turn the doorknob.|C1OQ: room hub]]@@
<</if>><<img 1 "oq_oscarroom_bed.png" "The bed with its curtained canopy." `["modeNeutral"]`>>
<<if visited()== 1>>
<<text>>
It's a curtained bed. The frame has intricate patterns lovingly carved into the mahogany wood.
``The drapes have been drawn back, allowing you to see the silk-sheeted feather mattress the Prince sleeps on. The pillows are piled so high it hardly seems comfortable.
<<if !$party.includes("vicky")>>
<p>The sheets are all askew. The maids musnt've been in yet today. As you examine the mess, you notice something poking out from the corner of the bed...</p>
<</if>>
<</text>>
<<if $party.includes("vicky")>>
<<speak "vicky.smirk" "vicky">>
Ooh. Looks like it has some spring to it. *She presses a hand into the soft mattress.* I'd bet it'd be gold getting--
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
*Sigh.*
<</qSpeak>>
<<speak "vicky.wink" "vicky">>
Just sayin'.
<</speak>>
<<text>>
The sheets are all askew. The maids musnt've been in yet today. As you examine the mess, you notice something poking out from the corner of the bed...
<</text>>
<</if>>
@@.next;[[Pull it out.|C1OQ: room bloodyshirt]]@@
<<else>>
<<text>>
You'd really rather not spend any more time near this bed.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Investigate the window.)|C1OQ: room window]]>>
<<if $oscarQuestTemp.foundRoomEscape == true || $oscarQuestTemp.foundRoomEscapeFail == true>>
<<actions [[(Investigate the bathing chambers.)|C1OQ: bathroom]]>>
<<else>>[[(Investigate the bathing chambers.)|C1OQ: bathroom]]<</if>>
<<actions [[(Investigate the vanity.)|C1OQ: room vanity]]
[[(Investigate the floor.)|C1OQ: room floor]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>>
<</if>><<img 1 "oq_dirtyshirt.png" "An undershirt sporting a bloody sleeve." `["modeNeutral"]`>>
<<qSpeak "quincy.lookaway" "quincy">>
...Oh.
<</qSpeak>>
<<text>>
Pinched between your thumb and forefinger is an undershirt. Only one thing could've formed the rust stains running the length of the sleeve. It brings to mind questions that cannot possibly be asked nor answered - at least, not without admitting to snooping in the first place.
<<if !$party.includes("vicky")>>
<p>You simply opt to stuff it back into the area between the bed and mattress.</p>
<</if>>
<</text>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
Huh.
<</speak>>
<<text>>
You simply opt to stuff it back into the area between the bed and mattress.
<</text>>
<</if>>
<<set $oscarQuestTemp.sawShirt to true>>
@@.next;[[Return to Oscar's bedchambers.|C1OQ: room hub]]@@<<if $oscarQuestTemp.foundRoomEscape>>
<<img 1 "oq_dumbwaiteropen.png" "The dumbwaiter has been wedged open, showing an open shaft downward." `["modeNeutral"]`>>
<<text>>The dumbwaiter has been opened. A cool breeze wafts from the opening.<</text>>
<<else>>
<<img 1 "oq_dumbwaiterclosed.png" "A closed rusty metal panel, missing its handle, sits in the wall." `["modeNeutral"]`>>
<<text>>The metal panel is closed. It has two small holes in it where <i>something</i> once attached...<</text>>
<</if>>
<<if $oscarQuestTemp.failedPunchwaiter == true && $oscarQuestTemp.failedKnockwaiter == true && $oscarQuestTemp.foundRoomEscape == false && hasVisited("C1OQ: room knockwaiter") && hasVisited("C1OQ: room punchwaiter")>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Alright, out of the way. Clearly yer not getting anywhere.
<</speak>>
<<text>>
She shoulders you out of the way. You almost trip in the process. Vicky scratches her head and purses her lips, staring intently at the indent.
<</text>>
<<speak "vicky.think" "vicky">>
I've seen one-a these before in some rich glove house. It opens to let things come up. Water, maybe, since this is Princey's bathing room.
<</speak>>
<<text>>
A <b>dumbwaiter</b>. Suddenly the two little holes make sense... there was once a handle there.
``Vicky vanishes back into Oscar's bedroom, mumbling to herself, and comes back with a needle meant for interlocking. She jams it into the slim gap between the dumbwaiter door and the wall. With some fiddling and swearing on her part, it swings outwards from the wall with a metallic crunch.
<</text>>
@@.next;[[Look down the shaft.|C1OQ: room success]]@@
<<else>>
<<set $oscarQuestTemp.foundRoomEscapeFail to true>>
<<text>>It still irks you, but it seems there's nothing left to do.<</text>>
@@.next;[[Return to Oscar's bedchambers.|C1OQ: room hub]]@@
<</if>>
<<elseif $oscarQuestTemp.foundRoomEscape>>
@@.next;[[Return to Oscar's bedchambers.|C1OQ: room hub]]@@
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<check `["hare",setup.DCKey.easy]` [[(Check along the wall.)|C1OQ: room knockwaiter]]>>
<<check `["phys",setup.DCKey.easy]`[[(Push on it.)|C1OQ: room punchwaiter]]>>
[[Return to Oscar's bedchambers.|C1OQ: room hub]]
<</choose>>
<</qSpeak>>
<</if>><<set $oscarQuestTemp.placesVisited += 1>>
<<set $oscarQuestTemp.foundRoomEscape to false>>
<<set $oscarQuestTemp.vickyRead to false>>
<<set $oscarQuestTemp.visitedRoom to true>>
<<location "diademcastle_entrance.png" "King's Wings - Diadem Castle">>
<<itemShow>>
<<text>>
You've been to the Andimeur's personal living quarters a few times in the past. The route is infested with guards. Even with Lucas at your side, they barely tolerate your presence, regarding you with suspicious eyes.
``When you mount the final staircase, you find the King's Wings thankfully bereft of people.
``This part of the castle is ancient. Beneath the velvet carpet, the well-worn flagstones of old have been retained. Sconces on the wall which once held candles have been fitted with modern relics providing light instead.
``Each of the Andimeur's quarters, of which there are eight, bear gold-inlaid mahogany doors. Most open into empty rooms. There must've been more occupants once... perhaps during a time when the Andimeur family was more fecund.
<</text>>
<<speak "lucas.thinking" "lucas">>
What are we doing up here, exactly? I don't recall Oscar mentioning anything about this wing.
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
He didn't. It was an idea of my own.
<</qSpeak>>
<<speak "lucas.surprised" "lucas">>
Oh, Architect. You're mad.
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
I'm going to examine his quarters. Perhaps there's something he's overlooked. Call it intuition.
<</qSpeak>>
<<speak "lucas.scowl" "lucas">>
I'll be calling it <b>nothing</b>, for I'll have no part in it. I'm waiting in my own quarters. Knock when you're through.
<</speak>>
<<speak "lucas.stressed" "lucas">>
...I don't wish to find out what'd happen if he caught me in there.
<</speak>>
<<text>>
The prince unlocks his own chambers with a key from his overcoat. He squeezes inside. The lock turns once again.
<</text>>
<<if $party.includes("dangelo")>>
<<speak "dangelo.unsure" "dangelo">>
I don't know, man. That's a rather queer thing to do, isn't it? *He scratches his chest, screwing up his eyes.*
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I don't see anything queer about it.
<</qSpeak>>
<<speak "dangelo.unsure" "dangelo">>
Wouldn't you be... you know, <i>uncomfortable</i> with someone nosing about your quarters while you weren't there?
<</speak>>
<<qSpeak "quincy.tilt" "quincy">>
No? It would be worse were I inside it and they entered. For example - they might see me in a state of undress.
<</qSpeak>>
<<qSpeak "quincy.neutral" "quincy">>
If I'm not present, there's no problem.
<</qSpeak>>
<<speak "dangelo.surprised" "dangelo">>
I... don't have anything to say about that. Come get me when you're done, too - I'll be busy somewhere pretending I don't know you.
<</speak>>
<<text>>
And he too, turns tail and begins his heavy tromp down the staircase.
<</text>>
<</if>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
*She shrugs.* I ain't got no problems. Not a wuss.
<</speak>>
<</if>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
I should remain out here. Though my curiosity is approaching dangerous levels...
<</speak>>
<<speak "imani.lookaway" "imani">>
It might have... unpleasant implications were I caught in the Prince's chambers.
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
Serious? You're really going in there?
<</speak>>
<</if>>
@@.next;[[Approach Oscar's room.|C1OQ: room approach door]]@@<<set $oscarQuestTemp.visitedRoomFloor to true>>
<<text>>
You can't think of any way to get through solid marble.
``The light of the window doesn't shine as brilliantly in a strip by the door, though. Upon closer inspection, you find that the marble here is about an eighth of an inch down from it's original height. The surface is rough and uneven, as though worn in over a great period of time.
``<<if setup.hasTrait("cleithro")>>...Architect. Prince Oscar has been captive here so long that his pacing has worn trenches in the floor. You feel ill.<<else>>The pattern reminds you of the trenches $licorice had paced into the dirt while you were at VRMA.<</if>>
<</text>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.tilt" "quincy">>
How long must it have taken to make these...?
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
...Hmm.
<</qSpeak>>
<</if>>
<<itemAdd "floorNote" "note" `{name: "Floor Indent in Oscar's Chambers", desc: "The floor has been worn away in Oscar's chambers.",obtained:"Diadem Castle"}` `{url:"placeholderNote.png"}`>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Investigate the bed.)|C1OQ: room bed]]
[[(Investigate the window.)|C1OQ: room window]]>>
<<if $oscarQuestTemp.foundRoomEscape == true || $oscarQuestTemp.foundRoomEscapeFail == true>>
<<actions [[(Investigate the bathing chambers.)|C1OQ: bathroom]]>>
<<else>>[[(Investigate the bathing chambers.)|C1OQ: bathroom]]<</if>>
<<actions [[(Investigate the vanity.)|C1OQ: room vanity]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>><<once>>
<<set $oscarQuestTemp.foundRoomEscape to false>>
<<set $oscarQuestTemp.enteredOscarRoom to true>>
<<location "diademcastle_oscarroom.png" "Prince Oscar's Quarters - Diadem Castle">>
<</once>>
<<img 1 "oq_oscarroom.png" "Prince Oscars quarters. Light streams in from the broken window." `["modeNeutral"]`>>
<<text>>
<<once>>The doorknob turns without resistance. <</once>>Prince Oscar's room is just as brilliantly white and gold as you would expect.
``Indulgence is evident in every object from the fine silk sheets to the rose-themed moulding. On the ceiling, a unicorn prances amid even more roses, it's black, shiny eyes staring playfully down at you from above.
<</text>>
<<once>>
<<if $party.includes("vicky")>>
<<speak "vicky.think" "vicky">>
The Andimeurs really like them ugly horses, don't they? *She squints up at the ceiling.*
<</speak>>
<<qSpeak "quincy.neutral" "quincy">>
I would assume the <i>"Unicorn Prince"</i> is fond of unicorns.
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">> ...Having a hare painted on my ceiling wouldn't appeal to me personally, though.
<</qSpeak>>
<<speak "vicky.neutral" "vicky">>
Tch, yeah. A bit tacky even for a prince. But the paint looks old... maybe his mommy did it or something.
<</speak>>
<</if>>
<</once>>
<<qSpeak "quincy.neutral" "quincy">>
<<if $oscarQuestTemp.foundRoomEscape == false && $oscarQuestTemp.foundRoomEscapeFail == false>>
I had best look around.
<<elseif $oscarQuestTemp.foundRoomEscape>>
I've found what I needed.
<<elseif $oscarQuestTemp.foundRoomEscapeFail>>
I doubt there's anything else of use here...
<</if>>
<<choose>>
<<actions [[(Investigate the bed.)|C1OQ: room bed]]
[[(Investigate the window.)|C1OQ: room window]]>>
<<if $oscarQuestTemp.foundRoomEscape == true || $oscarQuestTemp.foundRoomEscapeFail == true>>
<<actions [[(Investigate the bathing chambers.)|C1OQ: bathroom]]>>
<<else>>[[(Investigate the bathing chambers.)|C1OQ: bathroom]]<</if>>
<<actions [[(Investigate the vanity.)|C1OQ: room vanity]]
[[(Investigate the floor.)|C1OQ: room floor]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>><<qSpeak "quincy.furrow" "quincy">>
Why do you care?
<</qSpeak>>
<<text>>
Kaitos frowns, then bites his lip, then aggressively scratches the back of his head before settling on a pout.
<</text>>
<<speak "kaitos.casual.scoff" "kaitos">>
Some things just aren't right, you know?
<</speak>>
<<speak "kaitos.casual.stare" "kaitos">>
It's private.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
<<choose>>
<<check `["phys",10]` [[(Push him out of the way.)|C1OQ: room kaitos push]]>>
[[Very well.|C1OQ: osc kaitos leave]]
<</choose>>
<</qSpeak>><<affinity "kaitos" -15>>
<<opinion "kaitos" "inhuman" 4>>
<<memory "kaitos" "oscarDoorPush">>
<<text>>You brace your palms against Kaitos's shoulder and give him a shove to the side.<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<set $oscarQuestTemp.kaitosMad to true>>
<<text>>
Though you weren't trying to be too rough, you forget Kaitos holds nowhere near your strength. He topples over and makes an <i>"eep"</i> not unlike a rat when held too tight.
<</text>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
What the Hell, man?!
<</speak>>
<<memory "kaitos" "enterOscarRoom" "succeed">>
<<text>>
He is too preoccupied with rubbing his posterior to stop you now, at the least.
<</text>>
@@.next;[[Turn the doorknob.|C1OQ: room hub]]@@
<<else>>
<<text>>
You try not to be rough - but in doing so, underestimate Kaitos's strength. Instead of being propelled out of the way of the door, your shove only causes him to stumble.
``Kaitos, face now a deep grimace, pushes you in return. For a moment the two of you struggle against the door, grunting in frustration. Lucas's door once again opens. The younger prince peers out. He watches your sad struggle with some mix of exacerbation and pity.
<</text>>
<<speak "lucas.surprised" "lucas">>
. . .<</speak>>
<<if $party.includes("imani")>>
<<speak "imani.neutral" "imani">>
*she rubs her temples.*
<</speak>>
<<elseif $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Now <i>that's</i> just sad.
<</speak>>
<</if>>
<<text>>
Kaitos eventually seems to summon all the strength in his body to give you an almighty shove, sending you clear of himself and the door.
<</text>>
<<speak "kaitos.casual.disgruntled" "kaitos">>
Silver, man. *He pants.* It's not happening.
<</speak>>
<<memory "kaitos" "enterOscarRoom" "fail">>
<<text>>
Your shoulders smarting, you take a few steps away from Kaitos and incline your head to signal compliance.
``He lets out a loud, breathy sigh of relief. His features smooth back out.
<</text>>
<<speak "kaitos.casual.neutralserious" "kaitos">>
Why you gotta be like this?
<</speak>>
<<text>>
You decline to comment.
``There are other leads you can pursue at the least. Kaitos all but escorts you from the wing. Lucas follows. But leaving the room unexplored gives you an irksome feeling... like an unreachable itch.
<</text>>
<<itemRemove "roomSnoop">>
<<include "C1OQ: hallreturn">>
<</if>><<text>>
Hoping to glean more as to the nature of the wall itself, you press your ear to the space directly above the metal panel and knock.
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<set $oscarQuestTemp.failedKnockwaiter to false>>
<<text>>
The rap of your knuckles gives off a hollow tone. There must be an empty space behind the indent. Why would that be?
``You draw back and stare at the indent for a few moments, before your memory blesses you: this is a <b>dumbwaiter</b> - the sort of contraption meant for carrying laundry, food, or other goods between floors.
``Without the handle, you need something capable of getting between the door and the wall. A penknife produced from your overcoat should be sufficient.
``With some jiggling, you are able to get the dumbwaiter door free enough to swing outward.
<</text>>
@@.next;[[Look down the shaft.|C1OQ: room success]]@@
<<else>>
<<set $oscarQuestTemp.failedKnockwaiter to true>>
<<text>>
The rap of your knuckles against the wall certainly produces... a sound. It sounds like a wall. There is frustratingly no meaning you can draw from it.
<</text>>
<<if $party1 == "Vicky" || $party2 == "Vicky">>
<<speak "vicky.neutral" "vicky">>
Heh. Don't think anyone's gonna answer.
<</speak>>
<</if>>
@@.next;[[Best try another way...|C1OQ: room dumbwaiter look]]@@
<</if>><<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
<<set $oscarQuestTemp.vickyRead to true>>
Love letters? <i>Belonging to a prince</i>? That's a once in a lifetime reading opportunity.
<</speak>>
<</if>>
<<switch $response>>
<<case "doRead">>
<<recordAction "letters" "oscarLetter">>
<<set $oscarQuestTemp.seenOscarLetter to true>>
<<if $party.includes("vicky")>>
<<affinity "vicky" 10>>
<<if setup.hasTrait("shameful")>>
<<opinion "vicky" "deviant" 10>>
<<opinion "vicky" "hot" 3>>
<<else>>
<<opinion "vicky" "deviant" 15>>
<<opinion "vicky" "hot" 6>>
<</if>>
<<text>>
You really shouldn't, but... your curiosity getting the better of you, you take the nearest envelope and unfold it.
<</text>>
<<speak "vicky.neutral" "vicky">>
Move over! I gotta see too.
<</speak>>
<<written>>
<i>Though an ocean separates us, I thirst - all I crave is thine own fluids, my King...</i>
<</written>>
<<text>>
<<if setup.hasTrait("shameful")>>
You regret your decision immediately. The next line is perhaps even more lurid than the last. You drop the letter back into the drawer.
<<else>>
Ah. Amorous in nature. You most certainly shouldn't be looking at these, but with nobody as witness besides Vicky (who certainly has no reservations on these matters), who's to know?
<</if>>
<</text>>
<<speak "vicky.neutral" "vicky">>
Well, what's it say?
<</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" "quincy">>
You don't want to know.
<</qSpeak>>
<<text>>
But she does. She retrieves it. Her eyes go up and down a few times, then she lets out a bark of laughter.
<</text>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
I probably shouldn't orate it.
<</qSpeak>>
<<speak "vicky.smirk" "vicky">>
Give it here, then!
<</speak>>
<<text>>
She snatches the letter from your hands. Her eyes go up and down a few times, then she lets out a bark of laughter.
<</text>>
<</if>>
<<speak "vicky.cackle" "vicky">>
This Morthyme lady was a <i>deviant</i>!
<</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" "quincy">>
*You cover your ears.*
<</qSpeak>>
<</if>>
<<speak "vicky.neutral" "vicky">>
<i>@@.singsong;"We must meet again soon, so I may open my most secret and bare parts to you-"@@</i>
<</speak>>
<<if setup.hasTrait("shameful")>>
<<text>>You walk away from the vanity with great haste, fearful of hearing even one more sentence.
``This is... much more intimate than you'd ever have expected. You can only hope with all your clenching stomach that the prince won't realize anything askew within this drawer...
<</text>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
That's a long winded way to express "I wish to copulate."
<</qSpeak>>
<<speak "vicky.wink" "vicky">>
Ooh, look - I see another one-
<</speak>>
<<qSpeak "quincy.lookaway" "quincy">>
One is enough. We shouldn't disturb the whole drawer. Too suspicious.
<</qSpeak>>
<<speak "vicky.neutral" "vicky">>
Aww, fine. I see your point.
<</speak>>
<<text>>You abandon the vanity, hoping that the prince won't realize anything askew within this drawer...
<</text>>
<</if>>
<<else>>
<<text>>
You really shouldn't, but... your curiosity getting the better of you, you take the nearest envelope and unfold it.
<</text>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.surprised" "quincy">>
<i>"Though an ocean separates us, I thirst - all I crave is... @@.stutter;t-thine own fluids, my King--"@@</i>
<</qSpeak>>
<<text>>
You regret your decision immediately. The next line is perhaps even more lurid than the last. You drop the letter back into the drawer.
<</text>>
<<else>>
<<qSpeak "quincy.neutral" "quincy">>
<i>"Though an ocean separates us, I thirst - all I crave is thine own fluids, my King--"</i>
<</qSpeak>>
<<text>>
Ah. Amorous in nature. You most certainly shouldn't be looking at these, but with nobody as witness, who's to know?
``It only grows more lurid.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<i>"We must meet again soon, so I may open my most secret and bare parts to you-"</i>
<</qSpeak>>
<<qSpeak "quincy.lookaway" "quincy">>
What a long-winded way to say, "I wish to copulate." I've seen enough.
<</qSpeak>>
<<text>>
You drop the letter back in the drawer and abandon the vanity, hoping that the prince won't notice anything askew.
<</text>>
<</if>>
<</if>>
<<case "dontRead">>
<<opinion "vicky" "deviant" -8>>
<<if $party.includes("vicky")>>
<<set $oscarQuestTemp.seenOscarLetter to true>>
<<set $oscarQuestTemp.vickyRead to true>>
<<qSpeak "quincy.lookaway" "quincy">>
It's none of our business.
<</qSpeak>>
<<speak "vicky.neutral" "vicky">>
*She snorts.* If you say so. What the Prince doesn't know can't hurt him. *She picks up a letter.*
<</speak>>
<<text>>
Vicky plunges a hand into the drawer and pulls out a letter. Her eyes go up and down a few times, then she lets out a bark of laughter.
<</text>>
<<speak "vicky.cackle" "vicky">>
This Morthyme lady was a <i>deviant</i>!
<</speak>>
<<speak "vicky.neutral" "vicky">>
<i>"Though an ocean separates us, I thirst - all I crave is thine own fluids, my King..."</i>
<</speak>>
<<if setup.hasTrait("shameful")>>
<<qSpeak "quincy.tilt" "quincy">>
I'd really rather not--
<</qSpeak>>
<<speak "vicky.neutral" "vicky">>
Wait, wait - get this one-
``<i>@@.singsong;"We must meet again soon, so I may open my most secret and bare parts to you-"@@</i>
<</speak>>
<<text>>You walk away from the vanity with great haste, fearful of hearing even one more sentence.
``This is... much more intimate than you'd ever have expected. You can only hope with all your clenching stomach that the prince won't realize anything askew within this drawer...
<</text>>
<<else>>
<<qSpeak "quincy.furrow" "quincy">>
*You sigh.* So they're carnal in nature. Are you satisfied?
<</qSpeak>>
<<speak "vicky.wink" "vicky">>
Nah. But it sounds like <i>she was</i>:
``<i>@@.singsong;"We must meet again soon, so I may open my most secret and bare parts to you-"@@</i>
<</speak>>
<<speak "vicky.neutral" "vicky">>
*She reaches for another letter in the drawer.* Look at this one, it comes with a dread taped to it--
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
*You slap her hand away.* Please. DIsturbing one is enough. I'm not eager to be caught.
<</qSpeak>>
<<speak "vicky.unimpressed" "vicky">>
Never thought I'd have to say these words, but: Barghur, you're <i>no fun</i>.
<</speak>>
<<qSpeak "quincy.furrow" "quincy">>
You're right. I'm not D'Angelo.
<</qSpeak>>
<<text>>You abandon the vanity, hoping that the prince won't realize anything askew within this drawer...
<</text>>
<</if>>
<<else>>
<<text>>
Being in the Prince's room is rude enough. You dare not risk leaving his letters in disarray. Some things truly are too private.
<</text>>
<</if>>
<</switch>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Investigate the bed.)|C1OQ: room bed]]
[[(Investigate the window.)|C1OQ: room window]]>>
<<if $oscarQuestTemp.foundRoomEscape == true || $oscarQuestTemp.foundRoomEscapeFail == true>>
<<actions [[(Investigate the bathing chambers.)|C1OQ: bathroom]]>>
<<else>>[[(Investigate the bathing chambers.)|C1OQ: bathroom]]<</if>>
<<actions
[[(Investigate the floor.)|C1OQ: room floor]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>><<text>>
Slinging your Duruger off your back, you thrust its butt end against the metal panel.
<</text>>
<<skillCheck>>
<<if setup.checkPass(0)>>
<<set $oscarQuestTemp.failedPunchwaiter to false>>
<<text>>
With a horrible metallic clang, the indent crunches inward, torn from where it met the wall. Behind it is empty space. Careful not to cut your hands on the jagged metal edges, with some horsing you are able to pull the panel free so that it swings creakily outward from the wall.
``It occurs to you that you've seen this before. This is a <b>dumbwaiter</b> - a sort of contraption meant for carrying laundry, food, or other goods between floors.
<</text>>
@@.next;[[Look down the shaft.|C1OQ: room success]]@@
<<else>>
<<set $oscarQuestTemp.failedPunchwaiter to true>>
<<text>>
With a horrible metallic clang, you bounce off the metal panel. You lose your footing and end up landing squarely on your bottom. <<if $party.includes("vicky")>>Vicky snickers behind you.<</if>>
<</text>>
@@.next;[[Best try another way...|C1OQ: room dumbwaiter look]]@@
<</if>><<img 1 "oq_dumbwaiteropen.png" "The dumbwaiter has been wedged open, showing an open shaft downward." `["modeNeutral"]`>>
<<text>>
The shaft downwards plunges into an unparseable darkness... but a cool breeze rises up to meet your face. Wherever it terminates must be to the outside.
``It was likely used once for bringing up water. Perhaps now it can serve a new use. Despite the steep drop, an enterprising prince may be able to figure out a way to rappel down...
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
I've found an escape route.
<</qSpeak>>
<<if $party.includes("vicky")>>
<<speak "vicky.neutral" "vicky">>
Ha - guess you were right. The man could've solved his own problem this whole time.
<</speak>>
<</if>>
<<if setup.taskStatus("A1oscarQuest","investigate") == true>>
<<set $oscarQuestTemp.multipleRoutesFound to true>>
<<else>>
<<questUpdateTask "A1oscarQuest" `[{id: "investigate", complete:true}]`>>
<</if>>
<<set $oscarQuestTemp.foundRoomEscape to true>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Investigate the bed.)|C1OQ: room bed]]
[[(Investigate the window.)|C1OQ: room window]]>>
<<actions [[(Investigate the vanity.)|C1OQ: room vanity]]
[[(Investigate the floor.)|C1OQ: room floor]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>><<img 1 "oq_oscarroom_vanity.png" "The vanity in the rightmost corner of Prince Oscar's room. A drawer is ajar." `["modeNeutral"]`>>
<<set $oscarQuestTemp.visitedVanity to true>>
<<if visited()== 1>>
<<text>>
On the surface is an abundance of cosmetic products. There are all sorts of bottles with mystifying, almost frightening labels such as "smoothing cream" and "eye darkener".
``You think to maybe check behind the vanity to see if there's anything of note, but something else catches your eye. A drawer slightly ajar, filled to the brim with envelopes.
``They all bear the same name written in looping script: <b>"Mme. Ameena Morthyme". </b> Certainly not a Vesturian name.
``You can just make out the beginning lines of one letter:
<</text>>
<<written>>
<span class='written-to'>My dearest Prince,</span>
``Must we be a whole continent apart? Across the waters I yearn for you--
<</written>>
<<text>>
``The rest is obscured by another envelope above it. Letters from a woman. Likely private. You... shouldn't look.
``Lest...?
<</text>>
<<prepAction "letters" "oscarLetter">>
<<qSpeak "quincy.lookaway" "quincy">>
<<choose>>
[[(Resist the urge to read the letters.)|C1OQ: room letters][$response to "dontRead"]]
[[(Well... maybe just one?)|C1OQ: room letters][$response to "doRead"]]
<</choose>>
<</qSpeak>>
<<else>>
<<text>>
On the surface of the vanity is an abundance of cosmetic products. There are all sorts of bottles with mystifying, almost frightening labels such as "smoothing cream" and "eye darkener".
``You should leave the letter drawer alone.
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Investigate the bed.)|C1OQ: room bed]]
[[(Investigate the window.)|C1OQ: room window]]>>
<<if $oscarQuestTemp.foundRoomEscape == true || $oscarQuestTemp.foundRoomEscapeFail == true>>
<<actions [[(Investigate the bathing chambers.)|C1OQ: bathroom]]>>
<<else>>[[(Investigate the bathing chambers.)|C1OQ: bathroom]]<</if>>
<<actions
[[(Investigate the floor.)|C1OQ: room floor]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>>
<</if>><<set $oscarQuestTemp.visitedRoomWindow to true>>
<<img 1 "oq_oscarroom_window.png" "The broken stained-glass window." `["modeNeutral"]`>>
<<text>>
You <i>think</i> the stained glass window once depicted a rose, but it's hard to tell with the fist-sized hole in it. Stained glass is a rare sight in new construction. It, like many of the other things in this wing of the castle, must be hundreds of years old... and worth <i>a lot</i> of guilder.
``<<if setup.hasTrait("cleithro")>>...But the //iron bars?// Their presence casts a nauseating, carceral shadow over the otherwise innocuous room.<<else>>Perhaps that's why they've opted to put a pair of iron bars atop it instead of replacing the pane entirely - some hope for future repair. The cold metal lends a carceral feel that doesn't match the rest of the room.<</if>>
<</text>>
<<if !setup.hasTrait("cleithro")>>
<<qSpeak "quincy.neutral" "quincy">>
...Odd.
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt" "quincy">>
...Just //what// is going on here?
<</qSpeak>>
<</if>>
<<text>>
A few granules of pink glass still litter the window sill. The bars are free of even the slightest oxidation, pointing to this being a recent development. You pull at the bars, but they are - your pun intended - solid as iron. No escape could be made through here. <<if setup.hasTrait("cleithro")>>The hairs on the back of your neck prickle.<</if>>
<</text>>
<<qSpeak "quincy.neutral" "quincy">>
<<choose>>
<<actions [[(Investigate the bed.)|C1OQ: room bed]]>>
<<if $oscarQuestTemp.foundRoomEscape == true || $oscarQuestTemp.foundRoomEscapeFail == true>>
<<actions [[(Investigate the bathing chambers.)|C1OQ: bathroom]]>>
<<else>>[[(Investigate the bathing chambers.)|C1OQ: bathroom]]<</if>>
<<actions [[(Investigate the vanity.)|C1OQ: room vanity]]
[[(Investigate the floor.)|C1OQ: room floor]]
>>
<<decide "end" [[Leave.|OSC: depart]]>>
<</choose>>
<</qSpeak>><<if not $oscarQuestTemp.foundRoomEscape>>
<<text>>Unsatisfied with the unfruitful search, you leave the Prince's room, closing the door gently behind you. The hall is still thankfully empty. Perhaps you will have better luck elsewhere.
<<if $party.includes("kaitos")>>
<p>You find Kaitos waiting for you in the hall. His eyes follow you mutinously as you walk past him. Perhaps it is best not to talk to him for the time being.</p>
<</if>>
<</text>>
<<else>>
<<text>>
Satisfied with your find, you leave the prince's room, closing the door gently behind you.
<<if $party.includes("kaitos")>><p>Kaitos waits for you in the hall. His eyes follow you mutinously as you walk past him. Perhaps it is best not to talk to him for the time being.</p>
<<else>> The hall is still thankfully empty.
<</if>>
<</text>>
<<if $party.includes ("vicky")>>
<<speak "vicky.neutral" "vicky">>
Well, I know //I// learned a lot about the Unicorn Prince today. You were right about checking there, though. Wish I could see the guy's face when you tell him he didn't check his own room thoroughly enough!
<</speak>>
<</if>>
<<if $party.includes("kaitos")>>
<<speak "kaitos.casual.disgruntled" "kaitos">>. . .<</speak>>
<</if>>
<</if>>
<<text>>
You knock on Lucas's door. A moment or two later his silver head pops out.
<</text>>
<<speak "lucas.neutral" "lucas">>
I take it you're done.
<</speak>>
<<text>>
The door never opens more than a few inches as Lucas slithers out. He hastily shuts it behind him, locking its singular lock.
<</text>>
<<speak "lucas.neutral" "lucas">>
Excellent. Let's vacate and pretend we were never here.
<</speak>>
<<speak "lucas.stressed" "lucas">>
And don't you <b>dare</b> mention me if you bring this up to Oscar.
<</speak>>
<<itemRemove "roomSnoop">>
<<include "C1OQ: hallreturn">><<g>><<run setup.prepRT(
{
id:"oscarFreedom",
topic:"A Caged Bird",
startingScore: 0,
toWin: 60,
who:"the High Sybil",
stance:"Oscar's freedom"
},
{
start:"OQ: Ancha Rt Opening",
fail:"OQ: Ancha Rt Fail",
closing:"OQ: Ancha Rt Closing",
end:"OQ: Ancha Rt End",
after:"OQ: Ancha Rt After"
},
"cagedbird",
{
ancha: {
z:5,
poses:{
neutral:"ancha_neutral.png",
negative:"ancha_neg.png",
negativeReact:"ancha_strongneg.png",
positive:"ancha_pos.png",
positiveReact:"ancha_strongpos.png"}
},
dangelo: {
z:4,
stance:false,
poses:{
neutral:"dangelo_neutral.png",
negative:"dangelo_neutral.png",
negativeReact:"dangelo_strongneg.png",
positive:"dangelo_neutral.png",
positiveReact:"dangelo_strongpos.png"}
},
lucas: {
z:6,
poses:{
neutral:"lucas.png",
negative:"lucas.png",
negativeReact:"lucas.png",
positive:"lucas.png",
positiveReact:"lucas.png"}
},
}
)>>
<<set $oscarQuestTemp.anchaRt = []>>
<<location "diademcastle_entrance.png" "Castle Halls - Diadem Castle">>
<<timebreak "day">>
<<speak "lucas.annoyed" >> //Thank Elysium// ''that's'' over. <</speak>>
<<speak "lucas.eyeroll" >> Another minute spent in service to Oscar and I would have //lost my mind//. He better make this worth our time, Quintrell, or I'll //never// forgive you. <</speak>>
<<text>>
You remain quiet, only nodding in response. This detour has expended the Convoy's valuable time and, perhaps worse, sacrificed much of Lucas's patience - two resources in //precious little supply.// You've no intention to prolong your stay in Diadem Castle by stopping to bicker with Lucas about justifications. Your only desire is to regroup with the rest of your party and leave. High Sybil Sadaltajir is already skeptical of your prolonged visit, and the longer you linger within the castle walls the more likely it is that she will -
<</text>>
<<speak "ancha.casual.tiltCig">> @@.lilt;Leaving so soon?@@ <</speak>>
<<text>>
...feel justified in confronting you.
``You've rounded a corner only to find The High Sybil waiting for you. She stands square in the middle of the corridor with a cigarette in hand, the corners of her mouth upturned in catlike satisfaction. Standing beside her is D'Angelo. His face twists with uncertainty.
``Lucas, with all the grace of a dog caught with his master's dinner in his jaws, begins to fabricate some sort of deflection, but it comes too late.
<</text>>
<<speak "lucas.surprised" >> Gamgam! We were just - <</speak>>
<<speak "ancha.casual.eyebrow">> Don't bother, darling. I know what you've been up to. <</speak>>
<<speak "dangelo.unsure">> Sorry, guys. We really can't risk the Convoy's standing with the King-Regent, here... //soooo... I tattled//. It's for the best. <</speak>>
<<speak "lucas.annoyed" >> *Lucas gives a long and miserable sigh of exasperation.* <</speak>>
<<speak "lucas.pleased" >> *And then... he is over it.* Just as I suspected! This whole excursion was for nothing, as many efforts often are. My poor brother will just have to suffer then. //How tragic.// <</speak>>
<<speak "ancha.casual.curious">> Now, now. I am //not// an unreasonable woman. I know as well as anyone that my Oscar yearns for his freedom. I //could// be convinced to, ah, //look the other way,// @@.accent;<b>were Duke Barghur to give me good reason to.</b>@@ <</speak>>
<<speak "dangelo.surprised">> Wait - @@.surprise;//whuuuh?//@@ <</speak>>
<<text>>
Your brother isn't the only one taken aback by the High Sybil's offer. Whilst you ponder whether your ears are deceiving you, Lucas elbows you gently in the rib and mutters:
<</text>>
<<speak "lucas.eyeroll">> @@.whisper;Don't just stand there. She's <b class='accent'>giving you a chance to explain yourself.</b>@@ <</speak>>
<<qSpeak "quincy.lookaway">> @@.whisper;Yes, but what do I-@@ <</qSpeak>>
<<speak "ancha.casual.eyebrow">> @@.lilt;No cheating.@@ ``I asked //the Duke//. Helping Oscar was his decision, was it not? <</speak>>
<<questNewTask "A1oscarQuest" `[{id: "debateGrandma", text:"Convince High Sybil Sadaltajir.", loc:"diadem"}]`>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<decide "major" [[It was.|OQ: Ancha Rt Opening]]>>
<</choose>>
<</qSpeak>><<roundtable "begin">>
<<roundtableCheck>>
<<text>>
You've no idea why the High Sybil offers such a mercy. Whether she does so out of care for her ward's happiness or perhaps out of sheer boredom is irrelevant. You will not waste the opportunity. Summoning what verve that remains from your years in VRMA's debate club, you gird yourself for the coming argument.
<</text>>
<<qSpeak "quincy.furrow">> Yes. It was my choice to aid the Prince. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> As I thought. *She takes a drag from her cigarette, eyeing you with keen interest.*Go on, then. You //must// have a reason for //going against King and Country,// but I am simply not seeing it. My eyes must be failing me. <</speak>>
<<text>>
//"My eyes must be failing me,"// she says, as if she were so old as to be decrepit. She couldn't be. She simply does not look it. But then again - what age //does// she look? The more you study the High Sybil's features, the less confident you become in your ability to judge, and the more eerie she appears. Creased skin clings too taught on a body that does not move as if it were old. Subtle lines frame eyes that appear new, and neither feature feels as if it should belong to a woman over sixty. The trappings of age edge features so youthful they border on uncanny.
``All at once, she becomes unpleasant to behold. You look away.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[His imprisonment is ridiculous.|OQ: Ancha Rt Ridiculous]]
[[His confinement is inhumane.|OQ: Ancha Rt Inhumane]]
[[Freeing him is the right thing to do.|OQ: Ancha Rt Sympathy]]
<</choose>>
<</qSpeak>><<if setup.hasTrait("cleithro") && hasVisited("C1OQ: room window") && hasVisited("C1OQ: room floor")>>
<<set $oscarQuestTemp.freakout to true>>
<<else>>
<<set $oscarQuestTemp.freakout to false>>
<</if>>
<<if setup.checkPass()>>
<<set _score to 5>>
<<if $oscarQuestTemp.freakout>>
<<set _score to 8>>
<</if>>
<<else>>
<<set _score to -5>>
<<if $oscarQuestTemp.freakout>>
<<set _score to -8>>
<</if>>
<</if>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("inhumane")>>
<</once>>
<<once>>
<<if $oscarQuestTemp.c == "tryAgain">>
<<set $oscarQuestTemp.tryAgain == true>>
<<set $oscarQuestTeemp.c to "">>
<</if>>
<</once>>
<<roundtable _score>>
<<roundtableCheck>>
<<if $oscarQuestTemp.freakout == true>>
<<qSpeak "quincy.furrow">> @@.yell;Because his confinement is inhumane.@@ <</qSpeak>>
<<text>>
Your voice reverberates around the empty hall. Lucas flinches. The High Sybil stares at you, head cocked and eyes wide. You said that with much, //much// more force than you had meant to - even D'Angelo looks a little perturbed.
``It seems, all at once, your feelings about Oscar's confinement have bubbled forth.
<</text>>
<<speak "ancha.casual.incredulous">> Are you... //alright,// Your Grace? <</speak>>
<<if setup.checkPass()>>
<<qSpeak "quincy.tilt">> *With great effort, you clear your throat and lower your voice back to your normal speaking range. Such emotions are unbecoming for a man of your breeding.*...Pardon me. <</qSpeak>>
<<speak "ancha.casual.eyebrow">> Alright... consider yourself pardoned. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> @@.intense;I'm - it's nothing. I'm fine.@@ <</qSpeak>>
<<speak "ancha.casual.incredulous">> Well, alright. If you say so. <</speak>>
<</if>>
<<text>>
There is something of an awkward pause. Your companions shuffle their feet as you and the High Sybil wait for the other to say something. This goes on far too long before she takes it upon herself to resume the discussion.
<</text>>
<<speak "ancha.casual.incredulous">> ...I must say, I am struggling to understand your claim, Duke Barghur. You say my Oscar's confinement is inhumane, but... *She gestures to her surroundings.* ...the boy lives in a castle! <</speak>>
<<else>>
<<if setup.hasTrait("cleithro")>>
<<qSpeak "quincy.furrow">> @@.intense;His confinement is ''inhumane.''@@*The words come from your mouth harsher than you had expected.*<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Because his confinement is inhumane. <</qSpeak>>
<</if>>
<<speak "ancha.casual.incredulous">> *The High Sybil chuckles dismissively.*//Inhumane?// The boy lives in a castle! <</speak>>
<</if>>
<<qSpeak "quincy.neutral">> It doesn't matter how luxurious the stall. A penned hare will eventually go mad. It needs land to run - to hunt - to //be// a hare.<</qSpeak>>
<<speak "ancha.casual.eyebrow">> I can hardly imagine Oscar wanting for //land.// Why, the grounds of Diadem Castle must be bigger than most of your cities up North! <</speak>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral">> Men often misjudge the needs of the animals they keep. Our perception is tainted by the self-centeredness of our species. We cry when we experience unbearable pain or emotion, but this response is unique to our kind. No matter how much a cat hurts, it will never shed tears of pain. It is instead their nature as prey to hide their pain as best as possible. <</qSpeak>>
<<qSpeak "quincy.lookaway">> Does that clarify my stance? <</qSpeak>>
<<speak "ancha.casual.glanceCig">> I suppose. My Oscar //can// be precious about his pride. Perhaps he suffers more than I realize. <</speak>>
<<speak "ancha.casual.tiltCig">> ...Of course, without proof, this is mere speculation. Have //you// any proof of this unspoken suffering, Your Grace? <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Men often misjudge the needs of the animals they keep. Our perception is tainted by the self-centeredness of our species. Bared teeth and tight lips is a friendly gesture in our kind - a "smile" - but to a dog it might mean fear, stress, or aggression. When we assume human cues are universal, we cause needless pain to our companions and endanger ourselves. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> So... you're saying that I should //ignore// my eyes and ears and trust a //strange Duke// as my Oscar's interpreter? <</speak>>
<<qSpeak "quincy.lookaway">> No. I am saying he readily displays signs of suffering. You simply overlook them. <</qSpeak>>
<<speak "ancha.casual.eyebrow">> *She scoffs.* My eyesight must be failing me. You'll have to point out these "signs of suffering." <</speak>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["emp",9999999999999999]` [[He described himself as a caged bird.|OQ: Ancha Rt Bird]]>>
<<check `["emp",(setup.DCKey["medium"])]` [[He asked me for help. Is that not proof enough of his desperation?|OQ: Ancha Rt AskedMe]]>>
<<present "floorNote" [[OQ: Ancha Rt Pacing]] "He's worn a hole in the floor of his room with his pacing.">>
<</choose>>
<</qSpeak>><<roundtable -5>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> He readily verbalizes his misery. He likens himself to a caged bird. <</qSpeak>>
<<speak "ancha.casual.glanceCig" >> Oh, yes. He'll do that. <</speak>>
<<qSpeak "quincy.lookaway">> And this sentiment doesn't worry you? <</qSpeak>>
<<speak "ancha.casual.tiltCig" >> My boys have a flare for the dramatic. You should hear the things Lucas has to say when his father steals the last of the pudding! You'd think he were dying. <</speak>>
<<speak "lucas.flustered">> //@@.surprise;Gamgam!!@@// <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["emp",(setup.DCKey["medium"])]` [[How can you be sure he isn't being genuine?|OQ: Ancha Rt SufferingForReal]]>>
<<check `["emp",(setup.DCKey["medium"])]` [[He asked me for help. Is that not proof enough of his desperation?|OQ: Ancha Rt AskedMe]]>>
<<present "floorNote" [[OQ: Ancha Rt Pacing]] "These are no histrionics. He's worn a hole in the floor of his room with his pacing.">>
<</choose>>
<</qSpeak>><<if setup.checkPass()>>
<<set _score to 15>>
<<else>>
<<set _score to -10>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral">> How can you be sure his suffering is not genuine? If he is as prone to dramatics as you say, what means would he have left to communicate true pain? How would you identify it? <</qSpeak>>
<<speak "ancha.casual.neutral" >> The blood and broken bones are hard to miss! <</speak>>
<<qSpeak "quincy.furrow">> The mind is a part of the body. Mental suffering is suffering. A penned hare - <</qSpeak>>
<<speak "ancha.casual.tilt" >> - Suffers from nervous twitches and ill-health, I recall. No need to repeat yourself. I only jest. <</speak>>
<<speak "ancha.casual.neutral" >> ...But you are correct. It //is// a fear of mine, you know - that one day he might //genuinely// cry wolf and get gobbled up because of it. But I haven't seen any signs of wolves... have you? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["emp",(setup.DCKey["veasy"])]` [[He asked me for help. Is that not proof enough of his desperation?|OQ: Ancha Rt AskedMe]]>>
<<present "floorNote" [[OQ: Ancha Rt Pacing]] "He's worn a hole in the floor of his room with his pacing.">>
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> But - how can you be sure he isn't being genuine? What if he //truly means it this time?// <</qSpeak>>
<<speak "lucas.glance" >> @@.whisper;And what if orcs grow wings and take flight?@@ <</speak>>
<<speak "ancha.casual.eyebrow" >> Then I would be //most surprised// and feel the //deepest shame// for having neglected my poor ward! But I haven't any //proof// that this is the case, and until it presents itself... I will feel absolutely nothing. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["emp",(setup.DCKey["medium"])]` [[He asked me for help. Is that not proof enough of his desperation?|OQ: Ancha Rt AskedMe]]>>
<<present "floorNote" [[OQ: Ancha Rt Pacing]] "He's worn a hole in the floor of his room with his pacing.">>
<</choose>>
<</qSpeak>>
<</if>><<if setup.checkPass()>>
<<set _score to 8>>
<<else>>
<<set _score to 3>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral" >> He asked <b>me</b> for help. Is that not proof enough of his desparation? <</qSpeak>>
<<speak "ancha.casual.neutral" >> Hm. A fair point. I can't imagine //you// of all men would be Oscar's first choice as co-conspirator. <</speak>>
<<speak "lucas.scowl" >> And just what is ''that'' supposed to mean? <</speak>>
<<speak "ancha.casual.tilt" >> It //means// that your Right Hand is most known for his @@.posh;failures and transgressions@@. <</speak>>
<<speak "ancha.casual.smug" >> No offense intended, Your Grace. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> None taken. <</qSpeak>>
<<speak "lucas.eyeroll" >> Well, you //SHOULD// take offense. She insulted your good name! <</speak>>
<<speak "ancha.casual.curious" >> <<atlantean setup.atlantean.saying.didNot>>! I only acknowledged the reality of what //others// think of his "good name." I've put forth no //personal// judgments. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<speak "lucas.annoyed" >> Gamgam! You cannot just append @@.lilt;"no offense intended"@@ after an <b>inherently offensive</b> statement and expect no one to take offense! <</speak>>
<<speak "ancha.casual.tiltCig" >> The Duke invoked his own reputation first. Why does it pain you so for me to disagree with him? <</speak>>
<</if>>
<<speak "ancha.casual.neutral" >> Regardless of feelings - we've established that Oscar placing trust in His Grace indicates //something// amiss. Have you any other proof of his suffering? <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> He asked //me// for help. Is that not proof enough of his desperation? <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> I suppose, but I was hoping you had something a little more... //tangible.// <</speak>>
<<speak "ancha.casual.neutral" >> Do you have any proof more... //tangible?// <</speak>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<present "floorNote" [[OQ: Ancha Rt Pacing]] "He's worn a hole in the floor of his room with his pacing.">>
[[No.|OQ: Ancha Rt NoProof]]
<</choose>>
<</qSpeak>><<roundtable -5 "roll">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> They would trust the word of a duke. <</qSpeak>>
<<speak "ancha.casual.curious">> Hmm. <</speak>>
<<text>>
The High Sybil stops to consider your threat. She makes quite the show of hemming and hawing, stroking her chin as she gazes at the ceiling.
<</text>>
<<speak "ancha.casual.neutral">> You're right, Your Grace. The people //would// trust a duke's word. <</speak>>
<<speak "dangelo.unsure" >> I mean, //maybe,// but - <</speak>>
<<speak "ancha.casual.smug">> Unfortunately, your brother has already demonstrated his disinterest in meddling in royal affairs! <</speak>>
<<speak "dangelo.surprised" >> - !! <</speak>>
<<speak "dangelo.laugh" >> <b>AHAH!</b> What a twist! <</speak>>
<<qSpeak "quincy.furrow">> ...I was referring to //myself//. <</qSpeak>>
<<speak "ancha.casual.neutral">> Oh. Oh dear. Darling, I'm afraid you overestimate the level of trust your name evokes. <</speak>>
<<speak "lucas.annoyed">> The plight of the scorned second son is neverending... <</speak>>
<<include "OQ: Ancha Rt ToPart2">><<if !setup.hasTrait("cleithro")>>
<<set _score to 40>>
<<else>>
<<set _score to 35>>
<</if>>
<<roundtable _score "item">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral" >> Whilst I was investigating the castle on his behalf, I took it upon myself to search his room - <</qSpeak>>
<<speak "ancha.casual.smug" >> @@.singsong;Of course.@@ As a gentleman does. <</speak>>
<<qSpeak "quincy.neutral" >> - and I noticed something. <</qSpeak>>
<<qSpeak "quincy.furrow" >> There were //trenches// worn in the floor. <</qSpeak>>
<<speak "ancha.casual.smug">> *The High Sybil's airy demeanor falters.*//Pardon?// <</speak>>
<<if !setup.hasTrait("cleithro")>>
<<qSpeak "quincy.neutral">> Trenches. His anxious pacing has begun to wear through //solid marble.// <</qSpeak>>
<<else>>
<<qSpeak "quincy.furrow">> ''Trenches. //Worn into solid marble.// Created by the frantic pacing of an animal penned too long.'' <</qSpeak>>
<</if>>
<<speak "ancha.casual.glance" >> I see. So he's returned to old habits. <</speak>>
<<if !setup.hasTrait("cleithro")>>
<<qSpeak "quincy.lookaway">> This is not a new behavior, then. <</qSpeak>>
<<speak "ancha.casual.glanceCig" >> You thought he trotted that divot in a matter of weeks? No, no. - that's years of work. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> ''@@.intense;Old habits?@@ How long has this been going on?!'' <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> You thought he trotted that trench in a matter of weeks? No, no - that's years of work. <</speak>>
<</if>>
<<speak "ancha.casual.glanceCig" >> *High Sybil Sadaltajir draws a deep breath. It leaves her chest an exhausted sigh.*I was sure he was //past that,// but he must have worn through the repairs...! <</speak>>
<<if !setup.hasTrait("cleithro")>>
<<qSpeak "quincy.neutral">> Then the situation is worse than I thought. <</qSpeak>>
<<speak "ancha.casual.neutral" >> Why, Your Grace! That's precisely what //I// was going to say. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> You've known he was suffering all along. <</qSpeak>>
<<speak "ancha.casual.incredulous" >> No. He suffered for a time //in his youth//... and then he outgrew it. I was completely unaware he'd resumed the pacing! <</speak>>
<<speak "ancha.casual.neutral" >> Believe me, Your Grace - I worry //more than anyone// about my Oscar's sanity. <</speak>>
<</if>>
<<include "OQ: Ancha Rt ToPart2">><<if setup.checkPass()>>
<<set _score to 8>>
<<else>>
<<set _score to -2>>
<</if>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("ridiculous")>>
<</once>>
<<once>>
<<if $oscarQuestTemp.c == "tryAgain">>
<<set $oscarQuestTemp.tryAgain == true>>
<<set $oscarQuestTemp.c to "">>
<</if>>
<</once>>
<<roundtable _score >>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">>The entire premise of his confinement is absurd.<</qSpeak>>
<<speak "ancha.casual.eyebrow">> An attempt was made on his life, darling. I'd say the fear for his safety is well warranted. <</speak>>
<<if setup.checkPass()>>
<<set $oscarQuestTemp.ridic = true>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("arrest")>>
<</once>>
<<qSpeak "quincy.furrow">> This goes beyond fear for his safety. He is a prisoner here. <</qSpeak>>
<<speak "ancha.casual.curious">> @@.singsong;A prisoner?@@ Surely his life of luxury cannot be //that// bad. <</speak>>
<<qSpeak "quincy.neutral">> Luxury is irrelevant. By all definitions, the King-Regent has placed Prince Oscar under house arrest. Had the King-Regent inflicted this upon any other member of the court - unjust imprisonment - it would be a scandal. <</qSpeak>>
<<speak "ancha.casual.curious">> @@.lilt;Oooh.@@ An appeal to legal justice. No wonder Lucas likes you. <</speak>>
<<speak "ancha.casual.glanceCig">> Ah, but Oscar is his //son//. Surely the court could understand the plight of a father in a difficult position? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["etiq",(setup.DCKey["easy"] - 2)]` [[Are you willing to test that theory?|OQ: Ancha Rt Ridic Theory]]>>
[[No, they wouldn't. You're a member of the court, and you don't.|OQ: Ancha Rt Ridic Citation]]
[[I suppose.|OQ: Ancha Rt Ridic Suppose]]
<</choose>>
<</qSpeak>>
<<else>>
<<set $oscarQuestTemp.ridic = false>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("baby")>>
<</once>>
<<qSpeak "quincy.furrow">> The Prince is a grown man. He's old enough to manage his own safety. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> Oscar's age is neither here nor there. Lord Daeynor has yet to be brought to justice, and we've no idea how many //or// how few his allies are. The measures may be drastic, but can you blame the King-Regent when his son's life is at stake? <</speak>>
<<qSpeak "quincy.furrow">> Yes. Is that not what I am doing right now? <</qSpeak>>
<<speak "ancha.casual.eyebrow">> It is... but you miss the point, darling. These are //court matters.// I'm afraid the norms surrounding the personal freedoms of one man come second to politics and hierarchy. This argument of yours would not stand under the scrutiny of the court. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["etiq",(setup.DCKey["easy"] + 2)]` [[Are you willing to test that theory?|OQ: Ancha Rt Ridic Theory]]>>
<<if $oscarQuestTemp.convoHeard>>
<<decide "hunch" [[No, but it would with you.|OQ: Ancha Rt Ridic Citation]]>>
<</if>>
[[I suppose.|OQ: Ancha Rt Ridic Suppose]]
<</choose>>
<</qSpeak>>
<</if>><<if $oscarQuestTemp.ridic>>
<<if $oscarQuestTemp.convoHeard>>
<<set _score to 15>>
<<else>>
<<set _score to 8>>
<</if>>
<<else>>
<<set _score to 8>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("sympathy")>>
<</once>>
<<if $oscarQuestTemp.ridic>>
<<qSpeak "quincy.neutral">> No. You're a member of the court, and //you// don't. <</qSpeak>>
<<speak "ancha.casual.curious">> Interesting claim. I suppose you have proof? <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> No. It wouldn't. But it would with //you.// <</qSpeak>>
<<speak "ancha.casual.curious">> Would it, now? <</speak>>
<</if>>
<<if $oscarQuestTemp.convoHeard>>
<<qSpeak "quincy.neutral">> I overheard your conversation with the King-Regent. <</qSpeak>>
<<speak "lucas.flustered">>//@@.surprise;Quintrell--!!@@// <</speak>>
<<speak "ancha.casual.weary">> *The High Sybil raises a hand to her temple and sighs. It is eeriely familiar; a gesture you've seen in Lucas countless times.*
``//Of course// you did. <</speak>>
<<speak "ancha.casual.glance">> Well, there is no use in denying it... yes, I disagree with the King-Regent. You've caught me. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> The fact you're entertaining this debate at all instead of heading straight to the King-Regent.<</qSpeak>>
<<speak "ancha.casual.neutral">> Hm. Touche. <</speak>>
<</if>>
<<speak "ancha.casual.curious">> But don't get ahead of yourself. You'll need more than my sympathies for me to turn a blind eye to your shenanigans. Whether I agree with King-Regent Alexander or not, he is still the acting king. <</speak>>
<<passiveGate 1 `["dec",15]`>>
<<if setup.gatePass(1)>>
<<set $oscarQuestTemp.itAGame to "sus">>
<<skillGate 1>>
<<text>>
With nothing else to say for her actions, the High Sybil brings her cigarette to her lips and puffs. Her nonchalance and complete lack of urgency tell you she is not taking this discussion seriously - //not really//. You suspect the purpose of this debate is not to sway her mind at all. More likely, she debates because she is bored and debate is interesting. //Lucas is the same way.//
``Would be a faux pas to acknowledge this? Would it ruin the game for her, or simply make it more earnest?
<</text>>
<</if>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<gate `["dec",15]` [[You're right. I'll need more than your sympathies - I'll need to entertain you. |OQ: Ancha Rt Fun]] "hide">>
<<if $oscarQuestTemp.convoHeard>>
<<check `["emp",(5)]` [[Is the King's word more important than your ward's well-being?|OQ: Ancha Rt Poor Son]]>>
<<else>>
<<check `["emp",(setup.DCKey["hard"])]` [[Is the King's word more important than your ward's well-being?|OQ: Ancha Rt Poor Son]]>>
<</if>>
<<if visited("OQ: Ancha Rt Sympathy") < 1>>[[Is your sympathy not enough to convince you to do the right thing?|OQ: Ancha Rt Sympathy][$oscarQuestTemp.c to "right"]]<</if>>
<</choose>>
<</qSpeak>><<set $oscarQuestTemp.itAGame to true>>
<<roundtable 25 >>
<<roundtableCheck>>
<<text>>
If this is a game, then she'd made up her mind before it even started. You see little risk in calling it what it is.
<</text>>
<<qSpeak "quincy.neutral">> Of course. I'll need more than your sympathies - I need to entertain you. <</qSpeak>>
<<speak "ancha.casual.curious">> @@.lilt;Entertain me?@@``*The curiosity is evident in her voice.* <</speak>>
<<qSpeak "quincy.neutral">> Yes. That's the entire reason we're even having this discussion, isn't it? A veteran of the court such as yourself does not need an ineloquent youth to reason out her decisions or resolve her ethical dilemmas. You know exactly where you stand already. <</qSpeak>>
<<speak "ancha.casual.smug">> Astute observation, Your Grace! <</speak>>
<<speak "ancha.casual.tiltCig">> Normally, I'd be entertaining myself at the archery range right about now, but my bowstring snapped and @@.singsong;my replacement is yet to arrive.@@ <</speak>>
<<speak "dangelo.yeesh">> ...Seriously? <</speak>>
<<speak "lucas.eyeroll">> Yes. Seriously. <</speak>>
<<speak "dangelo.smilenervous">> I feel like I don't get this place. <</speak>>
<<speak "lucas.scowl">> You grow numb to it at some point. <</speak>>
<<speak "ancha.casual.tiltCig">> Oh, hush, Lucas. You love your Gamgam's spontaneity and sense of whimsy. <</speak>>
<<speak "lucas.flustered">> *He grunts. It is neither a confirmation nor a denial of her claim.* <</speak>>
<<speak "ancha.casual.neutral">> So, now that we've cleared the air, may we go back to pretending? I was very much looking forward to our talk, Your Grace! <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Is there a point?|OQ: Ancha Rt Fun Why]]
[[I guess, if you want.|OQ: Ancha Rt Fun2][$oscarQuestTemp.c to "ok"]]
<</choose>>
<</qSpeak>><<roundtable >>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> ...Is there a point? You've just admitted none of this is real. <</qSpeak>>
<<speak "ancha.casual.smug" >> I never said //none// of it was real! I come by the fence I sit upon honestly. I've mostly made up my mind, yes, but I would //love// if I could be swayed to Oscar's side. He's my boy! I do hate to tell my boys they cannot have that which they desire.<</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<decide "hunch" [[If it's all the same to you, couldn't I just tell you a story?|OQ: Ancha Rt Story]]>>
[[Alright, then.|OQ: Ancha Rt Fun2][$oscarQuestTemp.c to "alright"]]
<</choose>>
<</qSpeak>><<roundtable >>
<<roundtableCheck>>
<<text>>
It appears that shedding light on the false pretenses of this discussion did not hurt your goals... though, you aren't sure it was of any help either. At the very least, you've learned something about the High Sybil's nature. Perhaps that is enough.
<</text>>
<<qSpeak "quincy.neutral">> If you wish. <</qSpeak>>
<<speak "ancha.casual.pray">> <<atlantean setup.atlantean.word.thanks>>! You ease a great burden on my soul. <</speak>>
<<speak "ancha.casual.neutral">> Now, where were we? <</speak>>
<<qSpeak "quincy.neutral">> You admitted that you sympathize with Prince Oscar's plight, but require further convincing to allow his escape. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> Ah, yes! You're asking me to undermine the King-Regent over all of Vestur. I presume you have an interesting rationale in store for me? <</speak>>
<<qSpeak "quincy.lookaway">> Yes, right... <</qSpeak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if $oscarQuestTemp.convoHeard>>
<<check `["emp",(5)]` [[Is the King's word more important than your ward's well-being?|OQ: Ancha Rt Poor Son]]>>
<<else>>
<<check `["emp",(setup.DCKey["hard"])]` [[Is the King's word more important than your ward's well-being?|OQ: Ancha Rt Poor Son]]>>
<</if>>
<<if visited("OQ: Ancha Rt Sympathy") < 1>>[[Is your sympathy not enough to convince you to do the right thing?|OQ: Ancha Rt Sympathy][$oscarQuestTemp.c to "right"]]<</if>>
<</choose>>
<</qSpeak>><<if setup.checkPass()>>
<<set _score to 15>>
<<else>>
<<set _score to -10>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral" >> Are you willing to test that theory? <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> Come again? <</speak>>
<<if setup.checkPass()>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("unrest")>>
<</once>>
<<qSpeak "quincy.neutral" >> I understand Prince Oscar is quite popular. Are you //sure// that the court would support the King-Regent's decision to <<if $oscarQuestTemp.ridic>>place him under unlawful house arrest<<else>>imprison him<</if>>? <</qSpeak>>
<<qSpeak "quincy.furrow" >> And even if the //court// held unprecedented, unanimous support for the criminal punishment the King-Regent has inflicted upon his guiltless son - would the people not riot over the mistreatment of their Unicorn Prince? <</qSpeak>>
<<speak "ancha.casual.curious" >> Well, when you phrase it like //that,// it does give me pause! <</speak>>
<<speak "ancha.casual.neutral" >> True, my Oscar is beloved by noble and commoner alike. And //Architect knows// the last thing this country needs is //more// unrest. <</speak>>
<<speak "ancha.casual.tilt">> Though... you would have to convince them that Oscar was //being held captive in the first place//. As far as anyone //outside the castle// knows, he is a reserved young man who hides away by his own choice. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if $oscarQuestTemp.visitedRoomWindow>>
[[They would believe it if they saw the locks on his door and the bars on his window.|OQ: Ancha Rt BarsProof]]
<<elseif $oscarQuestTemp.visitedRoom>>
[[They would believe it if they saw the locks on his door.|OQ: Ancha Rt BarsProof]]
<</if>>
<<check `["etiq",9999999999999]` [[They would trust the word of a duke.|OQ: Ancha Rt NoProof]]>>
<</choose>>
<</qSpeak>>
<<else>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("council")>>
<</once>>
<<qSpeak "quincy.neutral" >> You claim the court wouldn't care about the King-Regent's treatment of his son. The only way to determine the veracity of that is to consult the King's Council. <</qSpeak>>
<<speak "ancha.casual.incredulous" >> *The High Sybil titters, incredulous.* ``Duke Barghur! Are you honestly suggesting we call the King's Council to discuss the King-Regent's parenting skills? <</speak>>
<<qSpeak "quincy.furrow" >> Yes. <</qSpeak>>
<<speak "ancha.casual.tilt" >> Well, alright then. <</speak>>
<<qSpeak "quincy.surprised" >> Pardon? <</qSpeak>>
<<speak "ancha.casual.tiltCig" >> The next Council meeting is scheduled for mid-summer. I'll be sure to bring it up then. <</speak>>
<<qSpeak "quincy.lookaway" >> That's not soon enough. <</qSpeak>>
<<speak "ancha.casual.neutral" >> No, I imagine not. By then we'll have caught the would-be usurper and Oscar will be long free of his luxurious prison as a result. <</speak>>
<<qSpeak "quincy.furrow" >> What of the peasantry? Prince Oscar is popular - if they knew how he were being treated here at the castle - <</qSpeak>>
<<speak "ancha.casual.glanceCig" >> Then they would be furious, yes. But they haven't any reason to believe he is being mistreated. As far as they understand, Oscar is a reserved young man who hides away by his own choice. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if $oscarQuestTemp.visitedRoomWindow>>
[[They would believe it if they saw the locks on his door and the bars on his window.|OQ: Ancha Rt BarsProof]]
<<elseif $oscarQuestTemp.visitedRoom>>
[[They would believe it if they saw the locks on his door.|OQ: Ancha Rt BarsProof]]
<</if>>
<<check `["etiq",9999999999999]` [[They would trust the word of a duke.|OQ: Ancha Rt NoProof]]>>
<</choose>>
<</qSpeak>>
<</if>><<if $oscarQuestTemp.visitedRoomWindow>>
<<if $oscarQuestTemp.bribed>>
<<set _score to 40>>
<<else>>
<<set _score to 30>>
<</if>>
<<else>>
<<if $oscarQuestTemp.bribed>>
<<set _score to 25>>
<<else>>
<<set _score to 20>>
<</if>>
<</if>>
<<roundtable _score "item">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> I think the locks on his door would make for enough proof.<</qSpeak>>
<<speak "ancha.casual.neutral">> There are a great many of them, aren't there? I suppose it would make the King-Regent look //quite// mad if the public knew he kept more locks on his son's door than in his dungeons... <</speak>>
<<if $oscarQuestTemp.visitedRoomWindow>>
<<qSpeak "quincy.neutral">> Not to mention the bars on his bedchamber window. <</qSpeak>>
<<speak "ancha.casual.tilt">> Oh yes. It looks so terrible as it is - bringing the bars into this feels almost unnecessary! <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Precisely.<</qSpeak>>
<</if>>
<<speak "ancha.casual.glanceCig">> And finding men to corroborate your claims, why, it would be so //easy//. A few greased fists among the castle guard and you'd have all the witnesses you needed! <</speak>>
<<if $oscarQuestTemp.bribed>>
<<speak "ancha.casual.curious">> And I //know// you are both //willing// and //able// to do such a thing... <</speak>>
<<else>>
<<speak "ancha.casual.curious">> To be honest, I'm not sure I want to find out whether or not you are capable of pulling off such a thing... <</speak>>
<</if>>
<<speak "ancha.casual.neutral">> Hm. <</speak>>
<<include "OQ: Ancha Rt ToPart2">><<if setup.checkPass() && $oscarQuestTemp.convoHeard>>
<<set _score to 20>>
<<elseif setup.checkPass()>>
<<set _score to 12>>
<<else>>
<<set _score to -20>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<if setup.checkPass() && $oscarQuestTemp.convoHeard>>
<<qSpeak "quincy.neutral">> Ah. You respect the King-Regent's authority too much to betray him, even for the well-being of your ward. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> *The audacity of your statement sends her into a fit of chuckles.* ``Oh, now you're just //teasing// me, Your Grace. @@.lilt;That's not very nice, you know...@@ <</speak>>
<<qSpeak "quincy.neutral">> I don't mean to be rude, but when you say one thing but do another, it invites others to underline such discrepancies. <</qSpeak>>
<<speak "ancha.casual.pray">> <<atlantean setup.atlantean.saying.spokenTruth>>! I will mind that in the future. <</speak>>
<<set $oscarQuestTemp.anchaLearnSoMuch to true>>
<<elseif setup.checkPass()>>
<<qSpeak "quincy.neutral">> ...And obedience to a king you disagree with takes priority over the freedom for a Prince you care for. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> On the books, yes. In reality, well, I'm here and listening, aren't I? <</speak>>
<<speak "ancha.casual.tiltCig">> My life has been nothing if not a series of difficult choices. All I'm asking is that you make this one a little easier for me! <</speak>>
<<if $oscarQuestTemp.itAGame>><<qSpeak "quincy.lookaway">> I don't think you need any help making up your mind. <</qSpeak>><</if>>
<<else>>
<<qSpeak "quincy.furrow">> This is your ward we're speaking of, who you raised as your own. Does his suffering mean so little to you that you would clip his wings on the King-Regent's orders? <</qSpeak>>
<<speak "ancha.casual.smug" >> Darling, we all must endure discomforts in life every now and again. My Oscar knows this. <</speak>>
<<speak "ancha.casual.eyebrow" >> It is one of those @@.singsong;unavoidable troubles@@ that comes with being alive. <</speak>>
<</if>>
<<include "OQ: Ancha Rt ToPart2">><<roundtable -5>>
<<roundtableCheck>>
<<qSpeak "quincy.furrow">> I suppose, but my point still stands. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> Does it? Which point is that, darling? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if visited("OQ: Ancha Rt Sympathy") < 1>>[[Freeing the Prince is the right thing to do.|OQ: Ancha Rt Sympathy][$oscarQuestTemp.c to ""]]<</if>>
<<if $oscarQuestTemp.tryAgain != true>>
<<check `["hare",setup.DCKey["veasy"]]` [[His confinement is inhumane.|OQ: Ancha Rt Inhumane]]>>
[[I don't know.|OQ: Ancha Rt Point Dunno]]
<<else>>
<<decide "end" [[I don't have one.|OQ: Ancha Rt Give Up No Point]]>>
<</if>>
<</choose>>
<</qSpeak>><<roundtable -20>>
<<roundtableCheck>>
<<qSpeak "quincy.tilt">> ...I'm not sure. <</qSpeak>>
<<qSpeak "lucas.devastated">> @@.whisper;Quintrell, you're embarrassing me...@@ <</qSpeak>>
<<speak "ancha.casual.eyebrow">> Oh dear. You aren't very good at this, are you? <</speak>>
<<qSpeak "quincy.tilt">>
<<choose>>
[[I'm usually better...|OQ: Ancha Rt Point Dunno Response][$oscarQuestTemp.c to "yes"]]
[[No...|OQ: Ancha Rt Point Dunno Response][$oscarQuestTemp.c to "no"]]
<</choose>>
<</qSpeak>><<roundtable -10>>
<<roundtableCheck>>
<<set $cast.ancha.memory.debatePerformance = "cringe">>
<<if $oscarQuestTemp.c == "yes">>
<<qSpeak "quincy.tilt">> I'm usually better... <</qSpeak>>
<<speak "ancha.casual.eyebrow">> I would hope so - Lucas appointed you as his Right Hand! Should you bring this sort of energy into court, or a real diplomatic discussion, why... you'd be eaten alive! If //this// is the best you can do, Lucas did a great cruelty in choosing you. <</speak>>
<<qSpeak "dangelo.yeesh">> Yeah... this //is// pretty bad... even for you, man. <</qSpeak>>
<<qSpeak "lucas.devastated">> <sub>@@.stutter;Gamgam... I swear he's telling the truth...@@</sub> <</qSpeak>>
<<speak "ancha.casual.incredulous">> I ''pray'' he is. <</speak>>
<<qSpeak "quincy.tilt">>
<<choose>>
[[Please, let me try again.|OQ: Ancha Rt Point Try Again]]
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.tilt">> No... <</qSpeak>>
<<qSpeak "dangelo.smilestress">> Quince... <</qSpeak>>
<<speak "ancha.casual.incredulous">> Lucas... <</speak>>
<<qSpeak "lucas.devastated">> . . . <</qSpeak>>
<<speak "ancha.casual.incredulous">> //Why// did you pick this boy as your Right Hand? <</speak>>
<<qSpeak "lucas.devastated">> I... <</qSpeak>>
<<qSpeak "quincy.tilt">> . . . <</qSpeak>>
<<qSpeak "lucas.stressed">> <sub>@@.stutter;I trust his opinion...@@</sub> <</qSpeak>>
<<speak "ancha.casual.eyebrow">> Boys... this is //embarrassing.// Do you want to stop?<</speak>>
<<qSpeak "quincy.tilt">>
<<choose>>
[[No, please, let me try again.|OQ: Ancha Rt Point Try Again]]
<<decide "end" [[Alright...|OQ: Ancha Rt Fail]]>>
<</choose>>
<</qSpeak>>
<</if>><<set $oscarQuestTemp.tryAgain to true>>
<<if $roundtable.score < -10 >>
<<script>>
State.temporary.score = 0;
var num = Math.abs(State.variables.roundtable.score) - 10;
State.temporary.score = num;
<</script>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<qSpeak "quincy.tilt">> Please. Allow me to try again. <</qSpeak>>
<<speak "ancha.casual.smug">> Well, alright. But //do// keep in mind that the real world won't let you get away with such things. <</speak>>
<<qSpeak "dangelo.smilenervous">> @@.whisper;I can't believe //you're// letting him get away with such things.@@ <</qSpeak>>
<<qSpeak "quincy.lookaway">>
<<choose>>
<<actions [[His imprisonment is ridiculous.|OQ: Ancha Rt Ridiculous]] [[His confinement is inhumane.|OQ: Ancha Rt Inhumane]] [[Freeing the Prince is the right thing to do.|OQ: Ancha Rt Sympathy]]>>
<</choose>>
<</qSpeak>><<roundtable 8>>
<<roundtableCheck>>
<<once>>
<<if $oscarQuestTemp.c == "tryAgain">>
<<set $oscarQuestTemp.tryAgain == true>>
<<set $oscarQuestTeemp.c to "">>
<</if>>
<</once>>
<<if $oscarQuestTemp.c == "right">>
<<qSpeak "quincy.neutral">> Is sympathy not enough to convince you to do the right thing? <</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> Freeing the Prince is the right thing to do. <</qSpeak>>
<</if>>
<<speak "ancha.casual.tiltCig">> "The right thing?" @@.singsong;Oooh@@, so we're getting into philosophical arguments now. <<if $oscarQuestTemp.itAGame>>//Very exciting!//<</if>> <</speak>>
<<if $oscarQuestTemp.itAGame>><<qSpeak "quincy.neutral">> *You nod. She seems to still be enjoying this, at least.* <</qSpeak>><<else>><<qSpeak "quincy.lookaway">> I suppose, yes. <</qSpeak>><</if>>
<<speak "ancha.casual.smug">> Tell me, then. What do you think //is// the "right thing" to do in this situation? How might I tell it apart from other, less-right options? <</speak>>
<<qSpeak "quincy.furrow">> Are you asking me to explain to you your own moral code? <</qSpeak>>
<<speak "ancha.casual.eyebrow">> In the hypothetical, yes. Pretend for a minute I haven't any convictions of my own. Indulge me! <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<check `["etiq",(3)]` [[The right thing is a matter of perspective.|OQ: Ancha Rt OscarHappy]]>>
<<check `["emp",(3)]` [[The right thing is whatever lessens human suffering.|OQ: Ancha Rt HumanSuffer]]>>
<<check `["dec",(setup.DCKey["hard"])]` [[The right thing is defined by your god.|OQ: Ancha Rt God]]>>
<</choose>>
<</qSpeak>><<if setup.checkPass()>>
<<set _score to 25>>
<<else>>
<<set _score to -15>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> The right thing is whichever thing lessens human suffering. <</qSpeak>>
<<speak "ancha.casual.curious">> I suppose then that the pressing question is: which scenario causes more human suffering? A world deprived of Oscar //temporarily// whilst the hunt for Lord Daeynor is ongoing, or a world deprived of Oscar //permanently// due to regicide? <</speak>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral">> You miss the larger point. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> Do I, now? <</speak>>
<<qSpeak "quincy.neutral">> Yes. Your focus only considers what the world has to lose in his absence. You neglect to consider what the world has to gain from his presence. <</qSpeak>>
<<speak "ancha.casual.curious">> Interesting. Go on. <</speak>>
<<qSpeak "quincy.lookaway">> Prince Oscar is a beloved public figure. In hiding him away from the public, you deprive the common people of what he symbolizes. The Prince himself may be safe and comfortable under lock and key, but the peasantry suffer without his light. <</qSpeak>>
<<speak "ancha.casual.smug">> Indeed. We can staff his clinic with all the substitute practitioners the Crown can afford, but there's no price we could pay to replace his smile! <</speak>>
<<speak "lucas.annoyed">> That's it. I'm going to vomit. <</speak>>
<<else>>
<<qSpeak "quincy.furrow">> Well, obviously the latter scenario - ``*You catch yourself, but it is too late.*``//Damn it.// <</qSpeak>>
<<speak "ancha.casual.glance">> Precisely. We're only doing what we must. <</speak>>
<</if>>
<<include "OQ: Ancha Rt ToPart2">><<passiveGate 1 `["dec",12]`>>
<<if setup.checkPass()>>
<<set _score to 5>>
<<else>>
<<set _score to -15>>
<<if !setup.gatePass(1)>>
<<set _score to -60>>
<</if>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral" >> When faced with uncertainty, most look to the Testaments for moral guidance. <</qSpeak>>
<<text>>
You hear a wretched gagging sound behind your ear, like a cat expelling a hairball. You needn't look to know that it's Lucas, choking on your gall - but you do anyway. He attempts to compose himself, though above the tight line of his mouth his eyes continue to bulge with astonishment.
<</text>>
<<speak "lucas.glasses" >> <span class='surprise'>@@.stutter;Excuse me.@@</span> @@.stutter;I had something caught in my throat.@@ <</speak>>
<<speak "ancha.casual.neutral" >> Need a glass of water, love? <</speak>>
<<speak "lucas.devastated" >> @@.stutter;Maybe... Wait. No.@@ I'm alright. <</speak>>
<<speak "ancha.casual.smug" >> @@.singsong;Well alright, then.@@ <</speak>>
<<speak "ancha.casual.tilt" >> Apologies, Duke Barghur. You were suggesting I seek answers in the Testaments? <</speak>>
<<if setup.checkPass()>>
<<text>>
Though the pleasant creases of the High Sybil's mouth suggest ease, but the corridor lamplight that catches on her canine conjures a fox's dentition in your mind. Though the brush-tailed animal first seems harmless, those who fail to consider its prowess lose entire flocks to its cunning.
``You find yourself second-guessing your ploy, but there's no redacting it. The best you can do is regard her creed with whatever respect you can wring from your heretical body.
<</text>>
<<qSpeak "quincy.lookaway" >> Yes. <</qSpeak>>
<<speak "ancha.casual.curious" >> Curious! I had guessed you the faithless sort. <</speak>>
<<qSpeak "quincy.neutral" >> And you would be right. But my skepticism is irrelevant - the Testaments, regardless if they are holy in origin or not, hold long-respected cultural wisdom. <</qSpeak>>
<<speak "ancha.casual.smug" >> Admitting merit to the texts of a faith you don't believe in! How sensible of you. ``Lucas? @@.singsong;You could learn a thing or two from your friend...@@ <</speak>>
<<speak "lucas.flustered" >> Don't patronize me, Gamgam. <</speak>>
<<speak "ancha.casual.glanceCig" >> However... Impressed by your open mind as I am, I'm afraid "look to the Testaments" is something of a non-answer. There are three of them, you know, and each is //quite// long. In order to find a moral lesson relevant to the situation at hand, I'd have to know them quite well, and to know them well, well! That would take //years// and //years// of intense study... <</speak>>
<<qSpeak "quincy.tilt" >> Erm. But - <</qSpeak>>
<<speak "lucas.glance" >> Don't bother trying to make sense of it. She's playing with you. <</speak>>
<<speak "ancha.casual.tiltCig" >> I like to play. <</speak>>
<<speak "lucas.scowl" >> He doesn't. <</speak>>
<<speak "ancha.casual.curious" >> Is this true, Duke Barghur? Do you hate games? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[He's correct. I dislike games.|OQ: Ancha Rt Games][$oscarQuestTemp.c to "yes"]]
[[He's wrong. I have nothing against games.|OQ: Ancha Rt Games][$oscarQuestTemp.c to "no"]]
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral" >> I said that is what most do in your situation, yes. <</qSpeak>>
<<speak "ancha.casual.curious" >> Curious! I had guessed you the faithless sort. <</speak>>
<<qSpeak "quincy.lookaway" >> Not at all. The Testaments hold great wisdom. <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> Mmhmm. And where in the Testaments might I look to find said wisdom? <</speak>>
<<skillGate 1>>
<<if setup.gatePass(1)>>
<<text>>
A bead of sweat forms on your forehead. You assumed that leveraging The Architect's word would be enough to sway her, but now she asks for specifics - //specifics you don't have,// being the fatally disinterested heretic that you are.
``Admitting that you couldn't name a passage to save your life is out of the question. The idea of fabricating a verse crosses your mind, but you think better of it. The Testaments are little more than bedtime stories for grown men, but the High Sybil has made telling those bedtime stories her //profession//. They have names and indices. She would know if you tried to pass an original work off as a beloved classic.
``So, you do what men of faith do when they haven't an answer: you speak in redirections and appeal to higher power.
<</text>>
<<qSpeak "quincy.pleased" >> On every page. <</qSpeak>>
<<text>>
The room goes silent. High Sybil Sadaltajir's eyes widen. Lucas withdraws into the collar of his shirt. D'Angelo's eyebrows alternate between raised and furrowed.
``Then, the High Sybil laughs.
<</text>>
<<speak "ancha.casual.eyebrow" >> I'm afraid you're going to have to be more specific, darling. //It's a big book,// you know. <</speak>>
<<else>>
<<text>>
A bead of sweat forms on your forehead. You assumed that leveraging The Architect's word would be enough to sway her, but now she asks for specifics. Specifics that //you do not have// because you never cared to commit the Testaments' nonsense to memory.
``Admitting that you couldn't name a passage to save your life is out of the question, but you //could// make something up. The Testaments are little more than a compilation of tall tales from con men throughout the ages - what's one more added to the pile?
<</text>>
<<qSpeak "quincy.neutral" >> I believe there is a story in the Middle Testaments on this matter. <</qSpeak>>
<<speak "ancha.casual.curious" >> Ooh. ''Do tell.'' Which Book? The Book of Isadore? ``*She watches with great interest. It seems you have her attention, at least.* <</speak>>
<<qSpeak "quincy.furrow" >> Let me finish. There is a story in the Middle Testaments where a father forbids his son - <</qSpeak>>
<<speak "ancha.casual.tiltCig" >> //Ah! The story of Botolf!//``*Her eyes light up with recognition. It appears your vague parameters align with an existent story.* <</speak>>
<<qSpeak "quincy.lookaway" >> Ah - yes. The story of Botolf. <</qSpeak>>
<<text>>
You realize too late that Lucas has been attempting to communicate to you through increasingly unsubtle gestures. By the time you grasp the warnings in his crossed fingers and grim expression, you're already ensnared in the High Sybil's trap.
<</text>>
<<speak "ancha.casual.smug" >> @@.singsong;The story of Botolf, where Botolf is torn to shreds by wolves after refusing to heed his father's warnings?@@ <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> ...I fail to see how it applies to the situation at hand. <</speak>>
<<speak "lucas.annoyed" >> //...Ughh...// <</speak>>
<</if>>
<<include "OQ: Ancha Rt ToPart2">>
<</if>><<if $oscarQuestTemp.c == "yes">>
<<set _score to 15>>
<<else>>
<<set _score to 25>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<if $oscarQuestTemp.c == "yes">>
<<qSpeak "quincy.lookaway">> Yes. I prefer people say what they mean. <</qSpeak>>
<<speak "ancha.casual.pray">> All the more reason for me to be grateful for your patience. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Not at all. I've no issue with... "games," so long as the rules are clear. <</qSpeak>>
<<speak "ancha.casual.eyebrow">> They seldom are. //Especially// court games. <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "ancha.casual.tiltCig">> ...For clarification, I enjoy playing the fool at times. <</speak>>
<<if $oscarQuestTemp.c == "yes">>
<<qSpeak "quincy.furrow">> Oh. <</qSpeak>>
<<text>>
You aren't sure why someone would, especially as a woman of hard-earned status - but you suspect now is not the time to question her reasoning.
<</text>>
<<else>>
<<qSpeak "quincy.neutral">> I had gotten that impression. <</qSpeak>>
<<text>>
After all, she did ask that you pretend the //High Sybil// was somehow bereft of any moral stances of her own.
<</text>>
<</if>>
<<include "OQ: Ancha Rt ToPart2">><<if setup.checkPass()>>
<<set _score to 10>>
<<else>>
<<set _score to -25>>
<</if>>
<<once>>
<<run $oscarQuestTemp.anchaRt.push("offtopic")>>
<</once>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> I cannot say for certain what path is most objectively moral. But I //can// say that Oscar's confinement itself is immoral. <</qSpeak>>
<<speak "ancha.casual.curious">> Oh? How so? <</speak>>
<<qSpeak "quincy.neutral">> Every man has his own moral compass and defines happiness by his own terms. That's the only thing we can even hope to agree upon as a species. In denying Oscar the freedom to follow his own path, you deny him his right to be human. <</qSpeak>>
<<speak "ancha.casual.tilt">> What an interesting assertation! <</speak>>
<<speak "ancha.casual.glanceCig">> Oscar was born of The Architect's chosen blood. I would argue //his path// was laid out by Him Above long ago, as was all of yours. Would you say that //The Architect Himself// has denied //you// the right to be human? <</speak>>
<<qSpeak "quincy.neutral">> Of course not. That would be sacrilege, I'm sure - just as it would be sacrilege to suggest the King-Regent's will was at all comparable to The Architect's. <</qSpeak>>
<<speak "ancha.casual.smug">> @@.posh;I concur!@@ Alas, I'm afraid I've other, less sacrilegious arguments in store. <</speak>>
<<speak "ancha.casual.curious">> For example - what is to be done when one man's freedoms conflict with another? If you undermine the King-Regent, are you not denying //him// the //freedom// to deal with his son as he sees fit? <</speak>>
<<qSpeak "quincy.furrow">> Wh...? That is ''absurd.'' <</qSpeak>>
<<speak "ancha.casual.glance">> Of course. But if you recall, I presently haven't any convictions of my own, so I'm having difficulty recalling the reason //why// it feels so absurd... <</speak>>
<<qSpeak "quincy.furrow">> //Personal// freedom cannot extend beyond the bounds of //your person.// <</qSpeak>>
<<speak "ancha.casual.tilt">> Ah yes, I remember now. *She taps her chin idly.* But now I've //another// question... what proof do I have that personal freedom itself //is// a moral good? In fact, I seem to recall //something// in the Testaments about men's free will leading them towards wickedness... <</speak>>
<<if setup.checkPass()>>
<<qSpeak "quincy.lookaway">> It isn't. Not inherently. <</qSpeak>>
<<speak "ancha.casual.curious">> Oh dear. Should self-determination really be a right, then, if it is so easily abused? <</speak>>
<<qSpeak "quincy.neutral" >> Yes. That potential for abuse is precisely //why// it must remain a right. <</qSpeak>>
<<speak "ancha.casual.tilt" >> Oh? Go on. <</speak>>
<<qSpeak "quincy.neutral" >> In eliminating free will, you do away with the //"good"// choices as well as the "wicked" ones. <</qSpeak>>
<<speak "dangelo.unsure" >> *D'Angelo hisses through his teeth, unable to hold his tongue any longer.* I don't really see what this has to do with the Prince wanting to prance around Diadem - <</speak>>
<<speak "dangelo.surprised" >> @@.surprise;..!?@@``*The High Sybil holds her finger over his lip and shushes through her teeth, silencing his concerns.* <</speak>>
<<speak "ancha.casual.curious" >> //Shhh shhhhhhhh shhhh.// @@.posh;Hush, Your Grace.@@ I want to see where he's heading with this. <</speak>>
<<qSpeak "quincy.neutral" >> If there is no variance in choice, then our "goodness" or lack thereof is static, and therefore pointless to measure. Morality only exists in contrast to immorality. <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> So what you're saying is - //in order for goodness to exist,// we must //encourage, accommodate, and enable wickedness?// <</speak>>
<<text>>
Though High Sybil Sadaltajir makes a show of scoffing at your argument, you can only read her snorting and snickering as just that: a show. A renowned theologian such as herself could not possibly be unfamiliar with your logic - after all...
<</text>>
<<qSpeak "quincy.neutral" >> ...That //is// why The Architect gave men free will in the first place, is it not? <</qSpeak>>
<<speak "ancha.casual.glance" >> It is... though I must confess that //"The Architect demands it"// is a weak argument, coming from a nonbeliever. I cannot bring myself to trust an argument //you// don't trust yourself. <</speak>>
<<text>>
You only invoked The Architect to illustrate your point, not as your argument itself. That said, playing to the High Sybil's biases might not be a bad idea. You briefly look to Lucas, but the tightness in his face does not suggest one action over the other.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<gate `["etiq",0]` [[(Proceed with your intended secular argument.)|OQ: Ancha Rt OscarHappy Explain]]>>
<<gate `["dec",9999999999999999]` [[(Feign belief and lean into the religious angle.)|OQ: Ancha Rt OscarHappy Lie]]>>
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> It isn't. Not inherently. <</qSpeak>>
<<speak "ancha.casual.curious">> Oh dear. Should self-determination really be a right, then, if it is so easily abused? <</speak>>
<<qSpeak "quincy.furrow">> Well, yes. Within reason - <</qSpeak>>
<<speak "ancha.casual.smug">> @@.lilt;Of course, of course!@@ Within reason!<</speak>>
<<speak "ancha.casual.neutral">> But reason, like morality, is so very //difficult// to define... Perhaps it would make sense to gather a council of sorts, to shed light on these murky boundaries? <</speak>>
<<qSpeak "quincy.lookaway">> That would be the logical thing to do, yes. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> Of course, no random man would do. We would need men of strong moral character. Otherwise, we risk trusting an adulterer to define a fair marriage, or a thief to define property ownership. <</speak>>
<<qSpeak "quincy.neutral">> *You are unsure as to why she is stating the obvious, but you nod to confirm you are listening.*``Yes... <</qSpeak>>
<<speak "ancha.casual.tilt">> To that end, these men //must// have known reputations. We can't trust those who //simply claim// to be moral and just men; we'd have no means to separate the honest and true from the liars! Their goodness must be demonstrated. <</speak>>
<<qSpeak "quincy.neutral">> *You see nothing objectionable about that statement. You nod once more.* <</qSpeak>>
<<speak "ancha.casual.tiltCig">> Preferably, they should be good from a young age. Men who //become good// for the sake of an opportunity seldom //stay good// once said opportunity has been secured. Power-hungry men make poor arbiters of justice. <</speak>>
<<qSpeak "quincy.neutral">> *You nod a third time.* <</qSpeak>>
<<speak "ancha.casual.neutral">> Hmm. To prevent such opportunists from defining our morality, perhaps our moral men of the council should be reared from a class of their own...<</speak>>
<<speak "ancha.casual.glanceCig">> They would be small in number, to make it easier to observe their reputation. Their social standing would be fixed, as to discourage them from lusting for power beyond their role. Oh, and they would need to be educated! Fair laws are not made by the ignorant... <</speak>>
<<qSpeak "quincy.neutral">> *You nod a fourth time. You understand the logic of this hypothetical, but you wonder if she meanders towards a point.* <</qSpeak>>
<<speak "ancha.casual.curious">> Of course, in order for this class to define our morals, we would first //need moral folk// to birth them. And as men, we haven't the means to distinguish the proper boundaries between personal freedom and morality. We would need a judge - //a higher power, perhaps// - to appoint the morally elevated men who would watch over us. <</speak>>
<<speak "ancha.casual.eyebrow">> ...And He has. <</speak>>
<<qSpeak "quincy.furrow">> *You catch your head in the midst of an unthinking bob as you realize she has reinvented Vestur's noble caste.* <</qSpeak>>
<<speak "dangelo.laugh">> @@.surprise;HAH!@@ //Man,// Holy Mother, you got him good.<</speak>>
<<speak "lucas.eyeroll">> //@@.intense;FOR ARCHITECT'S SAKE, GAMGAM!@@//<</speak>>
<<speak "ancha.casual.pray" >> I'm sorry, Lucas. It seems the Duke here believes that your father's authority reigns supreme. Who am I to argue? <</speak>>
<<qSpeak "quincy.furrow">> . . . <</qSpeak>>
<<include "OQ: Ancha Rt ToPart2">>
<</if>><<set _score to -35>>
<<roundtable _score "gate">>
<<roundtableCheck>>
<<text>>
The High Sybil has acknowledged the validity of your argument. You have your foot in the door - you need only to quell her skepticism. Given her existing doubt, a straightforward proclamation of belief isn't enough on its own. Whatever you say, it must discourage further questioning.
``Thankfully, a Northern cliche can be weaponized for your benefit: the followers of Cerostianism's North sect are a prickly bunch, easily wounded by any hint of ostracization from the greater faith.
<</text>>
<<qSpeak "quincy.neutral" >> It's rather presumptuous to assume faithlessness simply because I'm a man of the North. <</qSpeak>>
<<text>>
Your lie rolls smooth off the tongue. Your voice is even, your mannerisms steady. It is perhaps the cleanest lie you've ever uttered. ``The only thing that gives you away is the complete and utter disbelief of your companions.
<</text>>
<<speak "lucas.glance" >> . . . <</speak>>
<<speak "dangelo.smilenervous" >> @@.whisper;//Saints, Quince.//@@ <</speak>>
<<text>>
However, Ancha doesn't seem to notice - at least, not as far as you can tell. You appear to have instead //intrigued// her. She leans closer, her sharp eyes glittering with renewed curiosity.
<</text>>
<<speak "ancha.casual.smug">> I had no idea you were of the North sect! Lucas always made you out to be quite the heretic. My sincerest apologies, Your Grace! <</speak>>
<<speak "ancha.casual.eyebrow">> ...or, that's what I //would// say if I believed you in the slightest.``I know who my wards' friends are, Duke Barghur. I'm well aware you haven't a shred of faith in your body. <</speak>>
<<qSpeak "quincy.lookaway" >> . . . <</qSpeak>>
<<speak "ancha.casual.incredulous">> Ohhh, don't fret. You made a good try at it! Were I a younger man, I would have fallen for it. <</speak>>
<<speak "dangelo.yeesh" >> Don't you mean "woman?" <</speak>>
<<speak "ancha.casual.tiltCig">> No. I wouldn't have fallen for it as a younger woman, either. <</speak>>
<<speak "ancha.casual.eyebrow">> <<if $oscarQuestTemp.tryAgain != true>>I do hope that wasn't your only argument.<<else>>However, I'm afraid I've grown weary of this discussion...<</if>> <</speak>>
<<set $oscarQuestTemp.c == "tryAgain">>
<<qSpeak "quincy.lookaway">>
<<choose>>
<<if $oscarQuestTemp.tryAgain != true>>
<<actions [[His imprisonment is ridiculous.|OQ: Ancha Rt Ridiculous]] [[His confinement is inhumane.|OQ: Ancha Rt Inhumane]] [[Freeing the Prince is the right thing to do.|OQ: Ancha Rt Sympathy]]>>
[[I don't know.|OQ: Ancha Rt Point Dunno]]
<<else>>
<<decide "end" [[I suppose I've wasted my chance.|OQ: Ancha Rt Give Up Waste]]>>
<</if>>
<</choose>>
<</qSpeak>><<roundtable 25 "gate">>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> I mention The Architect to strengthen my point, //not// to replace it. <</qSpeak>>
<<speak "ancha.casual.neutral">> I see. Continue. <</speak>>
<<qSpeak "quincy.neutral">> As I said, if we eliminate choice, we do away with the good in men as well as the bad. Worse, if we //were// to separate mankind into two castes - one which makes laws, and one which follows them without question - then a single bad actor could impose unscrupulous laws on the entire populace. <</qSpeak>>
<<qSpeak "quincy.neutral" >> The average man, conditioned to assume that the laws are always just, would lack the practice and skill to examine his own morals and reject the unjust law. After all, how is he to know that cannibalism or murder is unjust if //absolute trust// in an //absolute law// has atrophied his own sense of right and wrong? <</qSpeak>>
<<speak "ancha.casual.smug">> @@.posh;Beautifully said, Your Grace!@@ <</speak>>
<<speak "dangelo.unsure">> ...I think I'm lost. Wasn't this supposed to be about Princey? <</speak>>
<<speak "lucas.scowl" >> Once upon a time, yes. <</speak>>
<<include "OQ: Ancha Rt ToPart2">>@@.next;[[Continue.|OQ: Ancha Rt Part 2]]@@<<roundtable>>
<<roundtableCheck>>
<<text>>
The High Sybil pauses to digest your argument thus far. As she mulls it over, the cigarette holder in her mouth rolls from one corner of her mouth to the other. It's unpleasant to observe. Her expression, light and pleasant as always, offers no insight into her thought process.
``Lucas, meanwhile, looks nervous - though admittedly, he always does.
<</text>>
<<if $roundtable.score <= 10>>
<<set $oscarQuestTemp.anchaRtStatus = "bad">>
<<speak "ancha.casual.glanceCig">> To be frank, I'm not especially convinced. <</speak>>
<<speak "ancha.casual.tiltCig">> But! The @@.posh;well of my patience@@ runs even deeper than my @@.posh;well of forgiveness@@, and I've time to spare. So, I'll give you another chance. Who knows? Perhaps you'll even change my mind. <</speak>>
<<qSpeak "quincy.lookaway">> . . . <</qSpeak>>
<<speak "ancha.casual.curious">> But... let's pretend for the sake of the argument you've convinced me that Oscar's situation is unethical. Even if I //were// convinced, there are other matters of concern surrounding Oscar's freedom. Perhaps you'll have better answers to those questions. <</speak>>
<<speak "ancha.casual.neutral">> You see, even if I were to agree with you that the circumstances of Oscar's confinement are unjust, his safety is still a pressing concern. <</speak>>
<<elseif $roundtable.score >= 25>>
<<set $oscarQuestTemp.anchaRtStatus = "good">>
<<speak "ancha.casual.curious">> Well! I can't argue with the points you've made. <<if $oscarQuestTemp.tryAgain == true>>Or rather, most of them.<</if>> <</speak>>
<<speak "ancha.casual.neutral">> You are an interesting boy with an interesting mind. I like talking to you. <</speak>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> *Whether this statement is meant to be backhanded or genuine is irrelevant. You nod.* Yes. <</qSpeak>>
<<else>>
<<qSpeak "quincy.lookaway">> *This statement feels... backhanded to you.*``. . . <</qSpeak>>
<</if>>
<<speak "ancha.casual.curious">> However, I'm afraid I've still some //concerns// about aiding and abetting Oscar's escape. Perhaps you can assuage them? <</speak>>
<<speak "ancha.casual.neutral">> I agree that the circumstances of Oscar's confinement are unjust, but his safety is still a pressing concern. <</speak>>
<<else>>
<<set $oscarQuestTemp.anchaRtStatus = "ok">>
<<speak "ancha.casual.neutral">> I find your arguments thus far... compelling. <</speak>>
<<speak "dangelo.yeesh">> You do? <</speak>>
<<speak "ancha.casual.curious">> Well... I'm compelled //enough.// Though, I'm afraid I still have //concerns// about aiding and abetting Oscar's escape. Perhaps you can assuage them? <</speak>>
<<speak "ancha.casual.neutral">> You see, even if I were to agree that the circumstances of Oscar's confinement are unjust, his safety is still a pressing concern. <</speak>>
<</if>>
<<speak "ancha.casual.glanceCig">> Were I to turn a blind eye and let him gallivant about on his own, that would mean allowing him to roam the city unguarded. Seeing as the mastermind behind his assassination is still at large, I would be putting him in grave danger. You see my problem, don't you? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[He's a prince. Is he ever truly safe?|OQ: Ancha Rt NeverSafe]]
[[I've gotten the impression he escapes quite often. He must be skilled at remaining hidden to have never been spotted.|OQ: Ancha Rt Hidden]]
<<check `["emp",(setup.DCKey["medium"] - 2)]` [[Lucas is allowed to roam free; why so precious about Oscar's safety and not his?|OQ: Ancha ButLucas]]>>
<</choose>>
<</qSpeak>><<passiveGate 1 `["hare",setup.gateKey(1)]`>>
<<if setup.gatePass(1)>>
<<set _score to 10>>
<<else>>
<<set _score to 5>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<set $oscarQuestTemp.anchaRtSafety = "hidden">>
<<qSpeak "quincy.neutral">> I've gotten the impression Prince Oscar is no stranger to escape. He must be skilled at remaining undetected among the public.<</qSpeak>>
<<speak "ancha.casual.neutral">> Perhaps skilled. Perhaps lucky. If it's the former, I would feel much better about letting him loose; if it's the latter, why, I could be sending him to his death. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if $oscarQuestTemp.oscarDisguise>>
<<decide "hunch" [[He tells me he's skilled in the art of disguise.|OQ: Ancha Rt Disguise]]>>
<</if>>
<<if $oscarQuestTemp.convoHeard>>
[[He's carried on multiple love affairs without the public realizing - he knows how to keep himself hidden.|OQ: Ancha Rt OscarDiscreet]]
<<elseif $oscarQuestTemp.seenOscarLetter>>
[[He carried on a love affair without the public realizing - he knows how to keep himself hidden.|OQ: Ancha Rt OscarDiscreet][$oscarQuestTemp.c to "letter"]]
<</if>>
[[It can't just be luck that's gotten him this far.|OQ: Ancha Rt SlipperyOscar]]
<</choose>>
<</qSpeak>><<roundtable 6>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> He can't have gotten this far on luck alone. You wouldn't have to lock down every door and window in the castle if his discretion was a mere fluke. <</qSpeak>>
<<speak "ancha.casual.neutral">> You would think, but! You never know until you've seen the evidence for yourself. <</speak>>
<<speak "lucas.thinking">> With all due respect, Gamgam, you know damn well it isn't luck he's using to hide himself. It's that //vile// tophat and coat. It's so bland no one can recognize him. <</speak>>
<<speak "ancha.casual.tiltCig">> Lucas! The ease with which you give away your brother's secrets breaks my poor old heart! <</speak>>
<<if $oscarQuestTemp.oscarDisguise>>
<<speak "lucas.eyeroll">> I give away nothing. Oscar told Quintrell as much //himself.// <</speak>>
<<speak "ancha.casual.neutral">> Well then, if the Duke knew already, then the Duke should have said so earlier. <</speak>>
<<text>>
To be quite honest, you aren't completely sure why you didn't.
<</text>>
<<qSpeak "quincy.neutral">> Apologies. It slipped my mind.<</qSpeak>>
<<else>>
<<text>>
In hindsight, how //else// would a man as ostentatious as the Unicorn Prince conceal his identity and elude the royal guard?
<</text>>
<<qSpeak "quincy.neutral">> It sounds to me that Oscar's discretion isn't a true concern of yours. <</qSpeak>>
<<speak "ancha.casual.neutral">> No. But I would have liked to hear //you// persuade me of it. <</speak>>
<<qSpeak "quincy.furrow">> But... you already knew. <</qSpeak>>
<<speak "ancha.casual.neutral">> Yes. //But I would have liked to hear you persuade me of it.// <</speak>>
<<if $oscarQuestTemp.itAGame == true>>
<<text>>
You suppose that aligns with her previous behavior.
<</text>>
<<elseif $oscarQuestTemp.itAGame == "sus">>
<<text>>
You had suspected as much, given her previous behavior.
<</text>>
<<else>>
<<text>>
You are beginning to suspect you will never understand the workings of this woman.
<</text>>
<</if>>
<</if>>
<<include "OQ: Ancha Rt ToPart3">><<roundtable 25>>
<<roundtableCheck>>
<<if $oscarQuestTemp.c != "fromNeverSafe">>
<<qSpeak "quincy.neutral">> Prince Oscar tells me he's adept in the art of disguise. //"The right combination of cosmetics and clothing can make an entirely different man,"// he told me. <</qSpeak>>
<<speak "ancha.casual.smug">> *She chuckles.*``@@.lilt;That sounds like my Oscar!@@ <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> You misunderstand - he would be in disguise. <</qSpeak>>
<<speak "ancha.casual.tiltCig" >> He would now, would he? <</speak>>
<<qSpeak "quincy.neutral">> //"The right combination of cosmetics and clothing can make an entirely different man,"// he told me. <</qSpeak>>
<<speak "ancha.casual.smug">> *She chuckles.*``@@.lilt;That sounds like my Oscar!@@ <</speak>>
<</if>>
<<qSpeak "quincy.lookaway">> You knew, then?<</qSpeak>>
<<speak "lucas.glance">> Of //course// she knows. She downright //encourages it.// <</speak>>
<<speak "ancha.casual.curious">> Now, now - I encourage a //healthy interest// in all of the arts, fashion included. How he utilizes the arts is his own choice and not my doing! <</speak>>
<<speak "lucas.eyeroll">> Right. <</speak>>
<<include "OQ: Ancha Rt ToPart3">><<roundtable 20>>
<<roundtableCheck>>
<<if $oscarQuestTemp.c != "letter">>
<<qSpeak "quincy.neutral">> It is my understanding that Prince Oscar has carried out multiple love affairs without siring a bastard or revealing the identity of his lovers. I would say it's safe to assume he understands discretion.<</qSpeak>>
<<speak "ancha.casual.curious">> *She laughs.* Well... everyone //suspects// him of mischief, though nobody has yet to muster the proof to shame him. I see your point. He can be careful, when he need be. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> It is my understanding that Prince Oscar carried on a love affair for some time without the public discovering their time and place of meeting. I would say it's safe to assume he understands discretion.<</qSpeak>>
<<speak "ancha.casual.glanceCig">> I suppose so. The public knew of his courting Miss Ameena, but he sheltered her privacy with all his power. It's not unreasonable to assume he might be capable of discretion in regards to himself. <</speak>>
<</if>>
<<include "OQ: Ancha Rt ToPart3">><<passiveGate 1 `["etiq",setup.gateKey(1,true)]`>>
<<if setup.gatePass(1)>>
<<set _score to 12>>
<<else>>
<<set _score to 6>>
<</if>>
<<roundtable _score >>
<<roundtableCheck>>
<<set $oscarQuestTemp.anchaRtSafety = "neversafe">>
<<qSpeak "quincy.neutral">> He's a prince. Is he ever //truly// safe? <</qSpeak>>
<<speak "ancha.casual.curious">> No. But I would wager he'd be safer in the company of a few royal guards, wouldn't you? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if $oscarQuestTemp.guardsDead != true>>
<<if $oscarQuestTemp.convoHeard || $oscarQuestTemp.oscarGuards>>
<<decide "hunch" [[Having guards with him didn't stop the assassination attempt.|OQ: Ancha Rt GuardsUnhelp]]>>
<</if>><</if>>
<<check `["hare",(setup.DCKey["medium"])]` [[Traveling alone is more discreet than traveling with an entourage.|OQ: Ancha Rt Entourage]]>>
[[It's difficult to argue that...|OQ: Ancha Rt CantArgue]]
<</choose>>
<</qSpeak>>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<roundtable -8>>
<<roundtableCheck>>
<<qSpeak "quincy.lookaway" >> It's difficult to argue that... <</qSpeak>>
<<speak "ancha.casual.eyebrow" >> I know, dear. But please - won't you try? <</speak>>
<<qSpeak "quincy.lookaway">>
<<choose>>
<<if $oscarQuestTemp.guardsDead != true>>
<<if $oscarQuestTemp.convoHeard || $oscarQuestTemp.oscarGuards>>
<<decide "hunch" [[Having guards with him didn't stop the assassination attempt.|OQ: Ancha Rt GuardsUnhelp]]>>
<</if>><</if>>
<<check `["hare",(setup.DCKey["medium"])]` [[Traveling alone is more discreet than traveling with an entourage.|OQ: Ancha Rt Entourage]]>>
<<if $oscarQuestTemp.tryAgain>>
<<decide "end" [[I suppose I've wasted my chance.|OQ: Ancha Rt Give Up CantThink]]>>
<<else>>
[[I can't think of a rebuttal.|OQ: Ancha Rt CantThink]]
<</if>>
<</choose>>
<</qSpeak>>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<set $cast.ancha.memory.debatePerformance = "cringe">>
<<set $oscarQuestTemp.tryAgain to true>>
<<set $oscarQuestTemp.c to "secondChance">>
<<roundtable -10>>
<<roundtableCheck>>
<<qSpeak "quincy.tilt" >> ...I can't think of a rebuttal. <</qSpeak>>
<<speak "ancha.casual.weary" >> Oh dear. You know, in court - <</speak>>
<<qSpeak "quincy.tilt" >> *You needn't hear the rest of her statement to know that the High Sybil is correct.*``I know.<</qSpeak>>
<<switch $oscarQuestTemp.anchaRtStatus>>
<<case "good">>
<<speak "ancha.casual.smug">> Fear not. We all make mistakes. You've done well so far! I'm sure another argument will better suit your agenda. <</speak>>
<<case "bad">>
<<speak "ancha.casual.eyebrow">> Poor thing. This simply isn't your forte, is it? When Lucas mentioned you had both been in the debate club, I really expected something, well, //different.// <</speak>>
<<speak "ancha.casual.incredulous">> Perhaps you would like to try another argument...? <</speak>>
<<default>>
<<speak "ancha.casual.incredulous">> Perhaps another argument would better suit your agenda...? <</speak>>
<</switch>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[I've gotten the impression he escapes quite often. He must be skilled at remaining hidden to have never been spotted.|OQ: Ancha Rt Hidden]]
<<check `["emp",(setup.DCKey["medium"] - 2)]` [[Lucas is allowed to roam free; why so precious about Oscar's safety and not his?|OQ: Ancha ButLucas]]>>
<</choose>>
<</qSpeak>>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<if setup.checkPass()>>
<<set _score to 12>>
<<else>>
<<set _score to 8>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<if setup.checkPass()>>
<<qSpeak "quincy.neutral">> Traveling alone is more discreet than traveling with an entourage. <</qSpeak>>
<<speak "ancha.casual.curious">> Be that as it may, Oscar is an Andimeur and he looks the part. In a crowd or by his lonesome, anyone would know who he is as soon as they laid eyes upon him. <</speak>>
<<speak "ancha.casual.glanceCig">> It is simply too dangerous for him to be out on his own when Lord Daeynor's supporters could still be lurking in Diadem's shadows. <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> Traveling alone is more discreet than traveling with an entourage. If anything, he would be //more// conspicuous tailed by a flock of guardsmen. <</qSpeak>>
<<speak "ancha.casual.curious" >> Or we could assign //so many// guards to him that no one can tell who it is they are protecting. I've an easier time grasping //that idea// than I do the idea of my Oscar //being discreet.// <</speak>>
<<text>>
This strikes you as a silly resolution, but given the circumstances, perhaps that is the best you can hope for. You attempt to accept her compromise.
<</text>>
<<qSpeak "quincy.neutral">> Well, if that solution satisfies you, then... by all means. Whatever must be done to secure his freedom. <</qSpeak>>
<<speak "ancha.casual.tilt">> Dear, I was being facetious. Your suggestion is absurd.<</speak>>
<<qSpeak "quincy.lookaway">> Oh. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> Oscar is an Andimeur and looks the part. In a crowd or by his lonesome, anyone would know who he is as soon as they laid eyes upon him. <</speak>>
<<speak "ancha.casual.glanceCig">> It's simply too dangerous for him to be out on his own when Lord Daeynor's supporters could still be lurking in Diadem's shadows. <</speak>>
<</if>>
<<set $oscarQuestTemp.c to "fromNeverSafe">>
<<qSpeak "quincy.neutral">>
<<choose>>
<<if $oscarQuestTemp.oscarDisguise>>
<<decide "hunch" [[You misunderstand - he would be in disguise.|OQ: Ancha Rt Disguise]]>>
<</if>>
<<if $oscarQuestTemp.guardsDead != true>>
<<if $oscarQuestTemp.convoHeard || $oscarQuestTemp.oscarGuards>>
<<decide "hunch" [[Having guards with him didn't stop the assassination attempt.|OQ: Ancha Rt GuardsUnhelp]]>>
<</if>><</if>>
[[If he is so unmistakable, how has he gone undetected in the past?|OQ: Ancha Rt UnknownOscar]]
<</choose>>
<</qSpeak>>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<if $oscarQuestTemp.oscarDisguise>>
<<set _score to 16>>
<<else>>
<<set _score to 10>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> If the sight of Prince Oscar is so unmistakable, how has he gone undetected in the past?<</qSpeak>>
<<speak "ancha.casual.tilt">> Now //that// is one of the great mysteries of our time, isn't it? The boy practically //glows.// <</speak>>
<<text>>
A moan of frustration emanates from your side. Lucas has grown agitated over the last bout of conversation between you and the High Sybil, and the tap of his foot tells you he is done pretending otherwise.
<</text>>
<<speak "lucas.glasses">> Must you play dumb? <</speak>>
<<speak "ancha.casual.weary">> Must you ruin my fun? <</speak>>
<<speak "lucas.scowl">> //Yes! Yes I must.// You know damn well Oscar goes out in disguise. <</speak>>
<<speak "ancha.casual.weary">> Well, //yes,// but Duke Barghur doesn't know that! <</speak>>
<<if $oscarQuestTemp.oscarDisguise>>
<<text>>
You do actually, seeing as the Prince told so much himself. And even if he hadn't - how else would a man so ostentatious conceal his identity and elude the royal guard?
<</text>>
<<if setup.hasTrait("shameless")>>
<<qSpeak "quincy.neutral">> Actually, he told me himself. <</qSpeak>>
<<speak "ancha.casual.neutral">> Well! You should have brought it up earlier. <</speak>>
<<else>>
<<qSpeak "quincy.tilt">> That was my intent. <</qSpeak>>
<<speak "ancha.casual.neutral">> Well! You should have brought it up earlier. Your argument is more compelling when it is //yours.// <</speak>>
<</if>>
<<else>>
<<text>>
That would explain how a man as ostentatious as the Unicorn Prince has managed to evade notice.
<</text>>
<<qSpeak "quincy.lookaway">> I do now. <</qSpeak>>
<</if>>
<<set $oscarQuestTemp.c to "oops">>
<<include "OQ: Ancha Rt ToPart3">>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<set _score to -15>>
<<roundtable _score>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> I seem to recall the Prince had guards with him on the day of the assassination. <</qSpeak>>
<<speak "ancha.casual.pray">> Yes. More than one amongst them gave their life to protect his. <<atlantean setup.atlantean.faith.godProtectThem>>. ``*Mouth tight and eyes downcast, the High Sybil takes two fingers and circles her chest - a protective prayer among the Cerostian faith.*<</speak>>
<<text>>
A lump forms in your throat. Wherever you intended to take this line of thinking, you were fairly certain your point hinged on the uselessness of the royal guard. After such a revelation, said argument would be in unforgivably poor taste - even for you.
``Alas, that leaves you with //no argument at all//. Your only hope for recovery is that the conversation does not linger.
<</text>>
<<qSpeak "quincy.tilt">> ...Never mind. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> . . . <</speak>>
<<text>>
The High Sybil does not press for details, but you cannot shake the feeling she already knew what you meant to say.
<</text>>
<<set $oscarQuestTemp.anchaRtStatus2 = "bad">>
<<include "OQ: Ancha Rt ToPart3">><<if setup.checkPass()>>
<<set _score to 20>>
<<else>>
<<set _score to -15>>
<</if>>
<<roundtable _score "roll">>
<<roundtableCheck>>
<<set $oscarQuestTemp.anchaRtSafety = "unfair">>
<<if setup.checkPass()>>
<<text>>
//This entire thing is absurd,// you want to say, //that Oscar is treated as so precious and frail while his brother is treated as an afterthought.// But you know such a statement is emotionally charged. Were you to mishandle it, it would cause more harm than good - both to your argument and to Lucas. ``So, you pick over your words carefully, doing your best to resculpt your point in the least inflammatory form of it you can muster.
<</text>>
<<qSpeak "quincy.neutral">> I think it unfair that Lucas is allowed to roam free and Prince Oscar is not. <</qSpeak>>
<<speak "ancha.casual.neutral">> Lucas is the Prince of the Convoy; it's not as if he is roaming around without protection. He has the guard, and he has his Right Hand. <</speak>>
<<qSpeak "quincy.neutral">> You misunderstand. It's been like this since VRMA. <</qSpeak>>
<<speak "lucas.flustered">> //Quintrell...!//``*He hasn't anything to add - he does not even ask that you drop the matter. He whines only to make his discomfort known.* <</speak>>
<<qSpeak "quincy.lookaway">> It seems to be a given that Lucas can manage himself, yet his older brother is treated as if he cannot. Many of Prince Oscar's predecessors were crowned well before his age. Why treat him as a child? Is this not demoralizing for both of them? <</qSpeak>>
<<speak "ancha.casual.neutral">> Of course it is. <</speak>>
<<speak "ancha.casual.glanceCig">> I'm afraid underlining this disparity does not make my Oscar any safer out on his own. I'm not sure //in the midst of an ongoing plot against the Crown// is the most practical time to make up for preferential treatment. <</speak>>
<<speak "dangelo.eyeroll">> No kidding. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[You make excuses for your complacency.|OQ: Ancha Rt Complacent]]
[[Maybe not.|OQ:Ancha Rt ProbNot]]
<</choose>>
<</qSpeak>>
<<else>>
<<qSpeak "quincy.neutral">> I can't help but notice that there is no such concern for Lucas. Why so precious about Prince Oscar's well-being, and not his brother's? If Prince Oscar's life is at risk, surely Lucas's is as well? <</qSpeak>>
<<qSpeak "quincy.neutral">> Or is there //some other reason// for this discrepancy? <</qSpeak>>
<<speak "dangelo.smilestress">> @@.whisper;Quince... what are you doing, man?@@ <</speak>>
<<text>>
D'Angelo's question is not unwarranted. Though you stand firm in your accusation, you still aren't sure precisely //what// it is you are accusing and //who exactly// you are accusing it of. All you know is that there exists a stark contrast between the treatment of Lucas and of his brother. There always has been - at least as far back as you've known him. And it seems the High Sybil knows it. Her brows pinch in worry. There is a twinge in the corner of her mouth, as though you just served her a plate of something vile at a formal dinner and social customs are obligating her to tolerate it.
``Of course, her reaction is nothing compared to the flush of Lucas's cheeks and the flicker of cold anger in his eyes.
<</text>>
<<speak "lucas.bigmad">> @@.yell;//Quintrell!//@@ <</speak>>
<<text>>
In hindsight, it is obvious that this question would cross a line somewhere in the tangled jungle of uncrossable lines which comprise his family life.
``The High Sybil places a hand upon his shoulder. It does little to calm him down, but seems to succeed in silencing him.
<</text>>
<<speak "ancha.casual.glanceCig">> Lucas has the entire Convoy guard looking out for his safety - not to mention he has his Right Hand with him at all times. <</speak>>
<<speak "ancha.casual.eyebrow">> I would think assigning Oscar an entire legion of his own to walk the streets of Diadem would be... impractical. <</speak>>
<<speak "dangelo.eyeroll">> No kidding. <</speak>>
<<text>>
She is misunderstanding your assertion on purpose. Her self-assured gaze dares you to acknowledge it, but you fear Lucas's wrath if you pry further. Despite your curiosity, you relent in the interest of your Convoy Prince's comfort.
<</text>>
<<qSpeak "quincy.lookaway">> *You say through gritted teeth:*``I suppose that explains it.<</qSpeak>>
<<include "OQ: Ancha Rt ToPart3">>
<</if>>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<roundtable 8>>
<<roundtableCheck>>
<<qSpeak "quincy.tilt">> Maybe not... <</qSpeak>>
<<speak "ancha.casual.weary">> //No one// is happy with the arrangements as they are, but the situation is as delicate and complicated as it is //deeply// unfair. All I can do - at any point, really - is my best to manage the current situation at hand. <</speak>>
<<speak "lucas.glance">> . . .``*His hands tighten into fists, but he remains silent.* <</speak>>
<<include "OQ: Ancha Rt ToPart3">>
<!-- PASSAGE BREAK --------------------------------------------------------------------------------------------><<roundtable 20>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> You are a politician. Your wards are of royal blood. There will never be a "good time." You make excuses for your own complacency - <</qSpeak>>
<<speak "lucas.glasses">> ''//Quintrell.//'' <</speak>>
<<qSpeak "quincy.surprised">> ...Lucas? <</qSpeak>>
<<speak "lucas.glasses">> Stop. You don't know what you're talking about. <</speak>>
<<text>>
For a moment, you're rendered speechless. Are you not defending him as you always have? Terseness is a native quality of Lucas's voice, but here there is a cold edge uncharacteristic of his hot temper. Perhaps you indeed don't have the full picture.
<</text>>
<<qSpeak "quincy.lookaway">> I was out of line. My apologies. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> No. He's right. <</speak>>
<<speak "ancha.casual.pray">> Lucas? I apologize for the life that you have suffered. Know that I love you. <</speak>>
<<speak "dangelo.silly">> *Never one to miss an opportunity to heighten another's embarrassment, D'Angelo coos:* @@.lilt;Aww. How sweet.@@<</speak>>
<<speak "lucas.eyeroll">> *He bristles at this declaration of affection. D'Angelo's teasing does not make matters easier.* Just... just go back to your debate. <</speak>>
<<speak "ancha.casual.glanceCig">> Alright. But I //do// love you. <</speak>>
<<speak "lucas.flustered">> . . . <</speak>>
<<include "OQ: Ancha Rt ToPart3">>@@.next;[[Continue.|OQ: Ancha Rt Part 3]]@@<<roundtable>>
<<roundtableCheck>>
<<if $roundtable.score >= 50>>
<<if $oscarQuestTemp.c == "oops">>
<<text>>
High Sybil Sadaltajir runs a hand through her silver-white hair. The slightest hint of disappointment gathers in the creases of her face. After a brief moment of contemplation, she wrings the disappointment from her features like water from a cloth, and returns to her natural manner of being: pleasant-faced and airy.
<</text>>
<<speak "ancha.casual.neutral">> I suppose there is no reason to feign ignorance, nor prolong this line of debate. Yes, I am aware of Oscar's talent for disguise and I trust his discretion. <</speak>>
<<else>>
<<if $oscarQuestTemp.itAGame == true || $oscarQuestTemp.itAGame == "sus">>
<<text>>
High Sybil Sadaltajir strokes her chin in thought - or feigned thought, at the very least. The exaggerated, ponderous hums confirm the latter.
<</text>>
<<else>>
<<text>>
High Sybil Sadaltajir strokes her chin in thought. She lets out a few ponderous hums as she turns her thoughts over in her head.
<</text>>
<</if>>
<<switch $oscarQuestTemp.anchaRtSafety>>
<<case "unfair">>
<<speak "ancha.casual.curious">> So, we've determined that in the interest of fairness, I shan't spare another thought for Oscar's safety. <</speak>>
<<text>>
D'Angelo has taken to leaning his heft against the castle wall. He has long since given up on whatever vision of events he'd had in his head when he had gone to tell the High Sybil, and has occupied himself with a loose button on his uniform instead. He only looks up from admiring the gleam of his button to mumble:
<</text>>
<<speak "dangelo.unsure">> @@.whisper;Hm. Dunno if that's the right takeaway, here...@@ <</speak>>
<<case "neversafe">>
<<speak "ancha.casual.curious">> So, we've determined that Oscar's safety is something of a moot point. <</speak>>
<<text>>
D'Angelo has taken to leaning his heft against the castle wall. He has long since given up on whatever vision of events he'd had in his head when he had gone to tell the High Sybil, and has occupied himself with a loose button on his uniform instead. He only looks up from admiring the gleam of his button to mumble:
<</text>>
<<speak "dangelo.unsure">> @@.whisper;Hm. Dunno if that's the right takeaway, here...@@ <</speak>>
<<default>>
<<speak "ancha.casual.curious">> So, we've determined that Oscar is perfectly capable of discretion. <</speak>>
<</switch>>
<</if>>
<<speak "ancha.casual.eyebrow">> That leaves one last problem: my culpability. <</speak>>
<<speak "ancha.casual.glanceCig">> As you may have guessed already, I've //looked the other way// during Oscar's escapades before. I'm sure the King-Regent assumes it of me by now. When he discovers Oscar missing, who do you think he'll suspect as his co-conspirator? Because it won't be the Prince's Convoy. <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[You could feign ignorance.|OQ: Ancha Rt PlayDumb]]
[[You could construct an alibi.|OQ: Ancha Rt Alibi]]
<</choose>>
<</qSpeak>>
<<else>>
<<set $oscarQuestTemp.c to "cantwin">>
<<goto "OQ: Ancha Rt EndFail">>
<</if>><<passiveGate 1 `["hare",setup.gateKey(1)]`>>
<<if setup.gatePass(1)>>
<<set _score to 18>>
<<if $oscarQuestTemp.exitsFound > 1>>
<<set _score to 25>>
<</if>>
<<else>>
<<set _score to 15>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<set $oscarQuestTemp.anchaConclusion to "dumb">>
<<speak "quincy.neutral">> You could always feign ignorance. You seem to have a penchant for it already. <</speak>>
<<speak "ancha.casual.weary">> I could try, but would the King-Regent believe it? I simply know //too much//... <</speak>>
<<if setup.gatePass(1)>>
<<qSpeak "quincy.neutral">> If total ignorance would draw too much suspicion, perhaps you should only feign partial ignorance. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> Oh? Whatever do you mean? <</speak>>
<<qSpeak "quincy.neutral">> Admit to the King-Regent that you know //some// details of Oscar's escape plans, but leave enough holes in your report so that Oscar still has at least one method of escape. <</qSpeak>>
<<if $oscarQuestTemp.exitsFound > 1>>
<<speak "ancha.casual.curious">> Hm. I think I can do that. <</speak>>
<<else>>
<<speak "ancha.casual.eyebrow">> But dear, he only has the one escape route! <</speak>>
<<qSpeak "quincy.neutral">> Then fabricate one. <</qSpeak>>
<<speak "ancha.casual.curious">> Oh. Clever. <</speak>>
<</if>>
<<else>>
<<qSpeak "quincy.neutral">> Are you certain? If I recall, the King-Regent's blind spots are the reason why we are having this discussion to begin with. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> I suppose. But the King-Regent has known me for almost thirty years. Surely by now he should have gotten wise to such tricks. <</speak>>
<<qSpeak "quincy.neutral">> Has he "gotten wise" to them yet? <</qSpeak>>
<<speak "ancha.casual.eyebrow">> Well... no. <</speak>>
<<qSpeak "quincy.neutral">> Then perhaps you should not borrow trouble. <</qSpeak>>
<<speak "ancha.casual.neutral">> What a beautiful perspective! I think I shall do just that. <</speak>>
<</if>>
@@.next;[[Continue.|OQ: Ancha Rt Closing]]@@<<passiveGate 1 `["dec",setup.gateKey(1)]`>>
<<if setup.gatePass(1)>>
<<set _score to 18>>
<<if $oscarQuestTemp.exitsFound > 1>>
<<set _score to 25>>
<</if>>
<<else>>
<<set _score to 15>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<set $oscarQuestTemp.anchaConclusion to "alibi">>
<<speak "quincy.neutral">> It should be simple enough to construct an alibi. <</speak>>
<<speak "ancha.casual.weary">> I suppose... but it gets //ever so confusing// to keep my stories in order. What if I make a mistake? <</speak>>
<<if setup.gatePass(1)>>
<<qSpeak "quincy.neutral" >> All you need to do is keep your alibi too simple to make any mistakes. Needless details only serve to hinder. <</qSpeak>>
<<speak "ancha.casual.eyebrow">> But Duke Barghur! The needless details are where the fun lies! <</speak>>
<<qSpeak "quincy.neutral">> This isn't about "fun," High Sybil. This is about maintaining your standing with the King-Regent, in the event he accuses you of undermining the crown. <</qSpeak>>
<<speak "ancha.casual.smug">> @@.lilt;Well then, I'll try my best~!@@ <</speak>>
<<else>>
<<qSpeak "quincy.neutral" >> You could coordinate with Prince Oscar. <</qSpeak>>
<<speak "ancha.casual.weary">> Oh, I don't know... I would rather not let him know I am helping him. It helps his self-esteem, to think himself capable of managing on his own without his Gamgam's help. <</speak>>
<<qSpeak "quincy.neutral">> It will be easier to corroborate your story if you speak with one another. <</qSpeak>>
<<speak "lucas.eyeroll">> Besides - Oscar's self-esteem has enough help already. In fact, some humility would be //good for him.// <</speak>>
<<if $oscarQuestTemp.anchaLearnSoMuch>>
<<speak "ancha.casual.pray">> Very true! You boys are teaching this old woman so much today. <</speak>>
<<else>>
<<speak "ancha.casual.neutral">> Hm. True. <</speak>>
<</if>>
<</if>>
@@.next;[[Continue.|OQ: Ancha Rt Closing]]@@<<roundtableCheck>>
<<include "OQ: Ancha Rt FailStub">><<roundtableCheck>>
<<set $oscarQuestTemp.c to "endfail">>
<<include "OQ: Ancha Rt FailStub">><<roundtableCheck>>
<<set $oscarQuestTemp.c to "cantthink">>
<<include "OQ: Ancha Rt FailStub">><<set $oscarQuestTemp.c to "waste">>
<<roundtableCheck>>
<<include "OQ: Ancha Rt FailStub">><<roundtableCheck>>
<<set $oscarQuestTemp.c to "nopoint">>
<<include "OQ: Ancha Rt FailStub">><<if $oscarQuestTemp.c == "waste">>
<<qSpeak "quincy.tilt">> I suppose I've wasted my chance. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> Well, at least you've the dignity to know it. <</speak>>
<<text>>
The High Sybil give you a weak smile and a brisk pat on the shoulder. Whether it was brought on by pity or condescension, it leaves you with an acute feeling of ineptitude.
<</text>>
<<elseif $oscarQuestTemp.c == "cantthink">>
<<qSpeak "quincy.tilt" >> ...I can't think of a rebuttal. <</qSpeak>>
<<speak "lucas.flustered" >> Quintrell... <</speak>>
<<speak "dangelo.yeesh">> Aw, geez, Quince... <</speak>>
<<text>>
An awkward hush comes over the corridor for what feels like the thousandth time. The High Sybil's eyebrows climb ever higher on her forehead, bringing out the subtle lines and wrinkles that usually go unnoticed in her complexion. As she looks upon you with what you presume to be pity, a tiredness creeps into her features that was not present before.
<</text>>
<<elseif $oscarQuestTemp.c == "endfail">>
<<else>>
<<qSpeak "quincy.tilt">> I suppose I don't have a point. <</qSpeak>>
<<speak "ancha.casual.glanceCig">> Well... at least you've the dignity to admit it. <</speak>>
<<text>>
The High Sybil give you a weak smile and a brisk pat on the shoulder. Whether it was brought on by pity or condescension, it leaves you with an acute feeling of ineptitude.
<</text>>
<</if>>
<<if $oscarQuestTemp.c != "endfail">>
<<speak "ancha.casual.weary" >> Perhaps I was expecting too much. I shan't torture you any longer, Duke Barghur. Debate is clearly not your element.``//''Lucas?''// <</speak>>
<<speak "lucas.devastated" >> @@.stutter;Y-yes, Gamgam?@@ <</speak>>
<<speak "ancha.casual.glanceCig" >> I'll be writing you a letter expressing my... //concern about your choices.// Your Gamgam expects a ''very'' thorough response. <</speak>>
<<speak "lucas.devastated" >> . . . <</speak>>
<<else>>
<<text>>
High Sybil Sadaltajir gazes past you as she contemplates all you've said thus far. She raises her cigarette to her mouth once more and draws a breath, her expression pleasant and thoughtful. The plume of acrid smoke that leaves her lips is much //less// pleasant, as is her consensus on your argument.
<</text>>
<<speak "ancha.casual.tiltCig">> I'm //bored,// Duke Barghur. <</speak>>
<<qSpeak "quincy.neutral">> Pardon? <</qSpeak>>
<<speak "ancha.casual.neutral">> You are boring me. <</speak>>
<<speak "ancha.casual.glanceCig">> You gave it a fair try. Alas, I remain unconvinced. Lucas? <</speak>>
<<speak "lucas.flustered">> Y-yes, Gamgam? <</speak>>
<<speak "ancha.casual.neutral">> Expect a letter from me in the near future. I've some troubling questions on my mind and I crave answers. <</speak>>
<<speak "lucas.devastated">> ...Alright. <</speak>>
<<speak "ancha.casual.smug">> And Captain Barghur? I appreciate your sportsmanship and apologize for any trouble I've caused you. <</speak>>
<<speak "dangelo.yeesh">> Uh... right.<</speak>>
<<text>>
High Sybil Sadaltajir dips her head and utters an antiquated farewell. She is leaving.
<</text>>
<<speak "ancha.casual.pray">> <<atlantean setup.atlantean.parting.generic>>. <</speak>>
<<qSpeak "quincy.furrow">> Hold on - I'm not done. <</qSpeak>>
<<speak "ancha.casual.neutral">> No, darling, you are. Whatever you have left to say, I can't imagine it would change my mind. Life is precious - it would be //cruel// to waste any more of your valuable time. Why, I wouldn't be able to live with the guilt. <</speak>>
<<speak "ancha.casual.tiltCig">> *She repeats her parting words, slowly this time, as if clarity were the issue at hand.* <<atlantean setup.atlantean.parting.generic>>. <</speak>>
<<text>>
Without bothering to endure your response, the High Sybil excuses herself and begins her leisurely walk down the hall. You know that she takes with her any chance of Oscar's freedom, but you know the cause has been lost. There is nothing you can say now to change that.
``Once she has gone, D'Angelo lets out a whistle.
<</text>>
<<speak "dangelo.neutral">> Wow man, you really blew it. <</speak>>
<</if>>
@@.next;[[Continue.|OQ: Ancha Rt Fail]]@@<<roundtable "fail">>
@@.next;[[Continue.|OQ: Ancha Rt After]]@@<<roundtable>>
<<roundtableCheck>>
<<set $oscarQuestTemp.anchaConclusion to "story">>
<<affinity "ancha" 30>>
<<opinion "ancha" "open" 15>>
<<qSpeak "quincy.neutral" >> Wait. <</qSpeak>>
<<speak "ancha.casual.tilt">> Hm? <</speak>>
<<qSpeak "quincy.tilt" >> If you already know what you //want// and //believe//... and you're simply looking to be entertained... <</qSpeak>>
<<qSpeak "quincy.furrow" >> ''Couldn't I simply tell you a story?'' <</qSpeak>>
<<text>>
Everyone exchanges glances, but nobody dares to speak. You've certainly made a terrible mistake.
``The High Sybil regards you with an uneasy gaze. The corridor is so quiet that you hear the mouthpiece on her cigarette holder click against her teeth when she raises it. She draws a breath, unblinking, then exhales.
<</text>>
<<speak "ancha.casual.incredulous">> ...Alright. ``*She laughs.* <</speak>>
<<speak "ancha.casual.glanceCig">> It has to be good, though. <</speak>>
<<speak "lucas.devastated">> . . . <</speak>>
<<speak "dangelo.smilenervous">> <span class='whisper'>@@.stutter;...For real?@@</span> <</speak>>
<<speak "ancha.casual.tiltCig">> Oscar's freedom rests on your storytelling talents, Duke Barghur. So weave a good one, hmm? <</speak>>
<<text>>
You half expected the offer to be refused... but now you must deliver on your promise. Prince Oscar's alliance with the Convoy rests upon your ability to entertain - an ability that has time and time again failed you in the past.
``You've made your bed. It's time to lie in it.
<</text>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[(Tell a childhood anecdote from VRMA.)|OQ: Ancha Rt Story Lucas]]
<<if setup.hasTrait("packbonded")>>
[[(Tell an unnerving local mystery from Morbre.)|OQ: Ancha Rt Story DAngelo]]
[[(Tell the Old Ways legend of how men came to know meur.)|OQ: Ancha Rt Story Imani]]
<<else>>
[[(Tell the Old Ways legend of how men came to know meur.)|OQ: Ancha Rt Story Imani]]
[[(Tell an unnerving local mystery from Morbre.)|OQ: Ancha Rt Story DAngelo]]
<</if>>
<</choose>>
<</qSpeak>><<set _score to 0>>
<<if $roundtable.score < 75>>
<<script>>
State.temporary.score = (75 - State.variables.roundtable.score);
<</script>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<opinion "ancha" "open" 15>>
<<affinity "ancha" 20>>
<<if $oscarQuestTemp.anchaConclusion != "story">>
<<text>>
The High Sybil clasps her hands together. Her warm smile broadens.
<</text>>
<<speak "ancha.casual.smug">> I think that about covers everything, then.<</speak>>
<<qSpeak "quincy.neutral">> So you're going to allow Prince Oscar his freedom? <</qSpeak>>
<<speak "ancha.casual.curious">> I would have thought that obvious enough by now? <</speak>>
<<qSpeak "quincy.lookaway">> I don't like to leave room for ambiguity. <</qSpeak>>
<<speak "ancha.casual.neutral">> A fair practice. <</speak>>
<<text>>
D'Angelo props himself up from where he leans.
<</text>>
<<speak "dangelo.neutralserious">> So... that's it, then. <</speak>>
<<speak "ancha.casual.neutral">> Yes. I do apologize for knifing you in the back, Captain Barghur. <</speak>>
<<speak "dangelo.unsure">> It's alright. As long as His Majesty doesn't blame the Convoy, I don't really got a problem. <</speak>>
<<speak "ancha.casual.tilt">> Good to hear. <</speak>>
<<speak "lucas.eyeroll">> @@.whisper;Yes, yes. I'm //so// grateful Oscar gets to do whatever he wants //again.//@@ <</speak>>
<<else>>
<<switch $oscarQuestTemp.storyType>>
<<case "imani">>
<<speak "ancha.casual.pray">> Thank you for that, Duke Barghur. Now I can say I truly know Zahair and Iltu! It only took me decades to hear it thrice. *She chuckles.* <</speak>>
<<case "dangelo">>
<<speak "ancha.casual.pray">> Well, I suppose the mystery of the Ribbon Forest has been solved once and for all now, hasn't it? Thank you for allowing me to take part, Duke Barghur. I am sorry - or perhaps relieved - that the twist of this tale was unknown even to its teller.<</speak>>
<<default>>
<<speak "ancha.casual.incredulous">> Still - I cannot believe you //never// told me this tale! Why, I knew you had joined the debate club in your second year, but I never knew such an incredible circumstance had lead you there! I will never understand why it is you hide your best mischief from your Gamgam.<</speak>>
<<speak "lucas.glance">> *His only response is a non-communicative grunt.* <</speak>>
<<speak "ancha.casual.pray">> Thank you, Duke Barghur. Now I know my ward just a little better. You've made my day. <</speak>>
<</switch>>
<<speak "ancha.casual.neutral">> What a lovely way to spend half an hour. You know, the four of us should get together for tea sometime. I think I'd like that. <</speak>>
<<speak "lucas.glance">> Vestur comes first, Gamgam.<</speak>>
<<speak "ancha.casual.tilt">> I know, I know. All I ask is to come second. <</speak>>
<<speak "lucas.annoyed">> //Fine.// <</speak>>
<<speak "ancha.casual.smug">> //@@.singsong;Thank you,@@// @@.singsong;darling!@@<</speak>>
<</if>>
@@.next;[[Continue.|OQ: Ancha Rt End]]@@<<roundtable "end">>
<<roundtableCheck>>
@@.next;[[Continue.|OQ: Ancha Rt After]]@@<<endRoundtable>>
<<if $roundtableResults.oscarFreedom>>
<<text>>
The High Sybil presses her palms together and offers a parting conspiratorial whisper.
<</text>>
<<speak "ancha.casual.tiltCig" >>Well! Good luck. You'll find the High Sybil //quite clueless// to any antics her wards may or may not get up to in the next few days.<</speak>>
<<speak "ancha.casual.pray">> <<atlantean setup.atlantean.parting.generic>>. Farewell - for now.<</speak>>
<<text>>
She gives your shoulder a gentle pat - not unlike the sort you'd give to a friendly dog, and then the soft tap of her boots against the hallway tile recedes into the distance, leaving your way clear.
``<i>Somehow</i>, you've come out of this successful. Oscar's freedom is guaranteed for the time being. Now you only need gather your companions and meet with the uncaged prince in the Tail Quarter in however many day's time.
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "debateGrandma", complete:true}]` >>
@@.next;[[Return to your travels.|C1: map]]@@
<<else>>
<<text>>
Now alone in the empty hall, D'Angelo is the first to speak.
<</text>>
<<questUpdateTask "A1oscarQuest" `[{id: "debateGrandma", complete:false},{id: "oscarMeet", complete: false}]`>>
<<speak "dangelo.yeesh" >> That was... //embarrassing//. Sorry to do it to ya, Quin. <</speak>>
<<speak "dangelo.disappointed">> Had to, you know? Someone's got to look out for this Convoy... //'specially if the Prince and his Right Hand won't.// <</speak>>
<<qSpeak "quincy.lookaway">>
<<choose>>
[[Apology not accepted.|OQ: Ancha Rt Closing 2][$response to "notOK"]]
[[What's done is done.|OQ: Ancha Rt Closing 2][$response to "itsOver"]]
[[(Your anger overwhelms you.) You think me incompetent.|OQ: Ancha Rt Closing 2][$response to "bigMad"]]
[[I... deserved that.|OQ: Ancha Rt Closing 2][$response to "deserved"]]
<</choose>>
<</qSpeak>>
<</if>><<switch $response>>
<<case "notOK">>
<<qSpeak "quincy.tilt">> I don't accept this "sorry". You didn't //have// to. Nobody //has// to do anything. <</qSpeak>>
<<speak "dangelo.unsure">> Except you //do//. I don't think you're really understanding how serious this position you're in is. <</speak>>
<<speak "dangelo.neutralserious">> And you. *He fixes Lucas with a stare, his brow growing a new wrinkle of concern.* //You// agree with me. I was hoping that time wandering the castle would allow you to convince him outta this. Now I gotta be the bad guy. <</speak>>
<<speak "lucas.glasses">> //Tch.// Don't assume because I didn't want to help Oscar that we have any values in common, Barghur. <</speak>>
<<text>>
Lucas seems caught between two angers, alternating who his scowl is aimed at between you and your brother. Eventually he tires of both your faces and instead turns around.
<</text>>
<<case "itsOver">>
<<qSpeak "quincy.tilt">> *You sigh. What's the point in feeling angry?* It's over regardless. <</qSpeak>>
<<speak "dangelo.neutral">> There's a man. *The slap he gives you on the back is gentler than usual, as if to literally cushion the blow.* Lapses in judgement are human. It's what you do in the future that determines the man, yeah? <</speak>>
<<speak "lucas.glasses">> Don't you //proselytize// him, Barghur. I may have agreed this was a poor idea, but to go to the High Sybil... <</speak>>
<<speak "dangelo.eyeroll">> Yeah? You seemed fine with it a few moments ago. <</speak>>
<<text>>
Lucas seems caught between two angers, alternating who his scowl is aimed at between you and your brother. Eventually he tires of both your faces and instead turns around.
<</text>>
<<case "bigMad">>
<<campPerson "dangelo" "event" "sorryAncha" `{deadline:false, link:"CAMP: dangelo lost gam discussion ANGERY",port:"dangelo.disappointed"}`>>
<<qSpeak "quincy.furrow">> @@.intense; <b>You are not sorry, or you wouldn'tve done it.</b> You're just trying to undermine me.@@ <</qSpeak>>
<<text>>
This is not the response D'Angelo expected, clearly - for his hands go up in response. He takes a few steps back, glancing about as if a convenient exit will suddenly appear and save him from your anger. //Coward.//
<</text>>
<<speak "quincy.furrow">> @@.yell; <b>How am I suppose to act as Right Hand if my own brother won't let me do the job appointed of me?</b> @@ <</speak>>
<<speak "dangelo.yeesh">> //Architect//, man. <b>The High Sybil gave you a chance.</b> I didn't make you //fuck it up//. <</speak>>
<<speak "lucas.scowl">> @@.intense;<b>Barghur!!</b>@@ <</speak>>
<<speak "dangelo.grumpy">> //What//? <b>You</b> agree with me. I was hoping that time wandering the castle would allow you to convince him outta this. <b>Now I gotta be the bad guy!</b> <</speak>>
<<speak "lucas.glasses">> //Tch.// Don't assume because I didn't want to help Oscar that we have any values in common, Barghur. <</speak>>
<<text>>
Your voices have grown so loud that you're vaguely aware of a castle guard peeking his head around the corner. His eyes widen with concern as he catches sight of Convoy Prince amidst the heated row. Of the three of you, it is somehow Lucas who is able to take a deep breath and let the tension ebb from his body.
<</text>>
<<speak "lucas.glasses">> <b>Quintrell</b>. We are going. I trust you can gather the rest, //Lieutenant-General.//<</speak>>
<<text>>You do //not// want to go. You are far from done with your brother. What right has he to furrow his brow at you like that? But Lucas has seized control of your overcoat by the shoulder and is marching you from the hall, and all you can do is work not to trip over your boots as you go. Once a sufficient way away from D'Angelo, the man deflates, his arms hanging energy-spent and corpselike at his side.
<</text>>
<<speak "dangelo.disappointed">> *Sigh.* . . . <</speak>>
<<case "deserved">>
<<speak "quincy.tilt">> *You sigh.* I... deserved that. <</speak>>
<<speak "dangelo.silly">> //Yeah.// A little. //Or maybe a lot-le.// What did you do all those years in that debate club? Sit on your hands and eat bonbons? <</speak>>
<<text>>
His attempt at levity fails to make you feel much. You have nothing to say really to him, or anyone else. Failure is a bitter tincture you've swallowed many times, but knowing with this one comes with the disappointment of the Crown Prince makes it all the worse.
<</text>>
<</switch>>
<<if $response != "bigMad">>
<<speak "quincy.lookaway">> Should we inform Oscar...? <</speak>>
<<speak "lucas.glance">> No need. He'll find out on his own. <</speak>>
<<speak "lucas.glasses">>I see no reason to face the brunt of his anger. <</speak>>
<</if>>
@@.next;[[Take your leave from Diadem Castle.|C1OQ: good end failure]]@@<<location "diadem_day.png" "The Convoy's Camp">>
<<text>>
Some days later, Lucas interrupts your nightly sulking with a letter. The shimmering gold seal on the envelope makes your stomach clench. You'd been dreading its arrival. He hands it to you without a word.
<</text>>
<<speak "quincy.tilt">> . . .<</speak>>
<<speak "lucas.scowl">> You act like it contains a wild wolf. Just open it. <</speak>>
<<text>>
It takes a moment to gather enough bravery, but it must be done. You take a steeling breath as you rip the seal open with shaking hands and unfold the rose-scented paper within.
<</text>>
<<written>>
``<span class='written-to'>Duke Barghur,</span>
``<i>That which I so hoped would not happen, has happened. I fear I will be unable to join you for the rendezvous we previously planned. Please accept my sincerest of apologies.</i>
``<i><<switch $response>>
<<case "bigMad">>
I heard tell of the altercation that followed your... ah, discussion with the High Sybil. I'm most disappointed to hear of such conduct happening in my family's hallowed halls. We may not always know why the people we love do the things they do, please trust that I am <b>most aware of that</b>, but we must trust it is in our best interests sometimes. If not for us... then for the unity of our Kingdom. Or a Convoy.
<<default>>
News of your wallowing these past few days have made it back to even me. Yes, word does travel that fast in Diadem.
<</switch>></i>
<</written>>
<<qSpeak "quincy.tilt">> *Ah. So he knows. A hot wave of embarrassment washes over your face, and you're glad of your <<snout "dark complexion" "dark fur">> to hide such a thing.*<</qSpeak>>
<<written>>
<i>In fact, I know a great deal of what happened. A little gray pigeon was kind enough to inform me. He was under the impression I'd be cross with you! It's unconscionable to imagine, especially after all the trouble you've gone through for me.</i>
``<i>So I'll clarify: I am not angry with you, Barghur. Nor the High Sybil. I was the one who got the Convoy into this particular mess, and for that I apologize, too. Thank you very much for your efforts.</i>
``<i>It isn't much, but I've attached to the messenger bird a little coin purse. It should at least allow you and your Convoy fellows a round of good ale. I hope we will be able to meet again during the Season - perhaps then I'll be able to make good on my offer to buy you a drink in earnest.</i>
``<span class='written-from'><i>Your Obedient Servant,</i>
<br><span class='written-from-signature'><i>Prince Oscar Andimeur II</i></span></span>
<</written>>
<<g 25>>
<<speak "lucas.scowl">> Well? <</speak>>
<<qSpeak "quincy.neutral">> *You take your time folding up the letter and returning it to its envelope.* ...Are you the little gray pigeon? <</qSpeak>>
<<speak "lucas.scowl">> //Pardon?//<</speak>>
<<qSpeak "quincy.lookaway">> Nevermind. Just - Oscar isn't cross. It's all fine. <</qSpeak>>
<<text>>
Speaking the words aloud removes something of the fog that's engulfed your thoughts these past few nights.
<</text>>
<<qSpeak "quincy.neutral">> He even gave us some guilder. <</qSpeak>>
<<speak "lucas.glasses">> At this point, I'd consider that a //massive victory//. <</speak>>
<<questEnd "A1oscarQuest" false "Though you managed to find an exit from Diadem Castle for Prince Oscar, the High Sybil intervened. The prince, despite his appreciation of your effort, remains imprisoned.">>
<<include "C1OQ: item cleanup">>
@@.next;[[Return to your travels.|C1OQ: demo end]]@@<<set $oscarQuestTemp.storyType to "dangelo">>
<<roundtable 4>>
<<roundtableCheck>>
<<text>>
There is a story about the woods just south of Morbre that might suit your needs. While you are not one to take stock in unsubstantiated claims, this rumor stands apart from the others in your memory. You don't //believe// every wild permutation of the tale, of course - the mystery might abate the High Sybil's boredom
<</text>>
<<qSpeak "quincy.neutral" >> I think I've a story in mind. How do you feel about dubious reports of unconfirmed crimes? <</qSpeak>>
<<speak "ancha.casual.neutral">> Curious! <</speak>>
<<qSpeak "quincy.lookaway" >> It involves murder. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> Even more curious! <</speak>>
<<qSpeak "quincy.neutral">> Alright, then. This rumor was known by a few informal names, but I believe the most proper one amongst them was //"the Ribbon Forest."// <</qSpeak>>
<<speak "dangelo.yeesh">> //That one?// You sure you wanna tell //that one// to the High Sybil? <</speak>>
<<qSpeak "quincy.neutral">> Why not? <</qSpeak>>
<<speak "dangelo.unsure">> Well... it's kinda dark, and they never //found// anything, you know? <</speak>>
<<qSpeak "quincy.neutral">> The authorities might not have, but I did. <</qSpeak>>
<<text>>
Now //this// statement catches attention: the High Sybil raises a hand to her mouth; D'Angelo's face pales and his eyes widen; Lucas's brow furrows. The focus would be daunting had you not invited it.
<</text>>
<<speak "dangelo.smilenervous">> You //what?// <</speak>>
<<speak "ancha.casual.curious" >> Well, now you //must// tell me. <</speak>>
<<speak "lucas.thinking">> I must say I'm curious myself. How is it that I've never heard this story? <</speak>>
<<text>>
You're certain you //have// told Lucas this story, it must have been at least a decade ago now. You see little point in chastising him for failing to remember the strange anecdotes of your younger self.
<</text>>
@@.next;[[Continue.|OQ: Ancha Rt Story Dangelo2]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> When I was a boy, I liked to walk the woods outside Morbre at night. My father forbade this, of course, but he had little success in preventing me from doing as I pleased. I indulged in this evening ritual between the ages of eight and twelve, when the rumors began. <</qSpeak>>
<<speak "ancha.casual.incredulous">> You were walking the dark woods //alone?// <</speak>>
<<qSpeak "quincy.neutral">> Well, at times I would walk with Imani or $licorice, but... yes, most often it was by my lonesome. <</qSpeak>>
<<speak "ancha.casual.neutral">> Hm. And was this not dangerous? <</speak>>
<<qSpeak "quincy.lookaway">> Not particularly. The forest's proximity to Morbre makes it unsuitable for large predators, and its so small there's little risk in getting lost - even for a small child. It was about as safe as a forest could be until the "Ribbon Killer" sightings began. <</qSpeak>>
<<speak "ancha.casual.weary">> Oh dear. <</speak>>
<<speak "lucas.surprised">> *He sputters as though you hadn't been perfectly clear:* //"Ribbon Killer?"// <</speak>>
<<qSpeak "quincy.neutral">> Yes. "Ribbon Killer." Or at least, that's the name concocted for the individual believed to be responsible for the odd happenings in the woods. No culprit was ever apprehended, and so the unofficial name is all we have. <</qSpeak>>
<<speak "ancha.casual.incredulous">> But why is he - presume it //was// a "he" - known as the //Ribbon// Killer? <</speak>>
<<qSpeak "quincy.neutral">> Patience. I will address that in time.<</qSpeak>>
<<speak "ancha.casual.neutral">> Of course. I apologize. Please - continue! <</speak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Dangelo3]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> I was walking by myself one summer evening, when an unusual spot of pink among the branches of a larch tree caught my eye. On closer inspection, a woman's hair ornament had been tied around a branch between the plumes of needles. This struck me as an unusual thing to do; the ribbon was carefully tied, and the accessory looked to be new and of good quality - not the sort of thing one might throw away thoughtlessly. <</qSpeak>>
<<qSpeak "quincy.neutral">> At this age I was beginning to grasp my own lack of knowledge, and so I untied the ribbon and pocketed it with the intention of asking D'Angelo if he knew why it might be there. When I arrived back at the estate, I did just that. <</qSpeak>>
<<qSpeak "quincy.neutral">> The ribbon on its own meant nothing to him, until I mentioned //where// I had found it. At this point the killer's presence was already known within Morbre, but I had been sheltered from the topic due to my young age. Thus, I heard the story of the Ribbon Killer for the first time //in the midst// of his spree - and that the killer was seemingly hiding in //my// woods. <</qSpeak>>
<<qSpeak "quincy.lookaway">> I don't think I had ever seen D'Angelo look so afraid. <</qSpeak>>
<<speak "ancha.casual.incredulous">> //Elysium!// That's horrid! <</speak>>
<<speak "dangelo.smilestress">> *There is a strange crease in the corner of D'Angelo's eye, though he says nothing. Perhaps he is being polite, or perhaps the fear is too unpleasant to revisit - either way, he says nothing.* <</speak>>
<<qSpeak "quincy.neutral">> He told me that the killer had evaded capture in Lazgar and had cut a bloody path through Tebenka. While his precise identity was - and still is - unknown, several murders in those lordships had been attributed to his hand, and a motive had been deduced from his behavior and choice in victims. <</qSpeak>>
<<qSpeak "quincy.neutral">> You see, the Ribbon Killer was a murderer of young women... as those who kill for pleasure often are. As you may have surmised, this individual had a particular fixation on those who wore ribbons. He would steal these ornaments off his victims and use them to mark his hunting grounds. Hence the name, "Ribbon Forest." <</qSpeak>>
<<speak "lucas.thinking">> What a terrible thing to be happening in one's own backyard... <</speak>>
<<qSpeak "quincy.neutral">> I thought so, too. And so I became fascinated. <</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Dangelo4]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> D'Angelo made me promise never to go near the woods again. //"If Dad realizes you're still going out there, he won't let you leave the Estate until you're thirty-five,"// he told me. Hyperbolic as it was, it was the best means available to him to convey the gravity of the situation to a child my age. I did my best to keep this promise, but I couldn't bear to leave so many questions unanswered. Or to leave my woods to a killer to defile as he pleased. So, three days later, I returned.<</qSpeak>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.tilt">> D'Angelo - I know this must be very hard to hear. I apologize. I hope you can forgive me. <</qSpeak>>
<<speak "dangelo.smilestress">> *You have caught him off guard. Stunned, he does his best to sputter out a response.* Uhh - right. But! Water under the bridge, man. It was a long time ago, and... you're still here, so, it turned out fine...? <</speak>>
<<text>>
Your brother is a forgiving man. You're grateful for his patience.
<</text>>
<<else>>
<<speak "dangelo.yeesh">> You //went back?!// <</speak>>
<<qSpeak "quincy.neutral">> I thought that much was clear. It wouldn't have been much of a story if it ended here with, //"and I never returned to the woods again"//, would it? <</qSpeak>>
<<text>>
Shrugging off your Brother's denseness, you continue your tale.
<</text>>
<</if>>
<<qSpeak "quincy.tilt">> I wasn't sure what to expect when I arrived. The woods looked the same as they ever had, but truthfully, this peace only unnerved me further. The killer had been hiding in my woods for weeks, perhaps even months, and I hadn't noticed any signs of his presence - and now that I was consciously searching for them, I still found nothing...! <</qSpeak>>
<<qSpeak "quincy.lookaway">> Nothing... except a green ribbon hidden among the pines. <</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Dangelo5]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> For a time, I was obsessed. The risk to my personal safety seemed inconsequential; I felt I had to do //something.// The summer season was drawing to a close, and the idea of being sent back to VRMA while this interloper stalked my woods was unbearable. I began to bring $licorice with me. She was not yet a grown woman, but I reasoned that even a juvenile hare would make for adequate defense against a deranged commoner. <</qSpeak>>
<<qSpeak "quincy.tilt">> Over the weeks of my investigation, I began to find the signs I sought. <</qSpeak>>
<<speak "ancha.casual.incredulous">> *She clasps a hand over her mouth.* You found evidence of the killer?! <</speak>>
<<qSpeak "quincy.neutral">> Nothing so damning as to scar a child, but yes. The bootprints of men and women, tousled grass and bent foliage that implied a struggle, and of course - ribbon after ribbon. <</qSpeak>>
<<qSpeak "quincy.furrow">> But I was unsatisfied with simply //knowing// the Ribbon Killer lurked the woods. What I had seen wasn't enough to trouble the guard with, at least, not yet. I felt compelled to //witness// the Ribbon Killer - or his work - with my own eyes. <</qSpeak>>
<<speak "lucas.glasses">> Well... did you?<</speak>>
<<qSpeak "quincy.tilt">> No. But I came close enough to get a terrible fright. <</qSpeak>>
<<speak "ancha.casual.glance">> *The High Sybil speaks softly, taking on a contained, gentle quality not present in her regular manner of speaking.* Dear... what happened? <</speak>>
<<qSpeak "quincy.tilt">> I was out one evening, when I realized I wasn't alone. I heard two strangers approaching... fearing what might happen if I was discovered, I hid myself - and $licorice - the best I could. <</qSpeak>>
<<qSpeak "quincy.neutral">> Of course, it wasn't the killer nor his victim that was in the woods that night; I've said that much already. It was two men. I can only presume one was the father of one of the girls. They had found her ribbon tied on one of the branches. "She went missing this afternoon," he cursed. I'll never forget that. <</qSpeak>>
<<qSpeak "quincy.lookaway">> I realized then that I understood //nothing.// My abstract desire for truth brought me into proximity with a level of tragedy I could not yet understand. I could not bear that burden. I left the woods and did not return. <</qSpeak>>
<<qSpeak "quincy.neutral">> By next summer, the Ribbon Killer had moved on. I can only assume talk subsided about the Ribbon Forest or its killer, for I never heard of him again... but not a single young woman dared to wear ribbons from that point on. The wounds the killer left on Morbre had not healed, and yet the city moved on. It was a harsh lesson to learn.<</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Dangelo6]]@@<<roundtable 10>>
<<roundtableCheck>>
<<text>>
The hallway is eerily quiet. The High Sybil's hand still rests over her mouth as she reflects upon your grim tale. Lucas's expression is pensive, unreadable. You've long moved past that summer, but you find yourself wondering if this story was perhaps inappropriate to tell after all.
``Then, D'Angelo speaks, his voice strained with horror and disbelief:
<</text>>
<<speak "dangelo.yeesh">> You... you've been carrying that with you, all this time? <</speak>>
<<qSpeak "quincy.neutral">> Of course. It's not something a child forgets. <</qSpeak>>
<<speak "dangelo.harrowed">> *His next statement, however, is perplexing:* Oh, man... I never should have told you that... <</speak>>
<<qSpeak "quincy.furrow">> ...What do you mean?<</qSpeak>>
<<text>>
D'Angelo does not clarify, but it matters not - Lucas is more than willing to say what your brother is too afraid to.
<</text>>
<<speak "lucas.glasses">> What he means is: none of this is real. The "Ribbon Killer" is his own invention. Isn't that right, D'Angelo? <</speak>>
<<speak "dangelo.unsure">> *D'Angelo's face twists in discomfort. He opens his mouth...* . . .``*...but still, he cannot bring himself to say anything.* <</speak>>
<<speak "ancha.casual.curious">> @@.singsong;Oh, what a devious twist!@@ Do explain, Lucas - how ever did you come by such a conclusion? <</speak>>
<<text>>
Despite the High Sybil's amusement over this development, it is taking every ounce of inner strength you have to process this information in a calm and dignified manner.
<</text>>
<<speak "lucas.glasses">> It's simple: this account is //riddled with holes.// It's no fault of Quintrell's, //of course// - he was only a child when this happened. But am I really to believe as a grown man that the North's largest city stood by and did nothing as a madman slaughtered its women? Furthermore, the only proof we have that anyone in this story //died at all// is a conversation half-heard by a paranoid boy hiding in some bushes. <</speak>>
<<qSpeak "quincy.furrow">> But - *you stumble, unsure as to how to defend your credibility* - it wasn't only me - //everyone// knew about the Ribbon Killer - <</qSpeak>>
<<speak "lucas.thinking">> //Did they, Quintrell?// With whom did you speak? Were they fellow children, repeating rumors? Or were they authorities? <</speak>>
<<qSpeak "quincy.tilt">> *They were children, of course.* D'Angelo... <</qSpeak>>
<<speak "dangelo.yeesh">> Look, man... I'm sorry. I had no idea it'd go this far. I didn't even think you remembered this! I just...<</speak>>
<<qSpeak "quincy.furrow">> You "just" //what?// D'Angelo. What ''really'' happened that summer? I - I've a right to know.<</qSpeak>>
<<speak "dangelo.smilenervous">> Look - just calm down - I swear, I'll tell you. For real, this time! <</speak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Dangelo7]]@@<<roundtable 5>>
<<roundtableCheck>>
<<speak "dangelo.unsure">> So, before I get into it, keep in mind I was ''fifteen.'' It's a rascal-y kinda age! We never meant to scar any children. That's like, what we were trying to //prevent.//<</speak>>
<<qSpeak "quincy.furrow">> //"We?"// Who is "we?"<</qSpeak>>
<<speak "dangelo.unsure">> You know! Me and all the other guys! And most of the girls, too. The reason "everyone" knew about the "Ribbon Killer" was because all of us agreed we'd spread it around to keep kids outta the woods.<</speak>>
<<qSpeak "quincy.furrow">> But //why?!// <</qSpeak>>
<<speak "dangelo.smilenervous">> Aw, c'mon, Quince, we were at that age where girls and boys start wanting to, you know, have a little privacy - <</speak>>
<<speak "lucas.glasses">> You mean //fornicate.//``*Lucas's nose wrinkles. His contempt for the act drips from every syllable of the word.*<</speak>>
<<speak "dangelo.yeesh">> *D'Angelo throws up his hands, shrinking behind them as if they might give him cover from the ever-intensifying judgment of the room.* @@.surprise;Not even!@@ Well, maybe some of the //real lucky// ones. I got to smell a girl's hair a couple times, and... I'm pretty sure that's further than most of the guys got. <</speak>>
<<speak "ancha.casual.tiltCig">> I presume the ribbons, then, were used as some sort of sign? <</speak>>
<<speak "dangelo.eyeroll">> Yep. If you saw a ribbon tied to a branch, that meant "turn back - woods occupied" It was just part of the code. Common decency, really. <</speak>>
<<qSpeak "quincy.lookaway">> But... I never //saw// anyone else.<</qSpeak>>
<<speak "dangelo.eyeroll">> Sometimes girls'd forget theirs. Or maybe you just didn't see 'em. You were looking for people who didn't wanna be found. <</speak>>
<<speak "dangelo.unsure">> Anyway - it barely lasted a month. I don't think the "Ribbon Killer" story ever reached the grown-ups, but //boy//, the //"ribbons mean privacy"// thing sure did. It got real outta hand real fast. Wasn't long before //"kids kissing in the woods"// got twisted into //"the youth have been seduced by dark Old Ways prigging rituals."// <</speak>>
<<speak "dangelo.eyeroll">> That girl you thought died - I think her name was "Malaya" or "Melina" or something - she was just kinda the last straw. She was from a good family, and so they really didn't like the idea of her gallivanting with boys outta wedlock. They made such a big deal about it that nobody saw her for a month! All the other girls went and threw away all their hair ribbons so they wouldn't be seen as gigglers. <</speak>>
<<text>>
You know in your heart that all of this makes far more logical sense than the slew of unsolved murders you had come to believe, and yet you struggle to reckon with the //humiliation// that accompanies having been so wrong for so many years. Unconsciously, your fist clenches - //D'Angelo and his ilk had stolen the woods from you for their own frivolous purposes// - and then it unclenches - //it was the harmless antics of youth, and he hadn't meant to disturb you//.
<</text>>
<<speak "dangelo.disappointed">> Look... man, I'm sorry. I didn't mean to be an ass.<</speak>>
<<speak "lucas.scowl">> It doesn't matter what you "mean," D'Angelo. You //are// an ass.<</speak>>
<<speak "dangelo.disappointed">> *He sighs.* I know... look, Quince, I //really// didn't mean it this time. Can you forgive me? <</speak>>
<<qSpeak "quincy.neutral">>
<<choose>>
[[Yes.|OQ: Ancha Rt Story DangelForgive]]
[[No.|OQ: Ancha Rt Story DangelNoForgive]]
<</choose>>
<</qSpeak>><<roundtable 10>>
<<roundtableCheck>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.lookaway">> Of course. I just... I wasn't expecting this when I chose my story, that is all. <</qSpeak>>
<<text>>
Not long after the words leave your mouth you feel the crushing force of your brother's hug.
<</text>>
<<speak "dangelo.silly">> Thanks. And again... sorry. <</speak>>
<<text>>
If the force of his embrace is any indicator of his sorriness, you could do with him being less sorry.
<</text>>
<<else>>
<<qSpeak "quincy.furrow">> I suppose I haven't much choice, do I? <</qSpeak>>
<<text>>
Not long after the words leave your mouth you feel the crushing force of your brother's hug.
<</text>>
<<speak "dangelo.silly">> Nope! Haha. You're pretty stuck with me. <</speak>>
<<text>>
"Stuck" is a good adjective to describe the embrace he inflicts on you. Your fingertips tingle with numbness.
<</text>>
<</if>>
<<speak "ancha.casual.tiltCig">> You know, Lucas darling, //you and Oscar// could stand to take a cue from - <</speak>>
<<speak "lucas.glasses">> ''Absolutely not.'' <</speak>>
@@.next;[[Continue.|OQ: Ancha Rt Closing]]@@<<if setup.hasTrait("packbonded")>>
<<set _score to 10>>
<<else>>
<<set _score to 5>>
<</if>>
<<roundtable _score>>
<<roundtableCheck>>
<<if setup.hasTrait("packbonded")>>
<<qSpeak "quincy.neutral">> No. Because of your actions, I believed I was a near witness to a terrible crime for a decade //and// I lost my favorite hiking trail. I'm afraid I'll be adding this to your list of transgressions pending atonement. <</qSpeak>>
<<speak "dangelo.silly">> *D'Angelo chuckles.* @@.lilt;Awww...@@ Was worth a shot!<</speak>>
<<speak "ancha.casual.neutral">> It sounds like you've quite a debt to repay, Captain Barghur. <</speak>>
<<speak "dangelo.unsure">> Oof, yeah. I'm still working my way through the stuff I did at age //thirteen.// So, it'll be a little while before I get to this one. Quince's memory for this stuff is //crazy.// <</speak>>
<<speak "ancha.casual.tiltCig">> *She chuckles.* I swear, the Architect bestows a sharper and sharper memory on each subsequent child blessed to a family!<</speak>>
<<speak "lucas.scowl">> . . . <</speak>>
<<else>>
<<qSpeak "quincy.neutral">> No. <</qSpeak>>
<<speak "dangelo.smilenervous">> Oh, come on... //pleeeaaase?//<</speak>>
<<qSpeak "quincy.furrow">> //No.// <</qSpeak>>
<<speak "dangelo.neutral">> Was worth a shot.<</speak>>
<<speak "lucas.glasses">> You're despicable.<</speak>>
<<speak "dangelo.silly">> Maybe a little.<</speak>>
<<speak "ancha.casual.weary">> Oh, @@.posh;come now@@ - is this any way to end this tale? You're brothers! Should you not forgive and make peace for the sake of -<</speak>>
<<speak "lucas.scowl">> You're an only child, Gamgam. Do not speak of struggles you know nothing about. <</speak>>
<<speak "ancha.casual.tiltCig">> Alright. <</speak>>
<</if>>
@@.next;[[Continue.|OQ: Ancha Rt Closing]]@@<<set $oscarQuestTemp.storyType to "imani">>
<<roundtable 5>>
<<roundtableCheck>>
<<text>>
The High Sybil craves divertissement. Given your demeanor most commonly described by others as //"wooden"// and //"unpleasant,"// you reason that a personal anecdote would be unsatisfactory. You need something crafted by a real storyteller - something interesting enough on its own to survive your deficient showmanship.
``<<if setup.hasMemory("imani", "meurTheft") != null>>
Perhaps an Old Ways story would suit your needs. The story of Zahair and Iltu is fresh in your mindy, and it has the benefit of containing //less// references to genitalia than the average Old Ways tale.<<else>>
An Old Ways story would fit your needs. Imani has recounted a few; the story of man's theft of meur comes to mind. The tale of Zahair and Iltu is both an interesting piece of fiction //and// contains minimal references to genitalia.<</if>> (Midlanders tend to be quite scandalized by those, for whatever reason. It's likely a Southerner would be less precious about references to the human body given their culture's lax nudity taboos, but you've just enough sense not to test that theory with High Sybil Sadaaltajir.)
<</text>>
<<qSpeak "quincy.neutral">> Are you familiar with the story of Zahair and Iltu, Your Holiness? <</qSpeak>>
<<speak "ancha.casual.tiltCig">> Zahair and Iltu... yes, I've heard their story twice now. *She chuckles.* But I //would// love to hear it a third time. <</speak>>
<<text>>
Perhaps you shouldn't be so surprised that the head of the Church of Ceros is familiar with stories from faiths outside her own. Your confidence wavers.
<</text>>
<<qSpeak "quincy.lookaway">> Oh. Are you certain? I could tell a different tale. I don't wish to bore you. <</qSpeak>>
<<speak "ancha.casual.smug">> Nonsense! //"You cannot truly know a tale from the Old Ways until you've heard it told by three different clans."// A friend told me that, when I was a younger woman. I need to hear the story of Zahair //at least// once more before I could //truly// say I know it. <</speak>>
<<qSpeak "quincy.tilt">> I'm not from a clan.<</qSpeak>>
<<speak "ancha.casual.neutral">> No, but I'm sure your version of the story is. Where is it that you heard it? <</speak>>
<<qSpeak "quincy.neutral">> Imani told it to me.<</qSpeak>>
<<speak "ancha.casual.curious">> Has she ties with the nomads? <</speak>>
<<qSpeak "quincy.neutral">> Only in her family's past. <</qSpeak>>
<<speak "ancha.casual.neutral">> I don't suppose she would know what clan this version originated from? <</speak>>
<<qSpeak "quincy.lookaway">> She might. I don't. The Khatars are from Lazgar, so I can only assume it came from a population there. <</qSpeak>>
<<speak "ancha.casual.curious">> Interesting! The versions I've heard were from Mul and Elkhatu. It will be interesting to see how they differ. <</speak>>
<<text>>
It seems your choice appeals to an existing interest of the High Sybil's. Perhaps your poor oration won't be an issue at all.
<</text>>
@@.next;[[Continue.|OQ: Ancha Rt Story Imani2]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> In the beginning, when the earth was green and virgin to winter's touch, man and hare lived amongst one another. <</qSpeak>>
<<text>>
Imani's poeticisms feel awkward relayed through your tongue. You try your best not to overthink the implications of a world without seasons, or the stylistic choice of likening such a world to a "virgin." It takes effort, but you clear your throat and continue your tale.
<</text>>
<<qSpeak "quincy.neutral">> At the time, no man was "haretouched," and yet no man was not. Our two kinds were brother and sister: humans, birthed by Amalugh, the goddess of men and trickery and the tenacity of life - and hares, who were nursed by her. <</qSpeak>>
<<speak "ancha.casual.neutral">> Huh! Amalugh was male in both stories I heard. <</speak>>
<<qSpeak "quincy.lookaway">> The details vary. Even within one clan's mythology, Amalugh may be male in one story and female in another. <</qSpeak>>
<<speak "ancha.casual.curious">> It is my understanding that "Amalugh" is meant to embody all aspects of mankind. So, I suppose it only follows that //he and she// would be capable of taking any shape that a human might. <</speak>>
<<qSpeak "quincy.tilt">> Yes... I suppose.``*You clear your throat.* So. Men and hares. They were brother and sister joined by Amalugh... <</qSpeak>>
<<speak "ancha.casual.neutral">> Right! Of course. Apologies - I hadn't meant to interrupt. Please continue. <</speak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Imani3]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> Men and hare lived within the same clans, eating by the same fire, drinking the same water, feeling the same breeze upon the same shared tundra. But even with this peace between our two kinds, life was not without trouble. Pain, hunger, death, and grief were abundant, as they always are. <</qSpeak>>
<<qSpeak "quincy.neutral">> You see, the fire that warmed them, the water they drank, the breeze they felt, the grass underfoot - those were not gifts given by the gods, but //scavenged pleasures//. The god-brothers of meur who ruled fire, water, air, and nature and cared no more about man or hare than they did for any other beast. They only sought only to cultivate their chosen art. We were of equal consequence to the gods as a mouse or a fish... until the first winter. <</qSpeak>>
<<qSpeak "quincy.neutral">> "Winter" was the work of Senrun, the god-brother of blue meur. It was his latest and greatest work, second only to the seas. He was so proud of having created snow and ice that he decided that every year he would grace the world with it for six months. <</qSpeak>>
<<speak "ancha.casual.curious">> The Mul version of this story frames winter as the result of a bet between Senrun and his brothers. I think I prefer this version, though. There's something compelling about the hubris of a prideful artist! <</speak>>
<<qSpeak "quincy.lookaway">> Senrun's first winter was one of the bitterest ever weathered - only his second compares. Half the world slept - men, gods, and animals alike. Of course, it was the northernmost clan - @@.whisper;//"northernmost," they never specify a name or region//@@ - which suffered most. Their land was the coldest, and soon they found their game sparse and their forage buried deep under Senrun's snow. <</qSpeak>>
<<qSpeak "quincy.neutral">> Seeing as this was - @@.whisper;//somehow//@@ - the first season of its kind, no one knew how long winter might last, or if it might end at all. To this clan at the beginning of time, it looked to be the end of the world. They were cold and hungry, abandoned by the one god who might take pity upon them. But mankind perists, as it always does, because for every ten men who has given up hope, //there is at least one like Zahair.// <</qSpeak>>
<<qSpeak "quincy.neutral">> Zahair was a child of Amalugh. *You pause, realizing that statement might require clarification.* Figuratively. To call him a "child of Amalugh" means he was cunning and resourceful - an exemplary specimen of man - not that he was physically born from her womb. He had been chosen by her as his clan's future leader. <</qSpeak>>
<<qSpeak "quincy.neutral">> So... Zahair shouldered his newfound responsibility for the clan. He was hunting on the tundra with his hare, Iltu, when he happened to come across Senrun and his brothers. He and Iltu covered themselves in snow so that they could eavesdrop, enduring the bitter cold in the hopes of learning something of use about "winter." <</qSpeak>>
<<qSpeak "quincy.neutral">> That is how he learned that the god-brothers planned a great feast to celebrate Senrun's art.<</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Imani4]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> Zahair and Iltu reasoned that the only way to stop winter was to sabotage this feast. It would come at a terrible cost: they would be cursed for defiling a gathering of gods. But Zahair's mother was ill, and Iltu's kits had already succumbed to the cold, and so they were willing to trade their lives for the safety of the clan. <</qSpeak>>
<<speak "ancha.casual.smug">> Ah! I do love some mischief for the greater good. How did those two rascals decide to ruin the gods' banquet this time? <</speak>>
<<qSpeak "quincy.tilt">> Zahair poured out their wine and replaced it with Iltu's milk. The strength of Iltu's will fermented her milk straight from the teat. <</qSpeak>>
<<speak "ancha.casual.incredulous">> //...Oh!// ``*For once, she is speechless.* <</speak>>
<<speak "lucas.glasses">> That is... disgusting. <</speak>>
<<qSpeak "quincy.neutral">> Hare wine is far more potent than wine made from fruit, and so when the god-brothers sat down for their banquet they became quite intoxicated. So intoxicated, in fact, that when they finally realized Zahair and Iltu were there, they hadn't the wits to remember //weren't supposed to be there.// <</qSpeak>>
<<speak "dangelo.unsure">> Ooh - I've been that drunk before. The morning after? It's not pretty. <</speak>>
<<qSpeak "quincy.neutral">> No. And it wasn't for the god-brothers either, because upon finally sobering, they realized that Zahair had tricked them out of their meur. <</qSpeak>>
<<speak "lucas.thinking">> //How?// Meur isn't something you can steal. Physics doesn't work like that. <</speak>>
<<qSpeak "quincy.lookaway">> The story does not deign to elaborate. <</qSpeak>>
<<speak "lucas.eyeroll">> Of course not. These old tales never do. They simply gather a basket of the most ridiculous claims possible and then beg to be believed! <</speak>>
<<qSpeak "quincy.lookaway">> ...Moving on. When Zahair and Iltu brought meur back to his clan, they were celebrated as heroes. He and his fellow men used their newfound power to reshape winter into something survivable. Red meur warmed their camps, green meur grew new food, blue meur kept the snow at bay... life wasn't only returning to normal, it was better than it was before. <</qSpeak>>
<<qSpeak "quincy.neutral">> Of course, it couldn't last.<</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Imani5]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> But the god-brothers had awoken from their drunk slumber. They stormed across the land in search of Zahair and Iltu, but they had been too drunk to recall what the pair looked like. So they decided that whichever man they found wielding their meur must be Zahair. <</qSpeak>>
<<qSpeak "quincy.lookaway">> When they saw //every// man and woman in Zahair's clan conducting meur, they were furious. Countless thieves - when they had expected only two. The god-brothers demanded that the northernmost clan return their meur, but the humans, assured they had finally gained the upper hand, refused. The gods demanded a second time. The humans refused again. <</qSpeak>>
<<qSpeak "quincy.neutral">> Outnumbered and overpowered, the god-brothers could do nothing, and thus had no choice but to leave, defeated. But as Zahair, Iltu, and their clan celebrated their victory over the god-brothers, those god-brothers were busy formulating their revenge. <</qSpeak>>
<<qSpeak "quincy.neutral">> At first, they petitioned other Old Gods to help them exact revenge upon the humans, but the other gods mocked their powerlessness and laughed at them for having been tricked by lowly mortals. Their reputation as gods had been shattered. The only one amongst the Old Gods willing to hear them out was - <</qSpeak>>
<<speak "ancha.casual.smug">> @@.posh;Yegeiki, the Spite Mother, bringer of curses!@@ //@@.singsong;"She who helps no one and hurts whomever she can!"@@// Just what this situation needs. <</speak>>
<<qSpeak "quincy.lookaway">> Yes. Yegeiki. <</qSpeak>>
<<qSpeak "quincy.tilt">> The god-brothers begged her to punish the humans, and so she did. Man could not have stolen meur without the help of the hares. Yegeiki resolved to break that kinship by cursing mankind with flavorful flesh, and harekind with a great hunger. It wasn't long before the two were tearing one another apart. <</qSpeak>>
<<qSpeak "quincy.lookaway">> Wracked with guilt, Zahair and Iltu left the two halves of their clan. They were pariahs for having brought on Yegeiki's curse. Not only could they not live among their own kind... they could not even live with each other, for neither was exempt from said curse. Zahair left to the east, Iltu to the west. Neither could bear to look at the other. <</qSpeak>>
<<qSpeak "quincy.neutral">> At first, the god-brothers delighted in this revenge. //"You brought this suffering on yourself by denying us. Return what is ours, lest we punish you further,"// they said to mankind. A terrifying thought to a clan torn in half, a clan who had already seen friend kill friend. But because of their suffering, they needed meur now more than ever - to heal their wounds, to protect themselves. And so they again refused. <</qSpeak>>
<<qSpeak "quincy.neutral">> And again, the god-brothers were furious. They raged at Yegeiki for failing to reclaim meur back from the humans, forgetting that - as we know - //"Yegeiki helps no one and hurts whomever she can."// She could not be swayed by either the anger or the insults of powerless gods, and did not see her promise as unfulfilled. //"I've kept my end of the deal,"// she explained, //"I inflicted torments upon mankind and I did it free of charge. If you want more of Yegeiki's help, you'll have to give something precious of yours."// <</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Imani6]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> There wasn't much precious to the god-brothers that they still possessed. Their meur was lost, their names tarnished. They only had one belonging they offer Yegeiki: their unicorns. ``The god-brothers preferred to work with the elements, and they spared little thought for the few flesh creatures they had made. But the unicorn was the one animal they had created together, and the only work any of the six had made that they each agreed to be //perfect.// <</qSpeak>>
<<speak "lucas.eyeroll">> *Lucas lets loose a needlessly dramatic sigh.* Of //course// it's that damned horse. Isn't it always? <</speak>>
<<qSpeak "quincy.lookaway">> The brothers were so desperate to retake their meur that they gave this last precious thing - the unicorns - to Yegeiki without hesitation. One-by-one, she took each unicorn and pulled out its soul so that it became hollow, and sent them off to steal meur from the humans. <</qSpeak>>
<<qSpeak "quincy.neutral">> There was little the men could do. They were exhausted by their war with the hares. The theft of meur had ruined their lives, and they feared what further punishment the god-brothers would inflict if they resisted. <</qSpeak>>
<<qSpeak "quincy.lookaway">> At first, the god-brothers delighted in their surrender. //"You brought this suffering on yourself by denying us what is ours. Now we have meur once more,"// they said to mankind... //but it wasn't so//. The unicorns did not return their meur. The brothers remained powerless. <</qSpeak>>
<<qSpeak "quincy.neutral">> Panicked, the god-brothers searched the land for the unicorns, but they found no sign of them or their meur. At last, once they reached the edge of the world - @@.whisper;which somehow exists despite the fact that the earth is a sphere@@ - they found but a single unicorn, the last of its kind, digging a trench in the dirt.<</qSpeak>>
<<qSpeak "quincy.neutral">> Confused and enraged, the brothers demanded that it return its meur. But the unicorn, now belonging to Yegeiki, no longer answered to the god-brothers. It told them - @@.whisper;I suppose it can speak for whatever reason@@ - that its kind had done as they'd been asked. Meur had been reclaimed from the humans. And now, with its soul gone and purpose fulfilled, the only thing left to do was finish its grave. <</qSpeak>>
<<qSpeak "quincy.neutral">> See - Yegeiki had never intended to return their meur. She only meant to do what she always did. In failing to understand this, the brothers had not paid her toll once, //but twice// - losing both their meur and their unicorns. Upon realizing this, the god-brothers began to fight amongst themselves, each one accusing the other of being at fault. <</qSpeak>>
<<speak "ancha.casual.curious">> @@.singsong;Oh, boys, you're all at fault!@@ Senrun made winter. Maharai failed to notice Zahair's sabotage of the banquet. It was Sukegin who drunkenly told Zahair the secret to wielding meur. Kudukha was the one who suggested they seek help from the Spite Mother, then it was Enkeiba who offered her the unicorns. And Tudaoshin created the sleep of death which seduced them to their graves! <</speak>>
<<qSpeak "quincy.lookaway">> Hm. Those details aren't present in the version I was told. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> They seem to vary a lot. I think Tudaoshin's crime of creating death is the most consistent... or at least, it was the only one that was exactly the same in both versions I had heard. Who knows, maybe those are the only two that itemize the god-brothers' follies? <</speak>>
<<qSpeak "quincy.neutral">> Perhaps. <</qSpeak>>
@@.next;[[Continue.|OQ: Ancha Rt Story Imani7]]@@<<roundtable 10>>
<<roundtableCheck>>
<<speak "ancha.casual.neutral">> Apologies - where were we? I believe the brothers just began their squabble, correct?<</speak>>
<<qSpeak "quincy.neutral">> Yes. And as they grew more violent with one another, their fighting became louder and louder, until the noise was so great that it reached Amalugh. She had taken refuge from the cold in a bear's den, and had grown so comfortable she fell asleep by accident. When finally rose and she left the den, she saw the god-brothers fighting. She thought nothing of it, as they quarreled often. She wouldn't realize how much had changed in her absence until she saw her children - the men and hares - at war with her own eyes.<</qSpeak>>
<<qSpeak "quincy.lookaway">> Seeking answers, Amalugh found Zahair in exile, now an old man. @@.whisper;The chronology of this story is //quite// confusing.@@ She demanded that he tell what had happened to the world: //"Why do men and hares kill one another? Why is Iltu not with you? Where has she gone?"// <</qSpeak>>
<<qSpeak "quincy.neutral">> Zahair feared what she would do to him if he answered, but he was wise enough to know it was his rightful burden. His actions had brought this fate upon his people, after all. Whatever punishment Amalugh enacted would be well-earned. So he told her everything: his theft of meur from the god-brothers, Yegeiki's curses, the death of the unicorns... <</qSpeak>>
<<qSpeak "quincy.furrow">> Amalugh was as furious as he feared. The Spite Mother's curses, once uttered, were unbreakable. Six of the Old Gods had fallen. All the world's unicorns were gone. The world she returned to was not the one she had left. //"That which you broke can never be mended,"// she said. //"and your crimes shall never be forgiven. I curse you and every fool who dares cast a shadow like yours until the end of time: your soul will die but your body will live on without it."// <</qSpeak>>
<<qSpeak "quincy.tilt">> //"Every man and animal that looks upon you will know you are a thing which is not meant to be. They will scorn you. Not even the starving hare will recognize you as a man. So long as your body lives, the hares will follow, drawn to the thing that reeks of live prey but isn't. And these hares - who have killed your kin just as you have killed your own kin - will be your only company."// <</qSpeak>>
<<qSpeak "quincy.lookaway">> Then she returned to the wilds, leaving Zahair with the knowledge that he had brought yet another curse upon mankind. The knowledge would have killed him, but his body continued to live, just as Amalugh had said it would. <</qSpeak>>
<<qSpeak "quincy.neutral" >>
Unable to die, Zahair was forced to survive, enduring the hatred of men and the revulsion of beasts brought by his second curse. Each night, the hares would come from the wild, circle him, promise his death... but none could deign to bite him.
<</qSpeak>>
<<qSpeak "quincy.neutral">> However... one evening, in the throes of despair over Amalugh's curse... he realized //this// curse didn't make any meaningful difference. He was already detested, living in exile ever since men and hare first turned on one another. To have a god restate the status quo with authority did not change that status quo. <</qSpeak>>
<<qSpeak "quincy.pleased">> Then why would Amalugh curse him, he wondered? Perhaps she felt the miserable life he lead was punishment enough? He became so engrossed in this mystery that he failed to realize the nightly hunt had begun. But when the hare lept from her place among the cliffs, Zahair finally understood why it was that Amalugh had cursed mankind. <</qSpeak>>
<<qSpeak "quincy.tilt">> ...Erm. Because the hare that had been hunting him had been Iltu. And... because of his curse, hares no longer wanted to eat him, and that meant he could finally reconnect with Iltu. In the end, Amalugh's "curse" was the only thing she could do to reclaim some kinship between mankind and hares. <</qSpeak>>
<<text>>
You made a mess of the ending, but you got the gist across. Despite your embarrassment, the High Sybil doesn't seem to mind. Her applause is languid, her expression pleasant as always.
<</text>>
@@.next;[[Continue.|OQ: Ancha Rt Closing]]@@<<set $oscarQuestTemp.storyType to "lucas">>
<<roundtable 5>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> How about a story from my VRMA days? <</qSpeak>>
<<speak "ancha.casual.neutral">> Oh, that sounds lovely! <</speak>>
<<speak "ancha.casual.tiltCig">> Have you any about my dear Lucas? ``*She raises her palm perpendicular to her mouth, leaning forward as if she were trying to communicate on the sly.* He tries to keep the //fun// stuff from me. <</speak>>
<<text>>
Common wisdom asserts that older women enjoy hearing about youth, especially their grandchildren. It appears that the High Sybil is no different. Luckily, you are well-equipped to satiate such a request.
``Lucas, however, is less thrilled. He scoffs.
<</text>>
<<speak "lucas.eyeroll">> I do not keep //"the fun stuff"// from you. There simply isn't //"fun stuff"// to share. It was a dull period of my life. <</speak>>
<<speak "ancha.casual.eyebrow">> That's not how I recall it. //I// seem to remember a boy eager to return each year and cut class with his friend. <</speak>>
<<speak "lucas.scowl">> Fine. Yes, Quintrell made it a hair less dull. <</speak>>
<<qSpeak "quincy.neutral">> *Your ear catches an opportunity to misinterpret his statement entirely in the name of humor.* A hare is quite the unit of measurement. You know, the average adult is eight hundred pounds. <</qSpeak>>
<<speak "lucas.annoyed">> *Alas, your attempt at comedy vaults right over Lucas's head. He groans.* The sort of hair that is //on your head,// Quintrell. Not everyone thinks as much about beasts as you. <</speak>>
<<speak "ancha.casual.curious">> You know, I've always wondered how it is you reconcile that difference. <</speak>>
<<qSpeak "quincy.neutral">> Hm? <</qSpeak>>
<<speak "ancha.casual.glanceCig">> It is my understanding that you are touched among the touched. Meanwhile, Lucas cannot stand even the most biddable of animals... <</speak>>
<<qSpeak "quincy.neutral">> That isn't true. He tolerates $licorice for my sake. And... he does like cats.<</qSpeak>>
<<speak "ancha.casual.incredulous">> Since when? He's always //hated// my poor Fig. <</speak>>
<<speak "lucas.glasses">> //That// is because Fig is a revolting monster and a wild beast unfit for captivity and //in no way comparable// to a domestic cat. Which, I must say, I am //not particularly fond of either.// <</speak>>
<<text>>
A strange assertion for Lucas to make.
<</text>>
<<qSpeak "quincy.neutral">> I don't understand why you are lying. <</qSpeak>>
<<speak "lucas.scowl">> //Excuse me?//<</speak>>
<<qSpeak "quincy.neutral">> You were fond of Princess Pickles. <</qSpeak>>
<<speak "dangelo.eyeroll">> Fond? Pretty sure he was willing to die for that cat. <</speak>>
<<speak "lucas.annoyed">> Wh - I was //not!// My interest in Princess Pickles's case was a matter of justice. <</speak>>
<<speak "ancha.casual.curious">> @@.lilt;Princess Pickles?@@ I have not heard this name before. Bring me up to date, will you? <</speak>>
<<qSpeak "quincy.neutral">> Of course. <</qSpeak>>
<<speak "lucas.flustered">> //Urrrrgggghh.//<</speak>>
@@.next;[[Continue |OQ: Ancha Rt Story Lucas2]]@@<<roundtable 10>>
<<roundtableCheck>>
<<qSpeak "quincy.neutral">> As you might expect, VRMA has frequent troubles with vermin. Youth are not known for their cleanliness, and the help can't account for every forsaken crumb dropped by the student body. Thus, Headmaster Glenmaer is in a state of permanent war against the rats and mice take refuge in the academy. To this end, he has employed a number of cats on the ground as mousers. <</qSpeak>>
<<qSpeak "quincy.neutral">> Most of these cats are feral, working animals, disinterested in human companionship. Of course, this did not stop the students from attempting to tame more personable individuals, and occasionally their efforts yielded success. "Princess Pickles" was one such cat. <</qSpeak>>
<<speak "ancha.casual.neutral">> What was she like? <</speak>>
<<qSpeak "quincy.neutral">> She was a senior mouser of an advanced age. Seal point coat. She was a reserved woman, friendly to few. Just affable enough to have earned a name, but not well-loved the way her contemporaries - "Lord Mittens" and "Joseph" - were. <</qSpeak>>
<<speak "dangelo.neutral">> Ah man, that takes me back. Lord Mittens, hah! Now THERE was an animal worthy of a noble title. He even had the little white gloves for it and everything. <</speak>>
<<speak "lucas.glance">> Oh, please. There isn't anything //noble// about rolling belly up for attention like a common mutt. If //any// of VRMA's mousers deserves that title, it's Pickles. She always put her duty to the people first... not that those little miscreants //appreciated// it. <</speak>>
<<qSpeak "quincy.neutral">> ...So, of course, Lucas was quite upset when he caught word that VRMA's help planned to euthanize the Princess. <</qSpeak>>
<<speak "ancha.casual.incredulous">> Goodness! Why ever would they do that? <</speak>>
<<speak "lucas.eyeroll">> Because the entire mouser system is rotten and discards those it no longer deems useful. <</speak>>
<<qSpeak "quincy.lookaway">> The cats were brought to VRMA to do a job. Once they were no longer capable of their work, they were no longer of use to the school. Princess Pickles, as I mentioned, was quite elderly. She had slowed down, and you could count the number of teeth she had on one hand. But she still had quality of life - and so, Lucas was incensed. <</qSpeak>>
<<speak "ancha.casual.weary">> Of course. He has a tender heart, that boy. <</speak>>
<<speak "lucas.annoyed">> @@.intense;I do //not.//@@ <</speak>>
@@.next;[[Continue |OQ: Ancha Rt Story Lucas3]]@@<<roundtable 10>>
<<roundtableCheck>>
<<speak "lucas.eyeroll">> Allow me set the record straight, here: I care for justice above all else. I saw an injustice being done and it angered me and so I //refused// to tolerate it. <</speak>>
<<speak "dangelo.unsure">> He started a petition to save Princess Pickles. Gathering support. <</speak>>
<<speak "ancha.casual.surprised">> He did? How is it that I've never heard of this? <</speak>>
<<speak "lucas.scowl">> I did. And you didn't hear of it because I did not tell you. <</speak>>
<<qSpeak "quincy.lookaway">> He went to Headmaster Glenmaer alone first, of course - <</qSpeak>>
<<speak "lucas.annoyed">> //No,// I went to Headmaster Glenmaer //third.// *He sighs, pinching the bridge of his nose.* If you are going to embarrass me with this old story, at //least// get the chronology in order. <</speak>>
<<speak "lucas.eyeroll">> ''First'' I screamed at the staff. //Then// they told me the orders came from thier superior, and so I screamed at their superior. //Then// their superior told me she was only doing as Headmaster Glenmaer asked. It was //then// that I - <</speak>>
<<speak "ancha.casual.eyebrow">> //You screamed at Lord Glenmaer, darling?// <</speak>>
<<speak "lucas.scowl">> Yes. <</speak>>
<<speak "ancha.casual.giggle">> I suppose I shouldn't be surprised Lord Glenmaer never sent word of this. He's always been fond of you. <</speak>>
<<speak "lucas.eyeroll">> Well, it didn't do much good for me here, because he told me it was just the way of things and to forget about Princess Pickles.<</speak>>
@@.next;[[Continue |OQ: Ancha Rt Story Lucas4]]@@<<roundtable 10>>
<<roundtableCheck>>
<<speak "ancha.casual.curious">> So, what did you do, then? <</speak>>
<<speak "lucas.annoyed">> I gave up. <</speak>>
<<speak "ancha.casual.incredulous">> Pardon? <</speak>>
<<speak "lucas.scowl">> Or... I was going to. If Quintrell hadn't been on my side, I would have.<</speak>>
<<qSpeak "quincy.neutral">> I saw how upset he was over Princess Pickles. I had little faith that the staff could be swayed, and so I took it upon myself to hide Princess Pickles from her executioners. Seeing as Lucas and I shared a dorm, I couldn't hide her there - it would be too obvious if they came looking for her. And so, I hid the Princess in D'Angelo's room instead.<</qSpeak>>
<<speak "ancha.casual.smug">> Oh, how noble! You boys coming together, all to protect a little old lady... Why, it almost brings a tear to my eye. <</speak>>
<<speak "dangelo.unsure">> *He clicks his tongue.* It'd have been more noble on my part if I'd //known// I was doing it... <</speak>>
<<qSpeak "quincy.neutral">> I couldn't risk the possibility that you might refuse to cooperate. <</qSpeak>>
<<speak "dangelo.silly">> Aw, come on - like I woulda ratted out a kitty! Even if she used my pillow as a sandbox. <</speak>>
<<qSpeak "quincy.lookaway">> An elder brother is an unpredictable force in one's life. Like the weather. I couldn't risk it. <</qSpeak>>
<<speak "dangelo.eyeroll">> Guess I can't argue there.<</speak>>
<<qSpeak "quincy.neutral">> As soon as I informed Lucas that Princess Pickles was safe, the fire returned, and he went right back to work devising a way to stop her execution. His own authority as child-prince was not enough to change Headmaster Glenmaer's mind, but our student body was composed of children from Vestur's most powerful families. Certainly, he reasoned, there must be some power in that.<</qSpeak>>
<<speak "dangelo.unsure">> He went and collected a bunch of kids' signatures. It wasn't just his own year, either. The sheets made their way to mine, too, and the years between us. It was all weirdly... //democratic.//<</speak>>
<<speak "lucas.pleased">> Hm. I suppose you could describe it that way, yes. <</speak>>
@@.next;[[Continue |OQ: Ancha Rt Story Lucas5]]@@<<roundtable 10>>
<<roundtableCheck>>
<<speak "ancha.casual.curious">> And this petition of his - did it work? Did Lord Glenmaer pardon the cat? <</speak>>
<<qSpeak "quincy.lookaway">> Yes - but not before the student body exacted their anger upon the staff. <</qSpeak>>
<<speak "dangelo.surprised">> Hold up - //what?//<</speak>>
<<qSpeak "quincy.neutral">> The first years responded especially poorly to Princess Pickles's pending execution, likely due to their young age. Our year was scheduled to eat lunch after theirs. They left the mess hall... well, a mess. Food thrown, the help covered head to toe in gravy... <</qSpeak>>
<<speak "lucas.smirk">> It was nice to see I wasn't the //only// one who cared about justice. <</speak>>
<<speak "dangelo.smilenervous">> Hey - //but// - the cooks and cleaners in the mess hall - uh - they didn't have anything to do with how the mousers were handled. How's that "justice?" <</speak>>
<<speak "lucas.eyeroll">> *He scoffs.* Well, obviously I know that //now.// But I was a child at the time! Back then, I only saw "us" and "the adults who wanted Princess Pickles dead." <</speak>>
<<speak "ancha.casual.glanceCig">> Hm. So how long was it before Lord Glenmaer broke? <</speak>>
<<qSpeak "quincy.neutral">> Three days.<</qSpeak>>
<<speak "ancha.casual.surprised">> My! How... efficient. What happened? <</speak>>
@@.next;[[Continue |OQ: Ancha Rt Story Lucas6]]@@<<roundtable 16>>
<<roundtableCheck>>
<<qSpeak "quincy.lookaway">> ...He called Lucas and I into his office to negotiate. The Headmaster wasn't certain //how// I had been involved, but he had intuited I had played a part as Lucas's dormmate. <</qSpeak>>
<<qSpeak "quincy.neutral">> Headmaster Glenmaer was tired, and after three long days of student rebellion, he was willing to meet Lucas's demands. He promised a full and happy life for the rest of Princess Pickles's days. Although - he had his own demands in return. One: that we never do anything like this again. And two: that we join VRMA's debate club so as to find a "healthy outlet" for "this energy." <</qSpeak>>
<<qSpeak "quincy.lookaway">> I had never been in this sort of trouble on this sort of scale before, so I was willing to agree to anything to avoid word of this reaching my father. <</qSpeak>>
<<speak "ancha.casual.tiltCig">> And Lucas? Was he satisfied by this peace offering? <</speak>>
<<qSpeak "quincy.lookaway">> He agreed to Headmaster Glenmaer's conditions. However... he also demanded he draft the agreement as a formal document. They must have spent at least forty minutes going over clauses and loopholes... <</qSpeak>>
<<speak "lucas.pleased">> It was a proud day. It proved to me that lady justice //does// prevail... so long as men are willing to fight tooth and nail for her. <</speak>>
<<speak "ancha.casual.neutral">> What about Princess Pickles? I presume she lived a long and happy life? <</speak>>
<<speak "lucas.thinking">> Alas, she passed the following autumn. But she died a free woman - on her own terms. <</speak>>
<<speak "ancha.casual.smug">> @@.posh;As we all hope to.@@ <</speak>>
@@.next;[[Continue.|OQ: Ancha Rt Closing]]@@<!---------DEBUG SETUP ---------------------->
<<set $debug to false>>
<<set $playerDebug to false>><!---------PART SETUP ---------------------->
<!----- act tracker---------->
<<set $actTracker = {act:1,part:1,partName:"A Long Road Ahead",faction:"tri"}>>
<<set $partDisplay to setup.actKey($actTracker.act)+", "+setup.episodeKey($actTracker.part)+" (DEMO)">>
<<set $currentLoc to {
img: "",
name: "",
snoutSensitive:false,
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:"The Convoy's Camp",
img:"camp.png",
state:1,
lastLoc:"barghur",
priority:["lucas","oscar"],
people:{
lucas: {canTalk:true,talkAlert:{}},
kaitos: {canTalk:true,talkAlert:{}},
dangelo: {canTalk:true,talkAlert:{}},
vicky: {canTalk:true,talkAlert:{}},
imani: {canTalk:true,talkAlert:{}},
elijah: {canTalk:false,talkAlert:{}},
oscar: {canTalk:false,talkAlert:{}},
licorice: {canTalk:true,talkAlert:{
}},
}}>>
<<set $mailbox to {in:{},out:{},trash:{}}>>
<<set $mailCount to 0>><!---------STRUCTURE SETUP ---------------------->
<!--- returns ----------->
<<set $menuReturn to []>>
<!------- versions----------->
<<set $pastVersions to {
1:{ 1:0, 2:0, 3:0, 4:0
},
2:{ 1:0, 2:0, 3:0, 4:0
}
}>>
<!-- mode setup -->
<<if settings.snout == true>>
<<set $snoutMode to true>>
<<set $modeFilePath to "snout">>
<<else>>
<<set $snoutMode to false>>
<<set $modeFilePath to "humie">>
<</if>>
<<set $readerMode to false>>
<<set $decor to "$decor">>
<<include roundtableInit>>
<<include codexInit>>
<<include locationBanners>>
<!-- Portrait setup -->
<!--- Character and Profile setup ----->
<<include charInit>>
<!---Map Init ---->
<<include mapInit>>
<!---Quest Init ---->
<<include questInit>>
<!--Inventory Init--->
<<include inventoryInit>>
<<set $viewItem to {}>>
<<set $viewItemDisplay to {items:[],notes:[]}>>
<<set $g to 0>>
<<set $itemMenu to {}>>
<<set $itemComment to {items:[],notes:[]}>>
<!-- Appendix Init-->
<<include appendixInit>>
<!-- dice roll stuff DELETE WHEN FINISHED REWRITING -->
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<<set $rollPass to false>>
<<set $dicebuffs = [0,0,0,0,0]>>
<<set $lastRoll = [0,0,0,0,0]>>
<<set $preRoll = [0,0,0,0,0]>>
<!-- skill check -->
<<set $skillCheck to {}>>
<<set $checkPass to false>>
<!-- timer stuff -->
<<set $timer = 0>>
<<set $timeLimit = 0>>
<<set $timerOn = false>>
<<set $timerFailstate = "">>
<<set $timerDisplay = [0,0," "]>>
<!-- menu nav -->
<<set $subreturn to "">>
<!-- menu img setup -->
<<set $menuTitle to "<img src='" + setup.PathImg + "gui/fglogo.png' aria-label='Forever Gold'>">>
<<set $menuCrest to "<img src='" + setup.PathImg + "gui/menu%20crest.png' aria-label='crest of the tri-kingdom'>">>
<!-- font size handler -->
<<set $fontSize = {
default: 16,
current:16
}>>
<!---- export name --->
<<set $exportFile to "">><<set $version to setup.version>>
<!--- GAME SETUP ---------------------->
<!---------DEBUG SETUP ---------------------->
<<include "StoryInitDebug">>
<!--------PART SETUP------------------------>
<<include "StoryInitPart">>
<!--------STRUCTURAL SETUP --------------->
<<include "StoryInitStructure">>